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FutureCopLGF

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Really surprised me and had a lot of fun with this! While the game is rife with typos and awkward language, once you get past that, the game has some creative puzzles to get through in each room. I especially enjoyed the inventory system which allowed you to move around items, combine them, write down notes, and so on; felt so cool!

T-StudioGames responds:

Thank you

I think there's a decent core of a game here: movement feels pretty good (sometimes the jump can act a little funky), graphics are bright and explosive, and the shooting is nice. I feel like it just needs some extra touches to make it really stand out as it feels really dead and dull to me after just a few levels. While there is a nice variety of enemies in the end, the levels are very samey and don't change, the soundscape is very empty leading to a hollow feeling, and there is no significant story or progression in place to drive you forward. With those in place, I feel like this could be really great.

Citybuilder14 responds:

Thanks for the feedback
This is only a small demo so some of the features you mentioned would be in a full release

Really caught me off-guard with how experimental and crazy this game was. I almost switched it off from how weird and jank it was, but then it grabs you with the sudden creepiness, and then flips you off and goes off-the-walls nuts. While I love how it progressed, I felt like the bullet hell section was way too hard and I could only make it to the second boss (though I gotta give credit for how, even though it looks jank, you still had forgiving mechanics like how only the center of your character counts as the hitbox). Definitely a game that only uses jank as a disguise, and not actual lazy design.

Notabla responds:

Thank you :)
It really feels rewarding to see these few people getting past the first part and actually getting into the game ^.^

Really cool and stylish game; all around solid art and music, with some great arcade style gameplay as well! Gets a little repetitive as the enemies, while diverse, don't actually give significant strategic variety, and the only boss, which was great, is at the end. Levels feel really cramped as well and don't allow you to move around and dodge fire. Still, for being made in a week, this was some great fun!

Jack responds:

I'll see what I can do about improving strategizing around different types of enemies for our next game. Thank you for playing!

A nice little puzzler all-around! The tutorial was a little confusing for me, but I got the hang of it eventually and got pretty far. Could maybe change up some of the art elements to make it more obvious: for example, why do the walls kill you when the spikes are on top, not on the side, why do pots not stop you when they take up a tile (consider using something like moss if you just want to pep up the floor), why can't you go backwards in the teleport pots, etc. Also, the game was pretty laggy and glitchy for me: the 'switch ghost' kept freezing up on levels for me, making some situations unwinnable.

ouzzgame responds:

Hi!
Thank you for your comment! ;-)
- Normally, spikes all around the scene kill you.
- Some pots are parts of the background, so they can't stop you...it's maybe confusing...
- Teleport pots are one-way. But it's a good idea to make two-way pots

- Flash games in web browsers are often slower than the mobile versions. Because of the number of layers, and animations. You can't take advantage of all animated things in the game with the flash version. If you want to test it on iOS send me a private message to get a PROMO code to download the game for free on the appstore!

A cute little game that surprised me with its twist, but I feel like it didn't capitalize on it enough as it was over as soon as it started. I understand it is a game jam game, though, so I don't want to be too harsh or anything: take it as a compliment that I wanted more cuz it really grabbed me!

DavidMarchand responds:

Don't sweat it, thanks for the compliment!

Very cool and cute puzzler! A little confusing at the start to grasp the mechanics, but once it got going I had to see it all the way through. Liked that the music changed it up every few levels or so; was a pleasure to hear. I felt like the difficult curve was a little out-of-order and the puzzle mechanics weren't as fully explored as they could be, but I still had fun going through it and look forward to more!

Diemorth responds:

Your words were kind, I really want to change the order of some levels, probably will do it today. I would like to implement more of these wonderful mechanics being suggested, I think this will bring an even more enjoyable experience! Thanks for playing! :>

Really solid game here! Cuts right to the chase instead of dealing with boring story, and all of the elements (sound, music, graphics, gameplay, etc) seem to be good all-around. Was very impressed at the inventive puzzles that the game has; had some great 'eureka' moments with them, and it really sets it apart from what could just be a typical zelda-clone. Could maybe use a little more pizzaz for the combat, but I'm hopeful enough that it does build up as you get powers and new enemies in the other dungeons.

Wolod responds:

Thank you for the kind words! I hope so too :D

It's nice to have the information and such to promote Newgrounds and educate people, so I applaud the noble intentions. But at the moment, I think the presentation needs some work, as right now, it's nothing more than a wall of text, essentially (and painfully small text, at that, which is difficult for me to read). Given that you've made a whole game around it, I'd expect the presentation to be more dynamic than a powerpoint: I'd love it to have less text and more images and interactions to really learn the information in a fun way!

Little-Rena responds:

I need more ideas on what to make interactive.

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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