Kilgour22's Profile
Send a PMJoined on: Feb 19, 2015
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My ratings are mostly based on personal enjoyment.
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894 Ratings!
742 Reviews!
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894 Games
742 Reviews
Kilgour22
For: i wanna consume you entirely
For: i wanna consume you entirely
Short needle with decent atmosphere and meh platforming.
You must have sound on for the clear screen. The NSFW tag will make sense—though it took longer to reach that point than it took me to beat the game, so YMMV.
Based on a true story?
Cleartime and deaths: 6:31, 130
[0] Likes
You must have sound on for the clear screen. The NSFW tag will make sense—though it took longer to reach that point than it took me to beat the game, so YMMV.
Based on a true story?
Cleartime and deaths: 6:31, 130
Rating: 6.0 60
Difficulty: 50 50
Apr 28, 2022
Kilgour22
For: I wanna walk through solstice
For: I wanna walk through solstice
Solstice is pretty decent. Starting from maybe 50 difficulty platforming and ending at 65-70, there's a fair amount of vanilla, if somewhat creative, needle.
The biggest problem with the game is the prehistoric engine. It's terrible, from poor collision detection (creating an inordinate amount of 16-pixel landings that shouldn't exist) to that awful 1-frame movement bug on respawn. It makes the game harder and more unpleasant than it ought to be, which is a shame. On a good engine, I would drop the difficulty by a few points and probably give it a 6.5-7.0 rating; however, I can't be lenient, not in this day and age of high-quality engines to choose from.
In light of the bad engine, I don't think I can recommend people play through the game—unless you're truly desperate for some fairly challenging, yet still reasonable, needle. It's pretty short, at least.
Cleartime and deaths: 21:00, 332
The biggest problem with the game is the prehistoric engine. It's terrible, from poor collision detection (creating an inordinate amount of 16-pixel landings that shouldn't exist) to that awful 1-frame movement bug on respawn. It makes the game harder and more unpleasant than it ought to be, which is a shame. On a good engine, I would drop the difficulty by a few points and probably give it a 6.5-7.0 rating; however, I can't be lenient, not in this day and age of high-quality engines to choose from.
In light of the bad engine, I don't think I can recommend people play through the game—unless you're truly desperate for some fairly challenging, yet still reasonable, needle. It's pretty short, at least.
Cleartime and deaths: 21:00, 332
Tagged as: Needle
[3] Likes
Rating: 5.0 50
Difficulty: 65 65
Apr 26, 2022
Kilgour22
For: I Wanna be the AIW
For: I Wanna be the AIW
I don't know which difficulty was intended, so I cleared both Easy and Hard. I don't think playing on Hard adds much, other than longer saves and thus more deaths, so players should choose accordingly. Easy felt about 50 difficulty for me, while Hard felt about 60. I would recommend playing on Easy for most players, so that's what I've based my rating and difficulty on.
Easy cleartime and deaths: 19:52, 368
Hard cleartime and deaths: 29:10, 488
I've played (and beaten) each of the 261 levels QED has uploaded on IWM (as of this review), so fair warning that I generally like, and am good at, this style of needle, which I would call "modified generic jumps with a dose of awkwardness." If you struggle or dislike ledge jumps and f-jump variants or non-linear difficulty, then you may want to give this game a pass.
I find that QED's style can be quite enjoyable in reasonable doses. Playing a few screens in a row tends to be pretty fun, but the style can start to feel repetitive and I found myself getting frustrated towards the end of my Hard playthrough. The two stages, aside from visuals, didn't feel much different, either in difficulty or gameplay. It left me questioning why the stages were broken apart where they were.
The black background for stage 2 was a detriment for me. One of my pet peeves is not being able to see where I'm standing, and this was sometimes worsened by the jumps I had to do (16-pixel gaps were the most common culprits here). It felt like I was dying not because I was bad, but rather because of RNG. This held true occasionally in stage 1 as well with (an admittedly generous) spotlight mode making blind drops a thing. It made those deaths feel akin to screen transition ones, and I don't think I'm alone in being annoyed by those.
