Nearigami's Profile
Send a PMJoined on: Oct 31, 2016
Bio:
Was kind of a dick but I’m really trying not to be anymore.
If you are one of my followers from my vtuber activities and are googling me, hi.
I am primarily a needle player but I still really like adventure and avoidance.
My rating system works like this.
I only grade by .5s a majority of the time.
10: This fangame is irreplaceable. There is no other fangame that does what it does as well as it does in my opinion.
9-9.5: Absolute Must Play
8-8.5: Recommendation
7-7.5: Light Recommendation
6-6.5: More positive sentiments than negative.
5-5.5: Mixed bag or no strong feelings.
4-4.5: Inoffensive and unremarkable. (Or a decent shitpost)
3-3.5: Do not recommend. (Or an okay shitpost)
2-2.5: Not good! (Or an unfunny shitpost)
1-1.5: Don’t play it. (Or a bad shitpost)
0-0.5: This game is either not worth your time in any way or morally objectionable.
Anything above a 5 I had an overall positive experience with.
SS tier makers:
Kurath, Kale, Egg, Echomask
S tier makers:
YaBoiMarcAntony, Wolfiexe, Carnival, Chatran, Arzztt, TheNewGeezer, anxKha, Dono, Verve, Maelstrom, MattinJ, Tutapika
Respected makers (I respect these makers a lot even if they don’t make stuff I always love):
Wonderful, cLOUDDEAD, The Cherry Treehouse Team, Roaka, Denferok, SunlaoQQ, RandomChaos, Kamilia, Jane_Chef, SynthasMagoria, ANobodi, Skulldude, Tijit, Kiyoshi, Kittygame, Emmanating, Irnbru, Cthaere, popop, Derf, LAWatson, Patrickgh3, Influcca, Jopagu, Stonk, Pieceofcheese87, Lucien, Flames, bmxbandit, UbersawMedic, Ianboy, WetWookie, RandomErik, Stella, Dagger
I will add to these lists whenever because I always forget
Top 10 Fangames:
1-2: Crimson Needle 3 & I Wanna Stop Crying Myself To Sleep
3. I Wanna Be The Volatile Presence
4. The Farewell Medley
5. Nebulous Thoughts
6. I Wanna Traverse The Precipice
(7 onwards changes more often)
7. I Wanna Ponder
8. I Wanna Kill The Guy
9. I Wanna Walk Out in the Morning Dew
10. Scribble Notes
Ot
I've submitted:
603 Ratings!
600 Reviews!
7 Screenshots!
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603 Games
600 Reviews
For: I Wanna Be the Hades
For: Chew 045
I started playing precision FSR because I wanted to test my open-mindedness and actually learn how to play and enjoy this genre, even if I suspect they'll never be my favorite. So I learned how to numpad cancel. I had previously only used numpad in order to get through K3 Secret 2, and that was years ago at this point. I had completely forgotten how to do it. Over the course of a couple weeks, I actually got pretty decent at numpad cancelling! There's a rhythm to it that once you learn for real, you don't forget. And you know what? They're surprisingly fun! My experience playing fangames has been enriched by opening myself up to numpad cancelling. The screen I got stuck on in this game however, was my first required low-cancel. I couldn't use my little numpad tricks in order to progress. I was stuck with the other kind of cancelling I put off learning. So I bashed my head against the wall for a bit until I ultimately gave up. A week later though, I came back, confident from my recent precision clears that I could get this one jump.
I threw myself at it for 30 minutes. Shift cancelling, as it turns out, is much more difficult to pull off than numpad cancelling. 95% of the time, I wasn't even getting the cancel in the first place. Even when I was, I either didn't cancel at the right height, I wasn't in the correct position, or I screwed up my second jump. I didn't give up though. Even though it's one jump, I DID feel myself getting better at it. Eventually though, I got through, and I popped off as much as I possibly could have at 1:30 in the morning without waking up my family.
I think I understand the appeal of precision needle now. It's a process of making micro-optimizations and improving muscle memory, forcing yourself through jumps that are just barely possible. It's truly a niche experience, but once it has its grips in you, there isn't anything else quite like it. It absolutely tows the line between garbage and genius most of the time, and frankly I can't say I recommend them wholeheartedly unless you're a specific kind of person, but there's absolutely a place for it.
The rest of the game is whatever and probably will be nothing special to anyone else, but for me, as the game that made me learn how to low cancel, I'll be sure to remember it.
For: I wanna be the Crimson
Crimson is a game where you either get it or you don't. I can completely understand why one may not enjoy this game. It's design is somewhat archaic by today's standards. There are a lot of traps that don't really serve a purpose other than to frustrate the player in uninteresting ways. There's restarting music and almost exclusively generic guy visuals. There's even required secrets, some of which don't have any obvious tells as to their location. Hell, I would go as far as to say the bat boss is legitimately terrible with nothing really redeeming about it. For me though, it just clicks.
