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FutureCopLGF

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Cute little game; the art and aesthetics really elevate it. The actual platforming and throwing mechanics are a little clunky at times, but the puzzles were really solid and fun to solve.

OurLittleStudio responds:

Thank you!

Wow, that's a blast from the past right there. Little bit of a frustrating start due to it being very slow and confusing, but it seems like a decent enough management sim that harkens back to ye olde newgrounde dayes.

Yomuchan responds:

Thats what I was going for, thanks. It was a pretty learning experience.

Not too shabby; I think it's a good engine that you've put together and I'd like to see more from it. As it is right now, it's a little too bare to stand as a game by itself; needs more unique rooms, cool abilities and challenging enemies, among other things. Some things I do like are the little hover-over tooltips for your items and abilities; that type of element is usually ignored in these games for more fun things. Nice to see arrows embed in the environment as well; a nice little touch.

paulfromsmite responds:

Thanks I 100% agree, and I'm working on adding that stuff.
Thanks for the reply!

Always glad to see another twin-stick shooter, especially when it's taking after something as action-packed as SMASH TV. This seems promising but does have some parts to it that could use some polishing as right now it's a little clunky in general.

The HUD and text elements can be a bit buggy and misplaced, and the colors work against itself and makes things less readable since it's all so bright. Some of the items are a bit confusing and there's no way to tell what you picked up (for example, why is a shotgun not a shotgun but just a burst powerup?) Death is way too fast both in dying and reviving, leading to confusion (especially considering the previous feedback about color, which makes you lose your character easily). Dodge roll seems to be only for positioning, when a lot of games it is used for invincible frames to go through an attack; for this, it might be something to consider implementing.

Looking forward to see more from this; with a big more polish, new enemies and such, it could really go places, I think.

saltandpixel responds:

Thanks for the feedback - other than the ammo counter, What are the other HUD elements that are misplaced or buggy? Are you talking about the text that appears over the orb and teleporter?

I had the dodge make you invincible, but I changed it. It makes escaping way too easy and almost feels like cheating; you can roll through a line of enemies - I'd rather have the player be considerate of their position in the arena. If the map was bigger and had more enemies it would feel better (like in Telsa vs Lovecraft), but this is all about claustrophobia.

Solid game! Had fun playing it, especially once I got to the final boss! Also had good bits of clever design, such as teleporting players to a checkpoint if they fall into acid, instead of having them just bounce in the acid as so many other games do. Only issue I had with it is that it eventually started to drag a bit as it didn't freshen up the levels or introduce new enemies/mechanics for quite awhile. Once you get to the final boss, however, it's all worth it!

IceDrumGames responds:

Thank You. Yes, this is the main problem of the game.

Very cool! I really got dragged into the world and loved the characters. I wasn't able to beat it yet since the bishop fight destroyed me (I thought I was supposed to lose! lol), and without a closer checkpoint to work from, it feels too punishing to continue. I understand it's a roguelike and it's supposed to be tough, but this is more like a story RPG and it can really lose pacing and momentum when you can die and have to start over from sooooo long ago, hearing people say the same stuff, but with less impact now. The mechanics were solid though and the world is mysterious and intriguing.

Edit: (Doh, I guess I missed an altar to save in! That helps a bit if that's the case.)

BigBossErndog responds:

Hi, did you perhaps miss Karin's house, which has an altar you can save in? Or do you think Karin's house is still too far from the boss?

Very solid game! Cute, charming graphics combined with smooth gameplay. Loved the heck out of serving customers. I could easily see this run and run with an endless mode, or more difficulty switches where you can't see the letters for the next plates when you're serving and so on. It just feels so good that I wanna keep going!

LightWolfStudios responds:

Hey, glad you're enjoying it! There's definitely a chance we may do more with this idea in the future. :)

Simple but nice; feels very fluid and satisfying. Also has nice little touches such as having new donuts that spawn have a period where they cannot affect you to avoid cheap spawns.

platformalist responds:

Thanks FuturecopLGF! Glad you appreciated the little touches. :)

Cute story; the interesting meta intro and the use of the Char1 was executed well enough to elevate what was an average platformer into something a bit greater. I would love to see this idea explored more: maybe adding more dialogue for certain events (like if you die a lot) would be nice, and I would've loved if the levels were intentionally glitchy since they were a WIP and you need to get through weird obstacles.

ROCoGames responds:

Yeah i know exactly what you mean but i couldn't find a good and optimal way to make it look glitchy and for weird bugs to occur. Thnaks for playing and for the feedback :D

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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