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FutureCopLGF

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A fun, quirky little story! You'll probably get some complaints about the art style, but I like it; it's vintage Newgrounds. UI was presented in a nice way with good polish, and I like that the game goes above and beyond with some animated cutscenes. Lotta polish with transitions, music cues, and so on. Humor was on-point as well, though it does feel like there were some inside jokes I didn't know about, haha.

But aww, I'm bummed out at the ending! I almost feel like I forgot something and got put into the bad ending.

Afferz responds:

Haha nah, that's the only ending... Glad you enjoyed it, thanks for the review!

Pretty cool! I think it has a nice little gimmick as well as a slick, minimalist presentation. Would like to see more in this in future; maybe some sort of level structure, or a more exciting progression as the score gets higher and higher, like new enemies, your core getting larger, pitching shifting your score higher, etc (I'll admit that I didn't get too high so maybe there is?)

JorisRollfox responds:

There isn't, but there will be. Thanks for the suggestions.

A little tough to comprehend at first, but in the end it felt like a short and sweet strategy challenge! Felt like it had a lot of polish in how the UI and graphics were put together with smooth transitions and eases, among other things. Also thought the interesting choices you can make before battle were neat and gave it a lot more heart than usual games, where all you can do is place units. It can be difficult to balance things like this; tutorialize it too much and people feel babied, let them run free and people are lost and frustrated. I think it was balanced right on the middle, since I could win after a few attempts, especially considering that I've never played a strategy game with mechanics like this. Would be nice to maybe see more scenarios with this engine; get a whole story and set of campaigns going!

Rarykos responds:

Thank you very much for this detailed review!
I've been struggling to present this the right way for a long while but it's still got problems.
Glad you enjoyed it, I'm working on a full version since many people wanted it so that's a relief!

Really trippy and wacky game with a great concept built around it. Had a lot of fun wrestling the controls to slash aliens all over the planet. It's got a great presentation all-around which really shows the confidence in the design. Would love to see more like this, and could be polished a little further to really make it awesome (like more feedback on slashes, for example)

Fishlicka responds:

Thank you very much!

I agree, I could add in some particles or better audio. A swoosh sound maybe. I had to adjust the knockback down because it wasn't fun chasing down the monsters that you sent flying.

The initial tutorial was a bit confusing as it went by so fast. I was really lost, especially since I was unable to do the tutorial again! Once I did get into the game and figure it out, however, I had a lot of fun! Could use a little work on the onboarding process, as said before, could use some more juice (like make the word completions pop more and the transitions smoother), and make it more prevalent what column you have selected (yellow isn't bright enough, easy to lose track of current column when it gets fast).

HealliesGames responds:

A pop animation could be interesting! Even a custom column colour.
Actually I'm experimenting with other projects, but I'm going to update this.
Thanks for your feedback, FuturecopLGF!

Had a lotta fun with this game! Loved the characters and the humor you had going; made every death very fun instead of frustrating. Platforming felt pretty solid as well, and it was a decent challenge.

saantonandre responds:

Thanks, I enjoyed your gameplay/critique too, you did really good at my game! :)

I want mooooore! Very promising demo that was over too short. Had cute characters that I got attached to and some solid, if basic, platforming. Looking forward to more.

Theihe responds:

Yeah I just saw on twitter!

You're right about it being a demo, I don't know how we overlooked such a simple thing, I think it got lost when we were rewriting the text to hit the deadline, to say that we've been too busy to notice is a bit embarrassing haha! I've edited the description vuv

We sat down and watched the video together and had a blast!
Thank you for your kind words!

"And it's not blue... *chuckle*" was my favorite part ;)



Here's FuturecopLGF's video!
https://youtu.be/DqsrDdFR7kA?t=18056

Pretty fun to play; cool graphics and charming characters that make you want to get farther and farther. A bit frustrating though: the enemies don't act in ways you can react to a lot of the time, and the stamina system can screw you over when it really doesn't even need to be in the game (at least from my impression).

Amni3D responds:

The enemies come down to design oversights in my part.
I think the stamina comes down to tying too much to it. If you want to glide, you have to eat stamina to dash first. If you want to double jump, you have to eat stamina, even so. I don't think the idea is inherently bad here, but too bound to it. Like, could the game play better if double jump was independent of stamina? Or if dashing had a smaller up front cost? Or what if the gliding was completely independent of dashing even if they both use stamina? I feel the abilities should be rethought if I ever touch the idea again (which I do want to, eventually).

A cute little gallery to go through, but a bit frustrating: you can't see the character you're pointing at when you're pointing at them due to the opaque pop-up with the artist avatar in it covering it, and there were tons of times I was trying to hover over a character but it kept thinking I was hovering over someone else.

Also, there were some inaccuracies here and there, like Hollow Knight from Shovel Knight?

Mabelma responds:

Thanks for your feedback 🙏

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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