While I am adamant about a fair amount of traps not adding to the experience, some legitimately change how you tackle the platforming in interesting ways, forcing you to move in ways you still don't see often enough in trigger needle. The use of moving objects is a really well exectued form of cycle needle and importantly changes how you approach jumps without necessarily making them more difficult to figure out, which to me is a balance rarely struck with cycles. I also believe this game makes a good case study for why named/generic jumps aren't an inherently bad thing. Sure, we can look at a save and figure out pretty quickly how to do them, but they help facilitate a certain flow. Crimson manages to do a lot with only the basics.
Do I think this flow is 100% intentional? Absolutely not. I think Carnival only sometimes knew what he was doing. It feels like when you play a Carnival game he rolls the dice, and if it's below a certain threshold he fails a design check and the save/boss sucks. Carnival very much feels like a maker that operates off of pure instinct when designing, and whatever he thinks is fun to make at the moment gets left in, regardless of quality. It means his works have an identity to them. Whether the save is good or bad, it is always Carnival, and to me it makes the game more interesting. Even if I run into something that mildly annoys me, it feels like I get to look into the mind of this guy, and I can't be too mad about it.
cLOUDDEAD's review of Crimson talks about how cohesive the game feels, and I'm inclined to agree. There is a lot of variety in this game, but because of Carnival's instinctual design sense, it all feels unified. Despite every stage doing a lot of different things, they all still belong as a part of the same experience. Carnival is able to twist and contort his design process just enough to fit the vibe he wants for the stage. There's also a fair amount of discrepancy between save difficulties. Notably, the secrets are almost always a good 5-10 difficulty higher than the standard stages. Some may call this unbalanced, but I view it as a choice to accentuate certain parts of the stage platforming. Carnival wants to make sure you give as much attention to this bit of level design as he wants you to.
After the 8 stages, you face a bat boss. It's terrible! It's legitimately a really bad boss. I don't have anything nice to say about it other than somehow I still enjoy it. It occupies a similar space in my mind as the GR final boss, where I know that I should find it terrible, but I can't help but find it engrossing. If you collected all the secrets, after beating the bat, you go on to tackle a medley stage of past Carnival games that is undeniably the worst stretch of the game. The picture screen in particular was probably the worst bit of platforming in the game. After that you get an iconic crimson block stage that's pretty much just hard needle with an ambient track overlaying it. I like this stage more than most people do. It still keeps that flow that Carnival has estbalished throughout the game, and it feels equally as interesting as the game preceeding it.
The final boss is a work of accidental genius. It feels like when Carnival was rolling his design dice, he got a 20. Everything in this fight seems to snap into place and creates a boss that feels far more involved than the vast majority of fangame bosses, in a special way. There is a constant push and pull to it, and the tradeoffs for damage routing leave it incredibly open ended in a totally fair way (except for the fact that you always have to kill green last because what the fuck?) I ended my journey with this game was a far deeper appreciation of Carnival, enough to retroactively make me enjoy his other works more. I legitimately believe that Crimson is a mandatory experience if you intend on staying in fangames for an extended period of time, regardless of whether you love or hate it.
Now that the review itself is over, I want to talk about Kale and his thoughts on the game. Kale's review of Crimson tows the line between a real and joke review for me. Where his sincere appreciation for the game ends and his hyperbolic assertions about it begin, I can't say. Personally, I like to imagine that Kale started off talking about how much he enjoyed Crimson back in the day as a bit of a joke, but that joke morphed into a genuine love of it and its design sense, and he just kept the bit up because Kale is a silly individual. His review is ultimately an exaggerated version of his sincere beliefs, and I kind of really love his unabashed love of it. It's the kind of enjoyment I wish I could bring into everything, but I do not yet have the capacity to feel that way. I don't really care how much of it is a meme, because that's how I want to feel about fangames. They're strange and kind of badly designed by traditional standards, but there's a serendipity to them that I will always appreciate. Crimson is an excellent distillation of that for me. I never knew these games would become so valuable to me, yet here they are. I wouldn't be who I am today without them, and this strange game designed by a literal 12 year old has had a not insigificant impact on me as a result of its influence. I love that. God I love fangames.
For: I wanna be the Prism
For: I wanna be the Air
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6 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Diamond Chronicles | 70.0 | 7.5 | 3 |
I Wanna Disconnect | 72.7 | 7.9 | 21 |
I Wanna Go Back To Basics | 73.4 | 8.0 | 19 |
My Love Letter To Fangames Volume 1: Venus | 53.7 | 6.7 | 16 |
Neo Needle Buffet | 80.7 | 8.0 | 17 |
I wanna take turns | 65.0 | 5.9 | 8 |
31 Favorite Games
475 Cleared Games