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Cyberdevil

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Thins are getting interesting now! :O The ending was definately a twist to the series... will be interesting to see how/where you start the adventure next time around... another nice set in the saga. Keep it going!

-cd-

selfdefiant responds:

Great, glad you liked it!

Awesome game! The controls are flawless, the atmosphere eerie and detailed, the varied ways of which you make use of your weaponry awesome. What'd make it even more so: turning those achievements into actual medals via the NG API! That'd be a reward like no other. :) Keep up the great work!

-cd-

Dragosha responds:

Thanks )

Overall, this game was awesome! The graphics, the sound, the plot, the reward and upgrade system, all of it's awesome. I've had a blast playing it for pretty much two days straight, but after running through the Normal campaign and making my way to the trials, I realized one thing that's a bit disappointing: this game rewards skill over perseverance and hard work.

Once you reach level 50, that's it. There's only so many skill points you can accumulate. The shop doesn't have any better items to offer. The 'legendaries' aren't that incredible an upgrade. The levels get progressively more difficult, yet your evolution as a character has stopped completely. If you're not good enough, you won't make it, no matter how much you keep pushing. Of course, practice makes perfect, but it would be much more interesting with continuous reward, with additional levels to gain, the potential to through continuous practice actually get better in-game as well as outside it. I feel like I've wasted time trying to gain as much EXP as possible before meeting the big bad bosses, when I have to make it through the remaining levels anyway without a level I am comfortable playing as. And this is on the Normal campaign. I'd understand if 'Hard' had such limitations, but why punish players for their progress if they just want to play normally? I'd consider that this game's one big (and maybe only) flaw.

A few minor issues that could be improved: if you're moving between areas on a map when you open the inventory, you'll be back at where you started when you close it, not where you wanted to go. Could save some time if you can toggle the menu's while you're on the move, or at least not move backwards when you do! On the trials area, you have to 'drag' the screen to see the next level blip. As far as I remember, you never needed to do this earlier, so it doesn't feel entirely clear that you can actually look around like this. When you get five stars and they turn to a diamond, you can't click 'Continue' until the sequence is done, and when in cutscenes the characters talk, you can't speed up the sequence by holding down the mouse like with usual text, would be good if you could. Apart from these things, it was great fun! Hope you take this feedback into consideration (maybe even make some changes? :P Would spur me to really go through the game to 100%); thanks for a great game!

-cd-

BerzerkStudio responds:

Thanks for your feedbacks!

For the upgrade, we want to put it so you actually always get better items as long as you keep going. Should not be stuck with poor items all the way. We even spawn better loot from lvl 30+ to be sure you always have something new in your hands. Maybe if you put some point in the rarety skill, that might help?

You have very valid points in your "minor issues", and we'll check out what we can do.

In any case, thanks a lot for playing Sky Quest! Cheers!

Man this was a huuuge maze! I walked a thousand steps, all the while expecting to run around in circles, get lost or not find any new ways to walk... but I never did, it stretched on endlessly! Wondering a bit about that Connected Worlds medal, if it's an easter egg, an insane feat... something else? Would be good knowing if it's worth getting or if maybe it's an incredibly time-consuming task like... viewing all 2539 games. O_o Hard to believe they're actually all included in this maze! It's huge! I felt the navigation was a bit blocky, would be nice if you could walk through the maze as you would a regular FPS game, or at least use the mouse more to turn. Seems you can zoom in on any block too, not just the 'used' ones (for videos, games), so it's easy to zoom in on the wrong block, have to go back, zoom in again... anyway, nice work making this! Looks like an intense project! How long did it take?

-cd-

jacklehamster responds:

Yah that medal is kinda hard to reach. You actually need to meet another player, but it's getting pretty rare now.
The engine was taken for a project that took 3 years but was never finished. Now I'm trying to make good use of old code. Maybe I'll try to make an RPG with it. Thanks for checking it out!

Fun little timewaster! I don't think I've played a shoot-down-as-many-planes-as-you-can-with-one-shot game before, pretty neat and innovative idea, though there's potential for plenty of other varied upgrades, like how about: different ammunition types (magma, lasers, rapid-fire), additional ammo, size of projectile, maybe some kind of atmosphere interference (magnetism? EMP?), could have some combo scores too... it could be a bigger game! Also stumbled upon two bugs: sound dies down after a few minutes of gameplay, first sound effects, then music, and the 'Complete Overhaul' medal isn't unlocking. :/ Second one's pretty major, hope it can be fixed!

-cd-

Galdon responds:

Yeah, I discovered the medal wasn't working literally moments after submitting the game when I saw that it hadn't been tested, and tested it out. I fixed it already, though if you loaded the game before I made the correction you might need to refresh.

I'll have to investigate what is causing the sound to fail. It didn't seem to do that to me before, so I'll have to do some testing to figure it out.

Those are good suggestions, I'll keep them in mind next time I make a game similar to this; or a sequel.

Haha, that intro screen! :D Nice changes! And art, as always, a bit more provocative than usual. I like the way it's going! And with this... I've finally caught up with this series! I'll probably forget mosts of the moundless artworks contained herein, but it's been a fun; educational trip... looking forward to the next! Or whatever spin-offs may pop up along the way!

-cd-

Munguia responds:

THanks Cyberdevil for review and comment my game, very kind

The series just keeps going! Again at least a couple (probably more) that have been in previous games already, but all new takes at least. Wonder if you forget which ones you've included earlier or maybe intentionally add the real classics in many of these so they really get imprinted in our heads? :P Also, would be neat with some original ending screens, like they used to be in the originals. This megamind is the same as last one and the one before... I think. Keep it going though!

-cd-

Munguia responds:

Thanks for revierwing Cyberdevil, Mona Lisa and The Scream are on all but not anymore on FPP 6, besides other classics they will be over and over as easy part on levels, repetition is a good clue on learning, the endings will be change, thats fair, for 6 episode, no more Monalisas at test, but are on Endings. The Series comes with "Movie Stars Parodies" and "Famous Sculptures Parodies", coming soon "Famous Photos Parodies"

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