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FutureCopLGF

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Pretty cool once it gets amped up in the later levels (past the first upgrade), but it is a bit long and boring to get their initially, potentially leading to dropping off. Mechanics can be a bit frustrating as well without being able to aim the gun at all and being forced to wait, though I understand that is the main conceit. Still, once it gets going it is has a nice, challenging feeling to it with a good level of polish and creativity in the level design.

Prox276 responds:

Thanks for the feedback! I completely agree with you, it does get boring around halfway into the game.

Pretty cool platformer, though a bit frustrating at times (though it is inspired by hard games, so you can take that as a compliment, haha)! Bit of a bummer that it didn't have any music within the levels: felt overbearingly quiet at times, and considering the SFX were so cool, I would've loved some music. I didn't really understand most of the mechanics: the cloning seemed to just be used as a stepping stone for jumps, but it also respawned you at them before respawing you at the start anyway? Could use an ammo counter for bones as well as candy score, and some forgiving jumping mechanics. Still, in the end, the game has a good variety of enemies, platform setups, tricks and traps that make it a fun challenge.

Newdam responds:

Maybe the music is not charging well because the game has 8bits music. I´ll check it. Thanks for your comments!

Pretty goofy and funny. Enjoyed the art and presentation, and thought the dialogue was well put-together with some nice moments where the dialogue is interrupted or paced to great effect. Would love to see if the combat could be improved to make it more unique or SCP-specific, as at the moment it is fairly default mash-attacky, albeit with some humorous replacements.

Meganaut123 responds:

Thank you! I'm glad you enjoyed the game! :D

Surprisingly impressive and deep! Was not expecting that level of mechanics from this simple one-button game, such as gravity switching, cannons, back-and-forth puzzles, but I thought it was a great implementation of it all, especially with the boss level. Only critical feedback I would have is to fix the readability of the HUD elements (bright colors on top of bright colors don't read well), add a little bounce to the animations for the character and enemies, and I feel like the hitbox for the characters, or perhaps the hurtbox for the spikes, are way too big and should be more lenient. Great and funny experience though!

JohannesGross responds:

Thank you very much for your feedback! Going to implement all of that in the next update.

Not too shabby! At the moment it feels like its missing a little something special to it, but it's solid enough. Feels a little haphazard and disjointed in terms of theme: we've got this story about death, but we're jumping around clinging to frog tongues and such. Platforming is cool in terms of obstacles and challenges, especially the wall jumps, but it also feels a bit too fast and sharp for me to comfortably and skillfully handle the characters in a good-feeling way. Looking forward to more!

piratechipgames responds:

Thanks for playing and providing valuable feedback! -Ibrahim

Pretty cool! I enjoyed my time with it, but I feel like it was difficult to grasp initially and could use some additional pep to keep the player interested. The art is great at the moment, but sound effects could definitely help in terms of making it more exciting and explosive (literally). Wave announcements and the jangle of money being added could help you feel like you're making progress bit-by-bit. The pathways for the attackers could have some wavey arrows to help players see how they are coming in. Some of the interface buttons are a bit confusing to understand at first: I ended up quitting the game when I was just trying to close the options menu, haha. Definitely a lot of potential here and would love to see an improved version.

RobotRage responds:

Thanks for checking it out! yeah the criticisms you mentioned are things i need to work on personally, GUI isn't exactly my strong suit.

A surprisingly deep and cool puzzler! The ramp up in difficulty was unexpected, but enjoyable due to the intuitive tutorials. Also, it felt like it really cut to the chase and got the full draw of puzzles from the mechanics on show. All in all, felt really solid with all the core aspects: art, sound, presentation, game feel, etc. Well done!

Yetman responds:

Thanks a lot :D

A nice little rock-paper-scissors puzzler that has a good amount of scenarios in it! Would love to see this concept expanded upon as I think it really has some legs to it and could lead to some great combat. At the moment, the game is pretty decent, though a little bland due to lack of polish and little touches like feedback, but it is a jam game, so not too shabby.

PeterMX responds:

Thanks for the feedback!
Yeah, I need to work more on polish, a lot of people recommended that. I'm busy at the moment so hopefully later I'll make a better game.

Very cool presentation and dedication to reproducing that genesis feel! Felt like you covered all the bases and have a good core engine here that you can work with. The only unfortunate thing for me is that, it might almost be too good of a Sonic clone in that it has all of the things that should probably be improved upon nowadays (slippery movement, camera/player positioned to not allow you to see obstacles in time, etc). If you agree, I'd love to see this improved upon and given its own unique voice!

Jekdersnek responds:

Hey, thanks for the feedback! I totally agree with you, I definitely wanna give the game more of its own image and hopefully remove a lot of the issues associated with Sonic games, if I ever get round to (re-)starting this project amongst all the stress with uni. :)

A little clunky for me at the moment, but it shows some good promise with an interesting premise that I bet would blossom given more time than a week. I couldn't really find my way through as, while the battles are very quirky, they do not seem to offer much interesting strategy or uniqueness to them. Moving around the world had me getting stuck to walls a lot as well. Would like to see more from this eventually!

maxrobert responds:

The controls in the overworld are clunky and I believe if we'd change the control function-ality it would certainly work better(move and slide (hint hint etc)). It is a proof of concept/small experience sort of game considering the game jam nature of it and all. You are on target in your evaluation. The items really saved the game and improved the strategy of it, thanks to programmer Alexander who was the big brains behind that feature(plus overall systems/shaders in general) as I was the 2d cell animator/implementer music composer/generalist programmer dude, so certainly the battle system and game overall could use some added features/work for sure. Thanks for playing!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

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