The gameplay is pure needle: no water, vines, or platforms are to be found. On a meta level, it was interesting to see if QED's needle would deviate from what I've come to expect, given the frequency with which these basic gimmicks appear in their levels, but I was (pleasantly) surprised to see that there wasn't a drop in jump quality, albeit with jumps feeling a touch more generic. I think the added genericism was counterbalanced by the reduction in awkward manoeuvres that also often appear in their levels, leading to a fairly balanced result.
I think this needle style would benefit from the occasional use of gimmicks, or a full-on adoption of specific gimmicks for the duration of a stage. This would help reduce some of the monotony that I feel plagues the game, even if it doesn't cripple the quality.
Overall, I think most needle players will derive some enjoyment out of a playthrough, probably on Easy mode. However, don't go in expecting a masterpiece.
Easy cleartime and deaths: 19:52, 368
Hard cleartime and deaths: 29:10, 488
I've played (and beaten) each of the 261 levels QED has uploaded on IWM (as of this review), so fair warning that I generally like, and am good at, this style of needle, which I would call "modified generic jumps with a dose of awkwardness." If you struggle or dislike ledge jumps and f-jump variants or non-linear difficulty, then you may want to give this game a pass.
I find that QED's style can be quite enjoyable in reasonable doses. Playing a few screens in a row tends to be pretty fun, but the style can start to feel repetitive and I found myself getting frustrated towards the end of my Hard playthrough. The two stages, aside from visuals, didn't feel much different, either in difficulty or gameplay. It left me questioning why the stages were broken apart where they were.
The black background for stage 2 was a detriment for me. One of my pet peeves is not being able to see where I'm standing, and this was sometimes worsened by the jumps I had to do (16-pixel gaps were the most common culprits here). It felt like I was dying not because I was bad, but rather because of RNG. This held true occasionally in stage 1 as well with (an admittedly generous) spotlight mode making blind drops a thing. It made those deaths feel akin to screen transition ones, and I don't think I'm alone in being annoyed by those.
The gameplay is pure needle: no water, vines, or platforms are to be found. On a meta level, it was interesting to see if QED's needle would deviate from what I've come to expect, given the frequency with which these basic gimmicks appear in their levels, but I was (pleasantly) surprised to see that there wasn't a drop in jump quality, albeit with jumps feeling a touch more generic. I think the added genericism was counterbalanced by the reduction in awkward manoeuvres that also often appear in their levels, leading to a fairly balanced result.
I think this needle style would benefit from the occasional use of gimmicks, or a full-on adoption of specific gimmicks for the duration of a stage. This would help reduce some of the monotony that I feel plagues the game, even if it doesn't cripple the quality.
Overall, I think most needle players will derive some enjoyment out of a playthrough, probably on Easy mode. However, don't go in expecting a masterpiece.
Tagged as: Needle
Visual_Challenge
[2] Likes
Rating: 6.5 65
Difficulty: 50 50
Apr 26, 2022
Kilgour22
For: i wanna fix what's wrong
For: i wanna fix what's wrong
Solid 32px needle game with long saves that test the player's consistency and ability to perform under pressure. Though the platforming is too easy to include near-mandatory "setup" jumps, it's still quite fun if you're a fan of this style.
Rating and difficulty are based on "Original" mode.
Original Stats
Cleartime: 6:13
Deaths: 68
Novice Stats
Cleartime: 3:10
Deaths: 46
[0] Likes
Rating and difficulty are based on "Original" mode.
Original Stats
Cleartime: 6:13
Deaths: 68
Novice Stats
Cleartime: 3:10
Deaths: 46
Rating: 7.5 75
Difficulty: 55 55
Mar 29, 2022
Kilgour22
For: Extreme Depths 2
For: Extreme Depths 2
Stage 8 is really good. The rest, however, not so much.
Here's the problem with gimmicks: If they don't add anything to the platforming, then why are they there? So, when I ask myself what the apples are actually adding to the game, the answer, aside from stage 8, is nothing. That's right. Take the apples out of the other stages and the game gets better because the screens actually flow. Currently, all they do is make the player spend extra time shooting them, often in a way that disrupts the flow of the platforming.
