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Cyberdevil

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This takes me back! Used to play a lot of Barrack as a kid, this is just like that, with some I suppose major differences in that you have to navigate a ball instead of just use a mouse-controlled laser divide up the different balls. Similar to the predecessor, there are plenty of power-ups, but I like the fact that the interface is three-dimensional, that there are more threats than just the balls you need to box in and that they actually break out if you only surround them with thin walls. The classic will always be a favorite, but it's great to see a modern-day remake like this hit the portal. Great work!

-cd-

I like the idea, but there's not much feedback on the interface. Most importantly, there's no sense of progress apart from the money counter, and since you use that to buy upgrades (which have no descriptions or names, nor any apparent effect when bought... unless you upgrade a LOT) the money counter isn't a very progressive thing. The New Year countdown at the top of the screen might be nicer if it was more graphical, like a bar stretching across the screen rather than just numbers.

It also feels like the squares get stuck on the rings too easily, just a little bit smaller hit area might make it feel more like you can actually have a close call and evade the foe just barely. At the start the squares move irritatingly slowly, and getting to the other side is more a factor of luck than timing. Maybe with slightly transparent upgrade buttons, a canvas resolution or warning colors at the bottom for the circles that will soon appear you could rely more on skill to time the openings instead of getting blocked at the last minute. It's a great idea, but I feel could use some polishing. Appreciate the medals btw.

Keep it going!

-cd-

PoisonHeart responds:

thanks CD, when you put it so directly i definitely understand feeling a lack of real progress. i wish i had had more time to balance things, and indeed I could have added more and more graphics to spice things up. Yet at one point I was able to fire Squares at a rate of about 65 per second.

I became worried about stability once the Newgrounds API scoreboard objects stopped responded to orders, they couldn't be unloaded for whatever reason so i had no choice but to make them invisible if the game is rolling. I'm sure you notice, too, other variables that aren't being reset when you restart after a game over.

Either way, win or lose, the final screen wound up a mess. it's my fault for loading the NG Scoreboards the way I did...

I found the fastest way to get things onscreen, ticking, and colliding was to run everything as groups of objects looping through endless calculations at rates of up to every millisecond. once this was stable and i was able to get a lot of stuff whirring smoothly, i actually became deathly afraid that too much extra weight on the Engine would be just enough to through it wildly off-balance and crash your browser. i didn't have time to go back and check every time, so i tried to save any slack i had left for the scoreboards...which in the end i couldn't control anyway.

i hope you find that interesting, because i find your points very helpful! to be sure, should've at least let the paint dry first.

This was a fun game, simple idea, intuitive controls, a good balance between challenge and upgrades, and plenty of rewards with both highscores and medals. Nice work!

-cd-

VashTS88 responds:

Thank you!

Fun game, plenty of levels, smooth controls... and best of all a pretty unique idea to go with it! I'm really missing motivational medals though, that'd be the perfect present. Keep up the great game work!

-cd-

Anothe rfun Snail Bob adventure! I like how automatic it is, sometimes it's a benefit not having to move the character around, at other times a real challenge. The wintery backgrounds and level design looks great, there's plenty of variation and challenge and the music is mysteriously Merry. All it's missing are a set of medals. Keep it going!

-cd-

PITon32 responds:

Thank you for wonderful review! Hope you had great Christmas and I wish you Happy New Year!

Awesome game! I remember playing something similar where you drove a truck, but in difference from the goal of getting to goal as soon as possible without unlatching, you now have to evade UFO rays and keep as many animals as possible still aboard. Simple idea, but so fun and addicting! The physics are great, controls simple, sceneries well-drawn and varied. Great work!

-cd-

Simple idea, intuitive controls, addicting gameplay and perfect maneuverability on all levels. It's a both minimalistic and extensive game, not too long to play through; not too short either. I just wish it had medals, that'd be a great Christmas present. :P Nice work!

-cd-

This was a fun game, ambient music, smooth physics, challenging levels. It's great you can drag both presents and spiders (are they really spiders though? no legs!) to bring them together. Fun playing; good idea. All its missing is a set of medals to up the addiction a bit. Keep it going!

-cd-

That introductory image really reminds me of Vigilante 8, ah, good times. Could that've been some inspiration behind this? The idea of weaponized vehicle combat in arcade mode like this is great, lotsa fun, and no need to steer or pull the trigger either, just aim and upgrade. Good time waster, even if it would be nice with more control. Keep at it!

-cd-

Love the preloader! :D I'm thinking a 'wait for the old lady to cross the street' would've been even better, but that's not relevant to the game I guess. Maybe something for future productions? Game itself is a lot of fun, I like the modern-pixel type of drawing too, with thick outlines, though I'm wondering how more traditional pixel art would look. The upgrades are fun, the game itself is addictive, and it really is good wrist exercise! Better not overdo it on my first play. :P Wish there was a way to save and continue later, and some form of magnet to draw the jewels towards you or something, overall: great work. Keep it going!

-cd-

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