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Cyberdevil

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I like the idea, but I'm not sure I really understand the gravity of the situation here... seems like movement is based more upon invisible paths than upon physics? The first few levels were alright, but I feel like the name's a bit misleading, and the difficulty really skyrockets with the 'evil' one. Is there some simple trick I'm missing there, maybe?

Also would be nice if the level numbers were noted too. A little more polish: this could be pretty good! Entertaining random messages when you run into Bob too.

-cd-

Viseper responds:

Okay the random pathing is just because of Unity physics but I will try and polish the game some more. This was the first game I've ever made in Unity so... Also the way it baked the walls became invisible.

Now this is what NG*s all about! :D Happy Clock Day!

-cd-

Little-Rena responds:

It sure it! Happy late Clock Day!

A simple but all the same addicting homage to this one most iconic of secret messages! Impeccable minimalism. Reaching the 77 just fine, but 6478 hmm... at around 1000 it starts to lag to the point I'm not sure I'll be able to make it that far. Using pretty decent hardware too. If only y'all could lighten up resource requirements there it'd be perfect.

-cd-

ninjamuffin99 responds:

yeah i really am unsure why its so laggy. At the end of the day, its all just a single text object within code, albeit a very long one. I still gotta look into it sometime

Turns out there was more strategy involved with this than I thought! Once you start opting for rainbow cubes only, then it's actually possible to get past that highest medal even without rushing things. Clicking lines one at a time it seems it just isn't possible, and that both bad luck and the falling animation (which both eat a little time) easily get in your way). But getting five in a row isn't the easiest feat, so it's much more of a puzzle than reaction-based game when that's what you start to strive for.

I like the idea, used as it may be already, and the simple but addictive mechanism. Seems like there might be a pretty advanced formula involved with regard to what blocks come falling down too, as I never ran into a situation where there was just no possible match at all. Curious if it's possible that can happen here too? It feels balanced though, light, fun and easy to play... and replay... again and again. A little aggravating at first, but once you succeed it was worth it after all. If there's any one thing I'm missing it's a quicker way to replay (just a button would be good). Though I understand you might want some extra ad rev via the menu.

Oh, and greater reward for combos/explosions too. Feels like those are all somewhat undervalued.

-cd-

Artur-Felipe responds:

Thanks for the comment. I was very happy! One day I want to do great projects. <3

Wonder if this one still works OK... the screen appears dark, and nothing loads. Nothing happens... seemed like an interesting idea.

-cd-

MrNannings responds:

Yeah it was an experiment.

Must admit a couple of these levels had me aggravated to the point of giving up, but I'm glad I persevered all the way through it! The idea's a fun one, the levels varied, the mechanics good (though sometimes the click feature bugs out and doesn't have an impact on the block - right when you start a level - maybe some kind of click/time limitation), and in the end it all felt like a pretty accomplishing session. Victory! It's a mechanic that's possible to master with precision and timing, too. Good albeit sometimes aggravating fun.

-cd-

MrNannings responds:

Thanks. Great review!

That 26th level really was something extra! Eventually had to run through it with just one player too. Is there really another way...? Seems like that one level sapped all the cleverness left for the final ones in one swoop. ;) Overall a thoroughly enjoyable game though, with not too much challenge, and ambient graphics - that slight sway of the brick and nimble movement. Might be my favorite one yet. Nice work.

-cd-

MrNannings responds:

Thanks! Yes in that level you need to leave 1 behind, it's indeed the hardest.

Well that was... midly depressing! I like how intuitively it starts out, with well-fed music to back it up, but as it turns out the search for home doesn't always lead you where you want it to... thought maybe collecting all the hearts would lead to less melancholy revelations at the ends, but it seems that not all can be collected after all? I like the mood, and the journey, but would've been cool if there was a way to end it at a happier note. To make your home the one you want it to be. To collect the love along the way and let that become the haven you chase. You build your home via the efforts you make. But anyway, it was a fun little existential adventure for what it was. Interesting idea too.

-cd-

Mantis1 responds:

Thank you for the thoughtful review. Yes, the game is mildly depressing, the hearts are written partially from my diary. To me, not being able to collect every memory orb represents forgetting and moving on from my toxic first home.

I actually considered adding a happy ending as I am very euphoric in the new home I built :D, but I was afraid that would be a bit callous considering that not everyone has the opportunity of leaving. I still have friends and family trapped in my old country :|

GDevelop hmm... might be the first time I hear of this particular app! Interesting. Seems you can develop interesting things with this, even if the start menu froze a bit for me before it loaded (looked like it had bugged out entirely, and the sounds kept playing even though the text didn't change). Once you start though: not bad!

I wish there was a way to tilt the bike to better balance it when you're on a jump, but at the same time the lack of control does add to the challenge. If it stays this way though, it'd be good with at least checkpoints thorough the level, for example when you switch color, so you don't need to start from the start each time. It's a looong way after all...

Also: music's pretty loud compared to the sound effects! Overall a fun game, but a little more balancing would be good. Tilt + checkpoints would be perfect for fun, but checkpoints only for challenge. I like the simplistic style, even if some bits (like the clouds) seem a bit oddly placed. Keep up the good work! Love bike games like these btw, just used to a bit easier control.

-cd-

DARKBLUESHADOWPRODUC responds:

It was movement filled with pleasure to hear from you.
start menu, actually I did set a timer of 15 sec after which menu will load
you are completely right about balancing
actually I added rotations in 2nd version only, as in 1st version we were to rely only on speed.

in new version, i will be working lot more on balancing bike and you will get to see checkpoints soon as well

regards
shubham

Well that was fun. :) And aggravating... all at the same time. I love the good groove, the atmosphere and the simple tapping approach but... Flappy games are HARD! I think not knowing how long it's going to take to get to the end doesn't give me the motivation to really go for it... but good thing there was a quickly attainable medal for partial reward, at least. :) Merry Belated Christmas!

-cd-

TristanMX responds:

Hey same to you! And happy new year!

The level is actually pretty small, if you get around 44 points you are in the middle of the map, the last sections just has a ton of gifts to accumulate score.

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