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Cyberdevil

4,838 Game Reviews

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That police really appears out of nowhere! XD I like the idea but... how to actually complete this is a mystery. The world was surprisingly elaborate too, even if the main character is really simple - in-animate and all. Controls are smooth, but gameplay feels... imbalanced. There's no warning or pattern to the cops, no way to use strategy to avoid them - as far as I can tell, and the red car's always moving out of the picture... good idea, but could be polished! Also seems clicking on the edge is the only way to gain focus: really would be good if you could figure out a way to get focus automatically, as soon as you move the mouse into/over the canvas! Or let the user click anywhere. Keep it going!

-cd-

For a moment I thought there was a major bug in how the game only played during a jump. XD It makes for a pretty interesting idea, and challenging too in how the drop rate is so much progressively quicker than the jump... in a way it seems based on luck more than skill though, as a rapid decline of pipes pretty much guarantees a crash, but otherwise it's not that hard to keep the balance. Props on creative idea, and nice interface, even if game play isn't as balances as it could be.

-cd-

The functionality's working alright, but the glitches are everywhere! From the start, having to click the edges to take focus and be able to move the player is one pretty big bug - and this repeats itself later on in the game too. How the character bounces off walls seems to make him get stuck sometimes, but also makes it so you sometimes accidentally run into an obstacle, or fall into a hole you were trying to avoid. Seems the player animation glitches too a bit between standing still and moving, though hopefully that doesn't affect hit area.

The speech bubbles were kinda hard to read, and graphic simple at best. Since you're looking at the main character all the time it'd be nice with a nicer main character to look at, for one. :) Things like the gigantic TVs are fun details though. I think the typography (not the most readable font, size or placement) is what bugs me the most, since that's such an important element, as well as the buggy controls. Also since the game is seem from an angled top down view i wasn't expecting the player to fall down a whole even if you walked beside it, but it seems you can't even touch it... that (maybe final) level of the obstacle course was pretty intense!

I feel like this could be a lot of fun if the controls and interface were just a bit smoother. The pace of movement is perfect, but the bounce when you run into things annoying, feels the slowing down could be 'quicker' somehow. Hope you keep polishing it a bit! Great start, just a little annoying to play with the bugs, getting stuck in walls, freezing, such things.

-cd-

DidMyChores responds:

Hi, CD, thanks for playing my game!

Yeah, this is the first one I've made and honestly my focus was more on the story and pacing because I thought that was more interesting to me, but I understand that for a game the smoothness of the gameplay is probably more important.

Most of how I made it involved default settings for the software I was using, and I had to have a friend of mine fix a lot of glitches before uploading. There used to be a lot more issues with animation causing you to get stuck and glitch, and while we fixed a lot I'm aware it's still not perfect.

As for the art style, all the art is quite shamelessly the easiest I could just get out. In fact, I had no idea I would eventually call it "CaveChild" until I designed the main character and realized he looked relatively primitive lol. I am by no means an artist, and just wanted to make all the art assets as quickly as I could.

I can see how the holes in the final two levels of Smash's house can be deceptively easy to fall into, especially since they're just black squares placed over the map. Perhaps I can come up with a different solution for how they look or abandon them altogether.

Thanks again for playing!

That was tougher than I thought! Really an immense (although surprisingly realistic) number of people in that club, and I like the continual bouncing motion and movement, though the music's kind of bland it really feels alive. The controls were easy to get used to, but actually finding that thief... pretty challenging! Such a cool concept, smooth interfaces and functional game made in a mere 24 hours too! Impressive work; creative fun.

-cd-

Played this so much now the screen seems like it's moving when it's finally over. XD The final stage was something else... random factor really makes it a stroke of luck to complete, even if you get better and better reactions the further you go. I feel like the trail and particle effects make it hard to measure into the gaps too, and sometimes you miss a block behind a rain of particles.

Otherwise I really liked this game! Just the right rise of difficulty, and right length to persevere through, with plenty of variation and random patterns that make for endless repetition too. It's easy to get into, and easy to replay. Great arcade-type shooter!

-cd-

Reminds me of the old days of Sim Ant. :) It's a fun little clicker, though when you've clicked all... what then? Seems there could be more!

-cd-

aDylanMnxMxn responds:

Thank you for your opinion

i Work all day and add a pair of toys

there is a problem the turrets attack in the order that the ants are placed

have fun :D !!

Finally got all the medals! :D It seemed impossible at first, but it does get easier as you go, though it took a looong time to start getting into it. Really helped with the update regarding the lives too, in that you can keep grinding without starting over entirely, though I also wish checkpoints would re-activate when you pass them again, so you don't need to go across the map for certain sequences (though I understand that's the challenge of it too).

I found a weird bug where as in small square form I jumped into the blue stairs, but could jump out again. Seems to happen every once in a while. It's also possible to get stuck between the green checkpoint and the wall if you haven't learned to switch size yet.

One other grievance: managed to get at least two of the sequences that don't reward medals by accident, thinking wrong regarding the order, but it bugs me a bit how even though you get a 'Submit Score' screen you can't submit the score for those particular sequences. Especially since I managed the hardest one with zero death and super short time on one particular good stroke of luck gaming. XD

Overall this was more fun than I thought. I like the idea, and the simplicity, though the controls feel a bit wonky sometimes, with regard to jumps and landings and such. Takes a while to get into. But once you do: good game!

-cd-

I miss the days when these games had multiple medals. :) A fun little adventure though! Good interface, good clues... not too long and not too short. Good balance as always. Good fun.

-cd-

selfdefiant responds:

Thanks!

I got the flag right away, then tried clicking everywhere to find something else... found out I could press down to sink the platform, then tried all other keys for something else... I like the idea, but the way you activate each trap feels a bit clueless. It's like a spot the differences game where all the differences are invisible, or a puzzle game without a puzzle... which you just solve via trial and error. Feels like it has potential, but as it is it's a bit aimless! Would love to play something like this where the way you interact was already mapped out somehow; not all a mystery. And: where there was a goal to the game. Multiple levels, each with new obstacles would be neat too.

-cd-

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