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Cyberdevil

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This was a really unique idea for a game. Actually it's more like an infomercial on souls than a game, a venture through a world where each room just just a lesson in the human being. There are comedic elements but at the same time it's kind of a tragic concept, but still interesting to go through. There's actually a movie called '21 Grams' dealing with life and death issues, wonder if that inspired this one? I don't remember what it was about exactly but I do recall it being pretty emotional. So anyway, nice idea for an interactive conquest. The medals add a reward to the venture, too. Keep it up!

-cd-

t4upl responds:

i watched 21 grams. its about how perspective of death changes the way we think and act. it's great movie but the original myth of 21 grams comes from some academic teacher who constructed a special scales attached to hospital bed. he then put people in terminal state on that bed-scale and waited for them to die. on average people loss 21 grams at the moment of death. you can probably read more about this on wikipedia.

thank you for your review. it really did lift my spirit as i had mixed feelings about the outcome.

Somehow this reminds me of Fallout. It's like a mixture between action and RPG, with plenty of complex options to toggle and learn. The gameplay works well, controls are easy to grasp and graphics all smooth. Nice game!

-cd-

Took a while to figure out what to do, but of course that's part of the challenge. I like the creative layout of the levels. it reminds me of Day of the Tentacle a bit, even though it's far from that strange and angular. The decor is creative, varied, and there's plenty of comedy in both the locations and in the dialog. It's point-and-click (with arrow buttons for even easier navigation) at its best. Nice work!

-cd-

Another one of these conquest games huh. I do like the concept, but it's only fun so many times in so many different variations. I'd think a click/drag approach would work better than the standard click/aim, but other than that it's a wellmade game, though it's starting to get a bit generic. Keep it going!

-cd-

This was a creatively lovely game. I was thinking it was going to be a cheesy sappy girlish adventure but it was actually just a heartfelt conquest in good ol platformer/puzzle combination. It's both comical and challenging when the parents, and other people, start popping up. The controls are easy to get the hang of, but require some skillful mastering to really progress through the levels. It's a fun challenge. Nice work!

-cd-

Interesting mixture of RPG and action. There's plenty of upgrading to be done, and EXP, and healing yourself.. hmm, I guess I should read instructions before playing! The interface is simple, the controls easy to get used to and the game itself, addicting! Nice work!

-cd-

Oh man, that got complicated way too fast! I love the idea, but the levels progress way too quickly. First the colors, then the layers, then the keys, and then everything already on the fourth level. A more progressive and initially easy approach would've been nice, but it's still a great game. The level designs are clever and fun to play, though they're complex. Nice work!

-cd-

Though this was more challenging than I'd like to admit, it was great fun! I like the idea, and the added dimensions really add a lot to the original game concept. The blocks are still the original shapes though, which brings some nostalgia into the gameplay, and it's a lot of fun. Great music, great controls, great everything. One thing I'm missing that would definately add to the game are shadows on the blocks. When you rotate the blocks, it's not always very noticeable and sometimes it's hard to know which way the block will rotate next. With shadows on the blocks I feel you'd always know which way it's facing, if you understand what I mean? Other than that this is just the perfect time waster, and I appreciate the medals especially, those are a great factor of reward. Nice work!

-cd-

Zanzlanz responds:

Thanks for your review, Cyberdevil :)

I'm really glad you appreciate the nostalgia of it too! While I'm probably not old enough to remember the first TETRIS rave, I still loved the game as a child. It has a certain spark to it that no other game has.

I'm trying to figure out what you mean by shadows. There's the ghost-piece which shows you were it's going to land, and that's pretty helpful. I think you're talking about something different though.

The medals were the only thing that was holding the game up for so long. Finally added them! :D

Thanks again :D

Well that was fun, both simple and challenging. Cutting the vegatbles seemed like a piece of cake at the beginning, but from the third level and upwards it wasn't so easy after all... and I still have a long way to go till level 8. The graphics are simple, controls smooth and both the medals and scoreboards are rewarding additions. Nice work!

-cd-

ooitoro responds:

Thank you cd for playing & comment~:-)
Try use dart from 3rd level, it helps alot & give higher score

The questions are pretty entertaining, but the interface could use an overhaul. The black text on the dark blue buttons is kind of hard to read, and the interface overall is really bland, just text and white background. Some graphical elements would spiff it up a lot. Also, clicking on a button and holding down without letting go allows you to see the 'Game Over' message before the button has been clicked, so you can easily avoid those. Maybe that's not intentional? Nice choice of music though, and a good idea, but the interface could use some tweaking. Keep it going!

-cd-

octopus58 responds:

1st thanks
2nd I am going to fix the visuals in part 2 :P
3rd I figured out that cheat but it was too late to fix it

(EDIT 2020-04-10: Music is a compilation of the following tracks - remix of Turrican main theme, Voxelbuffer, Ode to Megaman, Synthetic Nightmare. If you get a bump on this review, sorry! I just wanted to update some incorrect information I wrote in my response ^^;)

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