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Cyberdevil

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Twas an honor to be a part of this! :) And it turned out... one that I think I'll actually be able to complete! :D That Romero-like spot in the middle: awesome! Enemies and attack mode's all smooth like usual, and the character switch an entertaining detail - even if it does make for the occasional click at the wrong time, and additional co-ordination challenge if you choose to try really playing as both (easier to just focus on the one). I guess the super secret medal's completing the game without absorbing a single bullet hmm... but third crappy ending... hmmmm! Any clues? Thanks for the homage/feature/thing!

-cd-

That last one... man, my arm! XD Classic clock style. None of these were particularly difficult after all, but a fun challenge, and the last one sure took some time to get through. Good move getting rid of the right-click thing too! Smooth work; good fun.

-cd-

Why I haven't reviewed this game before is a mystery, considering how much I've played it through the years! Well, not incredibly much, but a little but incredibly enjoyable time each time, with random users and buddies alike. Though the layout's not perfectly intuitive it's such simple fun, and there's no unnecessary stuff either. No bloat. No excessive amount of painting tools and options. If there ever is a sequel/improvement made though here's a few things that'd be cool to have:

- Option to export images, as for example JPG or PNG. Would be cool if this could be done in bulk too - for everything you've made. Also an instant print feature.
- A larger vocabulary to choose from, as some of it does get predictable with time.
- Shortcut keys for more things: the 'new color' panel, color picker, redo (undo is a lifesaver but this would be good too - CTRL + Y), swapping colors (numerical keys?), saving (CTRL + S), printing (CTRL + P), closing/accepting with Esc and Enter, etc.
- A way to skip to specific pages in the portal, and to see the total, if this is possible.
- Featured artists based upon a certain formula/votes/etc, so this doesn't need to be maintained (though manual picks would be cool too).
- A save feature, so you can close the game amidst drawing, should you have to, and keep going later on.

Not going to ask for a fill option, or more drawing tools, as I think the simplicity is part of the charm here. Layout's just perfect too, with that classy NG feel. Overall awesome work making this! Seems it'll be a classic for years to come. And Flash better stick around until 2050 at least.

-cd-

It's like DOOM but with Pacman! :D Such a cool hybrid. I love the layout, and how those ghosts are just waiting around a corner wherever you go... such a spooky apparition each time, and good choice not going for an instant kill when they touch you, but a slow and torturous death... the mechanics are just perfect. Still not past the first level, but I could spend a lot of time with this! :D Nice idea. Also would be cool with some medals, or score-based incentive.

-cd-

This really was... pretty impossible! Control's good but frustrating. I feel like if you had the hit area for the main character just a tiny bit smaller than the player itself it'd feel just right. These maze games usually aren't built that way, but usual game hit areas often are, and when the control's not precision-possible (mouse) it seems that'd be a good compromise. Props on a well-working game otherwise!

-cd-

FrostyFlameAnimation responds:

Thank you for the review and I am glad you played the game! I am a new developer and am currently busy with a new project the one you have played is 6 months old but I could always update the hitbox a little and widen the gaps by a couple pixels. Thank so much for your feed back!

-Frosty

A pretty addicting game this seems to be, well-designed and all, if only: it had medals. ;) Nice work.

-cd-

Turning that regular day job into something that's actually fun... this does a pretty good job at that. :) Nice idea. Repetitive like life but: lotsa challenge too. Clever.

-cd-

Bamboo Shoots!

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