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Really cool! Love the professional design in everything, especially in the really flashy and snazzy main menu, which is something a lot of devs wouldn't bother with, but I greatly appreciate the effort (though the checkboxes are a little confusing and not immediately apparently they are defaulting to checked). Gameplay was great and it felt so fun to keep getting new pieces and figuring out the best way to make your way around. I could see the intro being a bit confusing for people: I bet many people might default to hitting WASD and arrows and not seeing a reaction and thinking it's broken, but I see you made the handle glow to attract attention and I like the appeal of figuring out how the contraption works. I wish the screen wasn't so tiny for my old eyes: I understand it's part of the design, of course, because the real game is the bits around the screen, but I still wish it was possible to have a slighly bigger view. It's a bummer that the game doesn't save: I really wanted to come back and continue my last session! It's a good game though, so I don't mind starting over much.

Prox276 responds:

Thanks! I appreciate the feedback! I just fixed the saving bug. It's one of the things that work in the game engine, but not in the final build so I had to make some adjustments there. Kind of unfortunate that most people experienced the game without the saving feature I spend so much time on, but that shouldn't be that important. :)

Very cool concept and fun to play! Reminded me of games like Armored Core or Virtual On as you skate around blasting bosses with crazy bullet patterns. At the moment, while it does have a solid core, it did feel like it had some issues with difficulty. A lot of the bullet patterns felt like getting hit was just a foregone conclusion at times: too many bullets going way too fast with no real way to effectively react and dodge around them and no dash/roll mechanic to help. The only aim being auto-aim made it difficult to lead your target too, meaning it was inevitable for the ball to get away at times (though maybe this was intentional so it could get to each peg before you win). It also got a bit repetitive: by the time I got to hole 10, the environments kept getting way too walled-in and annoying to move around in, involving a lot of dead time where you're circling around huge walls looking for an entrance, waiting for the action. Still had a blast sinking holes-in-one!

adriendittrick responds:

Thanks for the thoughtful review!
I agree that this game might be repetitive. The only reason why I have 18 levels is because it's a golf game after all.

Very clever concept! While the game is not gonna blow anyone away graphically, it delivers a really satisfying and unique puzzle experience! Can sometimes be a little frustrating to make your way through the level with the key since some moves with it are a bit unintuitive, but once you get used to it, its a fun challenge. I liked collecting the power ups and figuring out the spots to use them in, and I especially liked the design of the levels where the exit of a zone is built to have a shortcut specific to the power. Solid Metroid design!

adriendittrick responds:

Thanks for reaching the end :)

It's interesting, and a cool story with a lot of intrigue, but it felt like I was waiting forever for the game to actually start. First came the arrows, but two of them lead to immediate dead ends, so it wasn't really a choice at all. Then when it came to the minigame, it counted my left click to start as the wrong hand to start so it dumped me into the bad ending, which was a real bummer (and when I tried to restart to try again I couldn't move the mouse to proceed). There were a lot of typos in the story as well which kinda killed the mood at times. I think the story had some cool ambience to it so I think there could be some great things in store for future projects.

GameDanTeam responds:

Thanks for your message.

The choice of the arrows it was only to show the different parts of the ship, the script has no different ways at this part. We worked with a small budget in our first Visual Novels and there are a lot of things that could be improved. Our future Visual Novels will feature Digital Art and will be far better.

The issue about the left click was explained in the line "Remember to start with the right button.". You are not the only one that died this way. In a next version we'll solve the issue to retry and see the good ending, also the bug of the mouse when restarting the game it has been solved in other of our games. We'll work to fix these two issues.

Please, check out our other games, we hope you'll like them.

Thanks.

I really want to like it since I really like grappler games, but man, I just cannot get used to the controls. The whole Q/E strength mechanic seems really unintuitive and I just can't tell how much strength is actually being used, nor if I should press or hold the keys. The grappler seems a little glitchy as well, shooting through walls occassionally. The game just seems to get way too difficult way too fast, maybe it assumes that I would've played Swingin' 1 beforehand, perhaps. I still do appreciate the funny presentation, especially when it comes to the ragdoll physics and the popping of limbs: it made my constant deaths a little less frustrating by making it quite funny.

nulledwine responds:

Thanks for your honest feedback.
I have had multiple reviews concerning the grappling bugs and the Q/E strength mechanic. I will be working on fixing that.

