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Cyberdevil

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Merry Christmas ZabuJard! Hope you keep doin' your thing 2021 too but take a break now; rest up; have some festivities! All the greatest!

-cd-

ZabuJard responds:

THANKS BB CD !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Thought this'd be a port but it's a whole new game! And in Pico-8 no less. Limitations with color palettes and such set aside (or with such in mind - gives an even grittier oldskool/lowres impression) this is amazing.

Feels like the shotgun doesn't really pack the same punch/precision as with the real games, and no doubt I'm bound to run into plenty of similar dissimilarities down the line here, but the DOOM vibes definitely carry across! It sounds similar. It looks similar. It feels similar. It's both a blast of nostalgia and something entirely new at the same time... once you get used to the mouse + P2 controls, as you say, it's not bad at all. Just wish the 'action' button had a different key too. Feels like being able to open doors with say enter or space would be a bit more ideal. Possibility to map your own controls even more so.

But I shan't ask for maybe the impossible or unnecessary here! So far this is awesome. May revise review with additional notes a few playthroughs later... thanks for making this!

Edit: Played through and it was great. :) Though it seems the low resolution/design/mechanics bring in the motion sickness issues I get with certain old FPS games after a bit. Alas! Though it's not too long that you can't get through it anyway. Level design, weapon variation, soundtrack and all was great. Feels wholesome and polished, even with a smaller level selection/enemy selection/all selections really than with the original. Glad you got in the Cyberdemon at least. :) With a mastermind twist. And both enemies and weapons all require their own routine/have their own quirks. Feels like a balanced selection and appreciative new take on the one and only.

Regarding the shotgun punch mention above I felt the same applied especially to the RPG, when you sometimes need two rockets just to kill an imp! It seems distance may factor in to the damage all projectiles do here to a much bigger degree than in the original; maybe that's the nature of the engine? You get the hang of that too though/the new damage requirements and patterns are an appreciated difference as well. Wouldn't be as fun if everything was just like the original. Actually I should probably stop comparing this to DOOM so much, it clearly is a standalone game, albeit inspired by the legend!

A few things though:

- Seems medals aren't unlocking, and scores not working entirely either?
- It seems if you pick up one weapon in one level it sometimes doesn't always carry over to the next; you have to get it again.
- The 'Fullscreen' option via the ENTER menu doesn't work/messes up embedded resolution instead - though I guess you might not be supposed to use this option at all.
- Got used to opening doors with right-click too, works almost just as well. :) Now I just wish you could toggle between weapons without pausing the game too, via the usual numbers or other keys if that's not possible here...
- In regard to SPACE not working as the action key for me, I assume it might have to do with it being mapped to the main PICO-8 controls? SPACE/ENTER/ESC all seem to have do with the non-game menus.

-cd-

freds72 responds:

thanks!
spacebar = use/open is supposed to work, I’ll look into that.

weapons are carried over - using weapon wheel (middle mouse click) to swap.

It's a good start, but maybe a little buggy! Seems like one alien disappears when I hit it but the other just stays there... the controls work well but it's a bit unfortunate you have to get so close to the aliens too with that short-range a weapon. Seems it would've been more fun with projectile-based ones (the gun). Though it's not like they seem to shoot at you either way, as the description says they should? And the second one doesn't harm me even when I walk over it...

Controls might seem smoother if you don't stop walking on each new frame when you have an arrow button held down too.

Otherwise: it's a start! Would be cool if you keep building on this, or try something similar with the same engine. Just more enemies, longer levels, a bit more game material overall... keep it going!

-cd-

Hmm, loaded a long time to get to that countdown! For a while I thought maybe that WAS the countdown. It's a neat idea, though seems more like it's counting down to the day when Flash officially becomes open to everyone; not so much to the day when it goes away! More so a countdown to the grand revival, powered by somewhat in-house: ruffle.rs

Internet Archive's onboard. It's getting integrated on plenty of personal sites too. Currently only supports AS2 but should hopefully work with AS3 soon as well. The future's bright and hopeful after all. Let us count down to: the day NG takes over! Flash Revival! Flash Revolution!

The grand revelation. Ruffle Fo Rizzle.

-cd-

Considering the multiple correct answers on multiple of these yet only one of them really leading you onwards: it is pretty difficult hmm. :P What a blast to play though. So much creativity here too! Awesome work.

-cd-

Daaamn that got violent fast. XD I wonder if I played this back in the day hmm, classic Newgrounds... fortunately this boss doth not look much like my own boss though, personally do not have nothing against my boss...

-cd-

Well that was different. XD Music made it a hundred percent more intense too, and that's some impressive bladder capacity...

Doesn't seem like health bar really corresponds to any kind of damage though, and even after it's over it keeps on going. Can't complain though. Perfect gameplay wouldn't allow for half as many of these so very explorative, exploitative; totally new time-waster tidbits of great entertainment! But do be room to improve.

-cd-

ZabuJard responds:

thnx devil bb

Was going so well until level 19... 18 was hard too but after that it feels like you pretty much need to go fast to get through the level at all. No room or time for precision. Crazy jump in difficulty if you weren't already playing that way.

I think I'll come back to these later on, frustration levels = waaay too high right now. Otherwise love the dynamics; the idea; the everything about this.

Seems like one of those games you can replay over and over too, and just get better the more you do. After completion there's still the times to refine.

Update 12/21: Finally came back to this and got 'em all! :D What a killer level 19 was, unproportionately difficult, but it is possible after all. Good sense of accomplishment when you finally get through it.

-cd-

How has this never been done before! XD Genius...

I could spend hours on this. Got that essential beat, a little variation, simple loop and reset functionality and just endless possibilities to tinker around with here... all it's missing is some kind of export function so we can submit these tracks to the AP too. Done made my day this one.

Slightly mismatching tags though maybe.

-cd-

Juuust as addicting and just as brutally difficult as the original!! If you don't click too fast, I suppose...

This plays pretty well. Both looks and feels Flappy too. Good name. But argh so aggravatingly hard!

-cd-

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