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Cyberdevil

847 Game Reviews w/ Response

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Took me a moment to realize this was actually a real interface! XD Genius.

Seems The Beconds box only appears for a short while though? Is it supposed to be that way? Maybe it somehow gets kicked out of the visual area after a certain count...?

Unexpectedly fully-functional and fun gadgetry otherwise! Happy Clockday!

-cd-

Gimmick responds:

Oops! I'd made the frame a bit too small. It should be fixed now, thanks for pointing it out!

When you say rough I think difficult. :) But just a quick prototype type huh... it's a creative idea, and the way you can move both character and camera's pretty new, but the game itself... could indeed use both a bit more variation and a bit more challenge. All too easy just to kill the campers directly, no need to sneak around or use traps at all. Potential though...

Was fun for a while. Refreshing being able to play the villain for once, and the controls are pretty smooth.

-cd-

makehimanoffer responds:

I think with this game we could have beaten among us to market by about 6 years :P

The way you have to restart all the way from the beginning if you fail one of the stages though. :/ This could really use some kind of life/replay system...

-cd-

BanglaBoy96 responds:

No! Never!

A thousand really was pretty challenging! Just right though. Simple fun; right amount of grind to really get all the way. Nice game.

-cd-

Artur-Felipe responds:

Thank you. It's a great pleasure.

Well that was fun. :) Glad you mentioned these... Mr. Effeciant (intentional typo?) took some tries, wonder if I was just clicking around unnecessarily even without picking up stuff, or if you really had to take everything in a certain order. Overall though it's good fun all the way! Appreciative brew of comedy and length just right.

-cd-

Fro responds:

I actually do believe it was spelled wrong on purpose. I really enjoyed making these games. The most fun I've had was the Pyroscape series. It never felt like work, but most likely because I didn't do any of the programming. :P

Don't seem to be getting that medal either, it just freezes at the end...

I like the idea. Feels pretty new. Finally got into the control scheme too, but as for the controls going with the music hmm... there's just no pattern. It feels like it doesn't become so much a rhythm game as a random reaction one after all. Would've been cool if there was some kind of formula to figure out. Some way you could follow the beat with the keys. Really get into the music.

-cd-

ninjamuffin99 responds:

one day ill make a good game

If only this didn't have those missiles from the side too. :/ They really don't leave you much time to get away from if you're not prepared for those, feels like it might be a bit more balanced without. Such a long way to the bottom... fun idea but that final medal feels like a stretch.

-cd-

Kevin responds:

In hindsight I could have added a quick flasher or something that gave half a second notice of when they missiles would come on screen.

I was like 16 gimme a break haha

Finally made it through. :) Really took a few tries, but I feel like this kind of direction-based gameplay is just perfect for me, was challenging but not impossible to the point that some other reaction-based games are. And such an unorthodox idea! Love it. So different.

-cd-

Wiesi responds:

Thanks a lot for the review!! :)

Went through everything looking for the medal and when all else fails: found it. XD

Didn't realize you'd been working with interfaces this long... this was really cool. Smooth control and presentation, though maybe longer text comes across as a bit TLDR without more spacing between/around paragraphs. Nice work though. Interfaces like this were fun back in the day, could have an entire site within a file like this. Wish Flash could still be a thing...

-cd-

Noisysundae responds:

Thanks. It's been a few years since the last time I do things in ActionScript, or Flash in general. Looking back into this flash, it's as you said. I should have at least add one more line break between the paragraphs. It hogs up too much CPU also.

I'm currently looking into Godot and going to use it for HTML5 games (and web pages if things go well). I code in C# and it still isn't fully supported in Godot.

Would be nice if the interface/buttons were a bit more responsive, so you know/see where you click/what happens when you do. As for the game idea I like it, but was imagining a bit more visual experience too, where you move between stages and phases of the game play. I love the idea but it is a bit complex to get into at first...

-cd-

africacrossgames responds:

Thanks!

Quick question, what did you mean by interface/buttons were a bit more responsive? Did you encounter any bugs?

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