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Cyberdevil

844 Game Reviews w/ Response

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Never thought I'd stumble upon a TLEOG souindboard (would've never known what acronym stood for either otherwise), but this was a nice construction. It's much more than just the soundboard too, there's plenty of imagery and other interesting details apart from the sounds. Nice tribute to a great movie!

-cd-

Frenzy responds:

Thanks man!

~ Z

First level was a piece of cake, and then it gets challenging fast! I like the level design, the way it's a platformer with top-down controls, where you're allowed free control over the character, no gravity-limitations of any sort, not even physics to make up for your weight. The controls are simple, but the obstacles are all bit simple. Good challenge; clever level design. All it's missing are medals. Keep it going!

-cd-

SSquall responds:

I'll take into consideration! Thx)
NG medals will be added soon!

Woo, there's definitely potential for greatness with this game! I love the fuzzy pixel graphics, the cutscenes, atmospheric sceneries, realistic motion... I've never been a big fan of Dr. Who (I mean I haven't watched more than maybe half an episode, I've never gotten into the series) but I'd love to play this game when it's complete. The first phases are great, looking forward to it!

-cd-

Immudelki responds:

It's even more surprising since you don't know really the series...maybe you wait less from that game than other fans... ^^

Thanks :)

I'm usually not much for these kinds of auto-platformers, but this one's an exception. Maybe it's because you can actually move somewhat freely, slow down, attack only certain enemies, then go all out automatic if you wish. The levels are addicting in how you keep gathering coins and gaining upgrades, all in a neatly designed pixel. I wish the achievements manifested in real medals 8through the NG API) but apart from that, great work!

-cd-

VaragtP responds:

Thank you :) I tried to insert the NG medal system, but I had some problems, I hope I can fix that or have those for my next game!

I like the idea, but there's not much feedback on the interface. Most importantly, there's no sense of progress apart from the money counter, and since you use that to buy upgrades (which have no descriptions or names, nor any apparent effect when bought... unless you upgrade a LOT) the money counter isn't a very progressive thing. The New Year countdown at the top of the screen might be nicer if it was more graphical, like a bar stretching across the screen rather than just numbers.

It also feels like the squares get stuck on the rings too easily, just a little bit smaller hit area might make it feel more like you can actually have a close call and evade the foe just barely. At the start the squares move irritatingly slowly, and getting to the other side is more a factor of luck than timing. Maybe with slightly transparent upgrade buttons, a canvas resolution or warning colors at the bottom for the circles that will soon appear you could rely more on skill to time the openings instead of getting blocked at the last minute. It's a great idea, but I feel could use some polishing. Appreciate the medals btw.

Keep it going!

-cd-

PoisonHeart responds:

thanks CD, when you put it so directly i definitely understand feeling a lack of real progress. i wish i had had more time to balance things, and indeed I could have added more and more graphics to spice things up. Yet at one point I was able to fire Squares at a rate of about 65 per second.

I became worried about stability once the Newgrounds API scoreboard objects stopped responded to orders, they couldn't be unloaded for whatever reason so i had no choice but to make them invisible if the game is rolling. I'm sure you notice, too, other variables that aren't being reset when you restart after a game over.

Either way, win or lose, the final screen wound up a mess. it's my fault for loading the NG Scoreboards the way I did...

I found the fastest way to get things onscreen, ticking, and colliding was to run everything as groups of objects looping through endless calculations at rates of up to every millisecond. once this was stable and i was able to get a lot of stuff whirring smoothly, i actually became deathly afraid that too much extra weight on the Engine would be just enough to through it wildly off-balance and crash your browser. i didn't have time to go back and check every time, so i tried to save any slack i had left for the scoreboards...which in the end i couldn't control anyway.

i hope you find that interesting, because i find your points very helpful! to be sure, should've at least let the paint dry first.

This was a fun game, simple idea, intuitive controls, a good balance between challenge and upgrades, and plenty of rewards with both highscores and medals. Nice work!

-cd-

VashTS88 responds:

Thank you!

Anothe rfun Snail Bob adventure! I like how automatic it is, sometimes it's a benefit not having to move the character around, at other times a real challenge. The wintery backgrounds and level design looks great, there's plenty of variation and challenge and the music is mysteriously Merry. All it's missing are a set of medals. Keep it going!

-cd-

PITon32 responds:

Thank you for wonderful review! Hope you had great Christmas and I wish you Happy New Year!

This was a fun game, an avoider unlike the rest! I appreciate the fact that the levels are all unlocked from the start so you don't need to play any you don't want to play, but I feel no need to skip, though the complexity increases with each level they're still mostly straight forward. Only thing that bugged me a bit was the darkness at the beginning, hard to see the introductory text or navigate the interface before you start playing it. The game's awesome though, and the dialog an appreciated addition. Keep it going!

-cd-

ItsTheAshtray responds:

Awesome! Thanks, and sorry about the darkness. I tested it out on a couple different desktop and laptop monitors and yes, sometimes it is very difficult to see.

This was a fun game, I remember playing something similar where you drew paths from different numbers, but it's definitely more interesting when the paths are drawn for characters, with a more three-dimensional view. Starts off simple, gets complicated. Good game!

-cd-

ploska4 responds:

Thanks a lot.

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