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Cyberdevil

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Looks like I'd missed another segment of the series! Another good set of levels, and the Frostbite medals make for fun detours, exploring those dead ends you wouldn't go for otherwise... though he is a much clearer color than the one you usually go for, feels like finding him could be a bigger challenge if he was a bit more obscure. Anyway, good game. Also wondering about that Around the Clock medal... hint?

-cd-

Another variative segment. Nice work!

-cd-

A simple but somewhat entertaining scene creator. Wish there was more to customize, though. Also wondering about that Eclipse medal, if anyone might have a clue?

-cd-

Though the mazes differ, it really is very similar to previous games, the same graphics and script and all. I don't mind though, always fun to navigate through a few more of these mazes! Though, variation wouldn't hurt. Keep it going.

-cd-

That last level was pretty tricky!! Had me almost give up a while, but it turns out it wasn't so difficult to jump with five of those little critters as it somehow seemed the first I-don't-even-want-to-count times. I do like a good challenge though, and the difficulty level feels balanced; progresses at a good pace between levels. I like that it's a game you learn by doing too, and how a simple concept generates such clever levels. Graphics are as creative as the music, and these mysterious main characters you guide towards the nearest exists, that self-detonate when the door count does not account for them, are a fascinating breed. A clever, creative and well-done platformer puzzle game overall! Nice work.

-cd-

whileworking responds:

Thanks so much! Happy you like the game and managed to run through in a pretty short time.

Simple fun! :) The fact that it counts down the more you bash makes it a bit more challenging to reach the end too, unlike all them idle clickers, though if you right-click and 'play' you skip to the final screen. Might want to add a frame between the two, or something, so people don't hack their way past. ;) A lot of games disable the right-click menu, but that's pretty useful for other things, like quality toggle. Anyway, as for the game: a more graphical interview would've been nice, but it is functional! Quick; good game.

-cd-

Wooooooooooooooooooo responds:

Thanks cyberdevil appreciate it, I have fixed the right click option I knew I forgot something

A fun fighting game, simple and varied and packed with crisp pixels. :D The characters are pretty easy to beat once you figure out their patterns, and make sure they get in harms way as often as possible. Wondering what I need to do to get the Gold medal though, apparently winning all rounds won't cut it? Good game!

-cd-

Harlemblack responds:

There is a hint on getting the gold medal in the normal ending :D

First try, and up at 2,296. :) I was expecting something gruelingly difficult from the 'Flappy' in the title, but I'm happy to see it wasn't just the regular Flappy Bird clone, but one with a more polished control scheme, and progressive difficulty. The dual-action thing with both shooting and jumping at the same time is nice too, though after a while you realize you just need to focus on jumping, and the shooting mostly takes care of itself if you click like crazy.

Anyway, I like the idea, and it was fun to play, too! Easy to get into, and easy to give another go once you fail. Nice work!

-cd-

io3creations responds:

I'm glad you liked it. I wanted to make something other than a clone of a (technically) clone. :)

I'll add some extra challenges to the sequel for next Pico Day! :D

Aaargh, that spinning motion the paddle does each time you restart seems to reflect my frustration at each such point of time! It feels like if I play this an hour or so I might get into the groove, and it won't be all that difficult to time each flip, but the first session of tries it was HARD. A good type of hard though: one where practice actually gets you somewhere. Though the hundreds seem lightyears away at the moment, they feel possible. Nice concept; a balanced difficulty!

-cd-

DemoBoy responds:

Thank you very much

Best of both worlds, oldskool sound and visuals, but modern functionality! Upgrades in particular is just something you don't find in old games, but I like that they're balanced, and unrequiring too much grind to trump up. The artifacts were a fun addition too, like Easter eggs - all with a description to match, and the one that requires a double jump to get to took a few attempts to reach. I like the level is built in layers too, so depending on your current skill you can explore different paths to reach the same goal. It's short and sweet, and just challenging enough. Retru shooters should've all been like this. :D Nice work!

-cd-

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