Again, stage 8 is great. The first screen not so much (a slowly moving apple that you actually have to pause to let pass at one point), but the rest actually change the way the platforming plays. My favourite one (though a touch frustrating at first!) was the homing apple that the player has to shoot to pause while running around to shoot other apples, opening the path to the exit. It fundamentally changes the way people play the screen; instead of focusing on finding the "easiest" path through the spikes, you're instead focused on putting the apple in a good position to shoot without blocking your path. It is, in other words, a perfect implementation of a gimmick.
You'll notice that stage 8 feels very different from the rest of the game, and it's precisely for that reason. It's actually a gimmick stage in a needle game, creating that coveted "gimmick needle" that's all the rage nowadays. Every other stage is not built around the gimmick, creating this dissonance.
The boss has WAY too many hitpoints. It makes it awful to grind and learn, because all I'm doing is developing arthritis and fatiguing myself. I think it would be significantly better if there were more i-frames between hits, with it taking less hits to kill. Frankly, the way it's currently designed ruins any motivation I might have had to grind it. It also doesn't help that it's way harder than the rest of the game.
I couldn't care less about secrets, so I didn't look for any and I won't comment on any secret content.
TL;DR: Seven stages could have been good for a nice, if a touch unambitious, needle game; one stage is very good gimmick needle; the boss after the tower is just a bullet sponge that makes grinding it a pain.
[2] Likes
Here's the problem with gimmicks: If they don't add anything to the platforming, then why are they there? So, when I ask myself what the apples are actually adding to the game, the answer, aside from stage 8, is nothing. That's right. Take the apples out of the other stages and the game gets better because the screens actually flow. Currently, all they do is make the player spend extra time shooting them, often in a way that disrupts the flow of the platforming.
Again, stage 8 is great. The first screen not so much (a slowly moving apple that you actually have to pause to let pass at one point), but the rest actually change the way the platforming plays. My favourite one (though a touch frustrating at first!) was the homing apple that the player has to shoot to pause while running around to shoot other apples, opening the path to the exit. It fundamentally changes the way people play the screen; instead of focusing on finding the "easiest" path through the spikes, you're instead focused on putting the apple in a good position to shoot without blocking your path. It is, in other words, a perfect implementation of a gimmick.
You'll notice that stage 8 feels very different from the rest of the game, and it's precisely for that reason. It's actually a gimmick stage in a needle game, creating that coveted "gimmick needle" that's all the rage nowadays. Every other stage is not built around the gimmick, creating this dissonance.
The boss has WAY too many hitpoints. It makes it awful to grind and learn, because all I'm doing is developing arthritis and fatiguing myself. I think it would be significantly better if there were more i-frames between hits, with it taking less hits to kill. Frankly, the way it's currently designed ruins any motivation I might have had to grind it. It also doesn't help that it's way harder than the rest of the game.
I couldn't care less about secrets, so I didn't look for any and I won't comment on any secret content.
TL;DR: Seven stages could have been good for a nice, if a touch unambitious, needle game; one stage is very good gimmick needle; the boss after the tower is just a bullet sponge that makes grinding it a pain.
Rating: 5.5 55
Difficulty: 70 70
Mar 10, 2022
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna be the Engine Kilgour22 Edition | N/A | 1.5 | 2 |
I Wanna Escape My Fate | 67.8 | 7.2 | 10 |
Faded Oblivion | N/A | N/A | 1 |
I wanna be the Hypertrophic Lobotomous Coalescing Bumblebee | 53.1 | 6.0 | 15 |
I Wanna Improve | 61.7 | 6.9 | 18 |
I Wanna be the Needle Whisperer | 76.3 | 6.5 | 5 |
Slaughter | 77.0 | 6.5 | 3 |
3 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I Wanna Be The Dreamroamer | 35.0 | 9.0 |
Nebulous Thoughts | 82.0 | 9.0 |
Ebb Needle 2023 | 50.0 | 9.5 |
954 Cleared Games