Seems to be very well put-together: graphics and presentation are very cool, music and sound are great, enemy variety is diverse with cool strategic elements to consider, the game has lots of nice little touches like the rolling cinematic start and the tank treads getting bloodied up, and so on. Having said all that, though, I feel like it still needs a lot of work in terms of gameplay. There's no HUD to tell you crucial information like your health, ammo, score/progress, controls and so on, and without it I couldn't even tell when the game initially started. The bridges, which a nice graphical effect, are very annoying since they hid enemies for me constantly. Feedback was wonky as I couldn't tell that running over enemies hurt me, nor when I was out of ammo. Wasn't sure what the game was: if I was actually making it to the end of a level or if it was just endless. People will probably suggest making the tank turret aim with the mouse, but the way the enemies are designed doesn't work for that and I don't think it's necessary to make that change. I think it has a really good core and just needs some help to make it great! Will look forward to a final version!

Cloud-yo responds:

First of all, Thank you for taking the time both to play it and to write a review. I appreciate all the compliments and your notes, I will say this, in the info for the game I had to specify that it is necessary to click the full screen option for the game. for some reason I cannot get the game window to resize properly based on the display. So, if you try again and use full screen you will see the whole UI, you will have a wider view of the game and a little more room to maneuver. I have tried using the mouse to aim, but it has made the game harder to play. Please, if you would try it again full screen just to see the rest of it, I am particularly proud of the score element.
Thanks again!

An interesting experience that I enjoyed, but is marred by a few frustrating points. The chest blocking your way which requires you to go back and touch the left side of the screen can be really confusing: most players will not expect to have to do that since it's not intuitive that it would have any effect since they already know going back is useless, and they'd probably assume they are stuck and reset the game to try again or just stop completely in frustration. The last chase scene was really cool, but it kinda took a long time to get to it in the first place, and it wasn't clear whether it was even winnable: I tried it three times but couldn't find a way through: if it does expect you to do more attempts than that despite the end being a brick wall that didn't seem to change from my subsequent runs, that might be asking too much from the player. Cool music and presentation, however, made it a unique and cool journey!

adriendittrick responds:

Thanks for the kind review :)
Also yes,the game is meant to be frustrating and confusing, I basically built it as a gamer torture experiment X)

Neat little game! Made it all the way through and enjoyed myself by setting up awesome kills. Enjoyed the multiple varieties of enemies you had to contend with. The mechanics can be a little confusing at times though and could maybe use a bit of tutorializing. It wasn't immediately apparent that the laser would spread out into the adjacent rows/columns: perhaps a damage indicator when you are next to a star could help. Also I loved setting up double/triple/quadra kills, but the combo system didn't seem to reward this as a quadra kill only increased the combo by 1 instead of the supposed 4. Anyway, had a nice time!

amidos2006 responds:

Thanks a lot for trying my game :) so the laser cover your tile and one tile extra on both side (helping hand). The combo system doesn't depend on killing enemies, collecting stars will increase the combo and the value of the score depend on the value of the combo not how many enemies in that kill :)

Really fun game! It didn't blow me away at the beginning, but I ended up having a ton of fun! I really liked the concept of gathering up weapons from the environment while dodging enemy fire, and then firing back yourself while running around like a madman! The goofy story was great and made me want to keep going just to see what insanity would be next.

I do feel like the levels were designed in a bit of a weird way where the really good stuff (boss battles) is kept at the very end and it peaked a bit too early upon reaching that. Just as I was getting a little bored from the normal levels, suddenly it introduced that super cool cannon boss that was incredible to fight! I expected that to actually be the ending, but then it introduced a boring castle afterwards, only to suddenly have another super boss, and so on! Maybe sprinkle the bosses in a little earlier to hook and space them out a bit more to keep the player going (though you do have an alright hook through the story with the whole princess business). Also, I felt like the whole 'like for 200 spears' was really weird and unnecessary as I didn't want a way to cheat around the interesting core mechanic of tactically gathering ammo myself.

moorlandgames responds:

Thanks for the great review! we appreciate it :)

Wow, this game really surprised me, especially for something that was made in just one day (though I usually try not to let that affect my judgment)! While the game was very minimalist graphically, the presentation and flow of the game as it introduced concepts using musical cues and text was superb and really got me into the whole purification business. My only frustrations were that I would prefer being warped to the previous room, not the beginning, on death, and that I feel like the final purification spree didn't need so much resistance from the tough enemies as it kinda halted the flow a bit. A great example that you don't need super intense graphics to make something so hard-hitting!

adriendittrick responds:

Thanks for reaching the end :)
Also what, did you expect ending the world to be EASY? :p
There are overpowered beings who actually LIKED this world and don't want to see it destroyed.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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