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Cyberdevil

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As a devoted DOOM fan you know I was a liiittle disappointed there wasn't more DOOM in this, but it's a nice idea otherwise. Hella difficult with how you continually have to adjust your aim though and move with two sets of keys in parallel to work around that. Maybe you eventually figure out a camera pattern that lets you avoid paying as much attention to that though... will probably come back to this when I'm a bit less aggravated by the challenge.

Otherwise I love the atmosphere! Good games back in the day were always all about the essentials, and it feels like this plays on that early aesthetic a bit... even if it might've been more so a limitation they had to work around way back when.

Good game albeit with a little high initial difficulty; multitasking requirement.

-cd-

Kwing responds:

Admittedly this game has little to do with Doom. The original project was just kind of a "I wonder if I can do 3D in Flash" but once I made the engine I realized walls, environments, or even just more than a dozen or so objects would be difficult to render on screen, especially in a way that looked good. So rather than having mazes with keys and doors, I opted to make a desolate forest, and the result was that it didn't make much sense to have traditional Doom-like gameplay. I ended up settling for Gloom as a name for three reasons: one, it was a cute play on the original concept I had for making Doom clone; two, making a dark and gloomy game allowed me to hide the lack of objects in the distance behind darkness; and three, having a campfire and a light mechanic (hence the gloomy aspect) as a central mechanic was an effective way at keeping the player close to the center of a map where all of the rendered objects were (tricky to do when you can't make traditional walls.)

I did really want to make the camera work better (I've talked about this in some other responses already.) You're definitely right that the initial difficulty is the worst part, as it takes several games to get comfortable with it.

As far as aesthetic, thank my buddy Shin for the art - the atmosphere wouldn't have been anywhere near what it is without him doing a fantastic job.

Finally got that second secret coin. :) Sometimes though really would be nice with a way to restart just the one particular level! When you end up walking into the goal and having to start the game over just to get another shot at the secret...

But the challenge level I initially felt was just overly aggravating here ended up being just right after all, after the final level the first ones aren't so bad at all, and you figure out the patterns. Shows that you put way more effort into this one too, and the self-moving pillar one was a nice change of pace too! Could've had more like that.

Overall a wholesome game, even if the first two are - compared to this - appreciatively rewarding in their simplicity instead. XD

-cd-

Daaang this one was addicting... so easy to play. So easy to replay. And it doesn't seem like there's a pattern to the randomness you can figure out either... I see no 'spam' element in this one at all. Solid. Both music and 'game over' loop really set that atmosphere too.

-cd-

ZabuJard responds:

thanks as always bb

That suspenseful music. XD So you avoid the meat but stick it to Kim Possible... got it.

Actually thoroughly entertaining, though a bit curious about the high score formula: do you get more the quicker you do this? Or is there a finite score you can get when you manage all the needles? Imagine this with a few more levels, varying difficulty and timer...

Fun time-waster as is but could be a whole other level of captivating and time-consuming! :D Good stuff.

-cd-

Rage mode doesn't seem to be working at the end there? Nothing that happens when I press R...?

Otherwise this was a fun game. Feels like the difficulty between levels wasn't all the most balanced, started out harder than the couple ones before the end, but after those I guess I did appreciate the break. You're happy you overcame the most challenging part.

Controls are good, music's good... overall it's a pleasure to play! Maybe not perfect but fun. Cutscenes add to it too. Wouldn't mind more games like this.

-cd-

Good fun looking back at this. :) Always appreciate them medals too.

-cd-

This might come in handy! :D Fun stuff.

Seems to be working perfectly via the NG Player but wonder what Ruffle does to those textboxes now hmm...

-cd-

DVa-Clock responds:

Ruffle is the noise my crisps make when I pull one out of the packet

For a moment, before actually reading the instructions via Itch (might be useful to add those to the description here too btw, or at least in the game), I thought this was more like idle pong, a type you had little impact on the performance of. And before that I thought it'd definitely be some more NSFW twist on the original, like say dongs for paddles, as the name seems to clearly imply. :P But it turned out an unexpectedly catchy and creative SFW variant...

Somewhat misleading title, somewhat too easy to miss instructions cue, and lacking incentive to get a highscore without a table/ranking for it, but it is a nice take on the original. Minimalism stays true to it too. Nice game. Plays well.

-cd-

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