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Joined on: Feb 9, 2018

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19 Ratings!
18 Reviews!
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18 Reviews

Irkara
For: I wanna defeat the Discord Makers CN side
One of the authors.

I really appreciate this game, though there are some flaws.

will add more rewrite if possible.

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[2] Likes
Rating: 8.9 89       Difficulty: 83 83
Oct 5, 2018
Irkara
For: Chill Needle
boring

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[4] Likes
Rating: 4.0 40       Difficulty: 29 29
Aug 16, 2018
Irkara
For: I Wanna Defeat the Discord Makers Kela Side 2
0.5 point for the reverse wall jump, 0.5 point for the RNG in strange gravity.

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[0] Likes
Rating: 9.0 90       Difficulty: 40 40
Aug 16, 2018
Irkara
For: Is The Order An I wanna ?
The first fangame I've played.

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[0] Likes
Rating: 10.0 100       Difficulty: 35 35
Aug 13, 2018
Irkara
For: Dual Needle
抱歉,我撤回我之前的评论。
Sorry, I withdraw my previous comments.

首先说一句,这个游戏制作的挺棒的,在素材与细节处理的方面。不过游戏的内容,我想谈谈自己的想法。
First of all, this game is pretty good in terms of material and detail handling. But the content of this game, I want to talk about my own ideas.

说实话,这个游戏一开始给我的印象,就是不讲道理的神奇跳刺(也许是受到了前一个游戏的影响),想当然的我对此的态度是很消极的,或者说,制作精良的垃圾游戏。
To be honest, the first impression what I got from the game was FULL of the unreasonable magic jump (probably influenced by the previous game), and my attitude towards it was negative, or "making a great junk".

然而过了一段时间后,特别是在看完其他玩家直播后,我开始思考,这类游戏究竟代表了什么游戏趋势。
But after a while, especially after watching others' live, I began to wonder if this kind of game is the current game trend.

这个问题困扰了我好久,我到现在可能都没有找到答案。帧精确跳刺与整齐摆刺(这将意味着为了美观而牺牲一些游戏性)是否应该被认可?
This question has been bothering me for a long time, and I probably haven't found the answer yet. Should frame precise jumping and neat swinging (which would mean sacrificing some playfulness for beauty) be accepted?

想起当初刚刚接触游戏的时候,当我询问,为什么CN2是一个好玩的游戏的时候,我的师傅告诉我,因为这个游戏大部分设计的非常贴合kid的运动轨迹,让人玩起来很舒服。虽然这句话可能在一些玩家心中并不是正确的,但这句话确实影响了我的游戏生活。之后在积累了少许的游戏经验后,我开始尝试去制作一些游戏来实践我对跳刺游戏的理解。
When I asked why CN2 was an interesting game after I came into contact with the game, my mentor told me, the games were designed to fit the kid's trajectory and make it very comfortable for players to play. Although this may not be true in the minds of some players, it did affect my game life. After a little bit of game experience, I began to try to make some games to practice my understanding.

第一次实践证明了,我的理解与相当一部分人的想法是重合的。我很快开始了其他几部游戏的制作。但是,我很快就遇到了问题:富有挑战性或者令人舒适的?
The first practice proved that my understanding coincided with the thinking of quite a few people. And I began the production of several other games. But soon I encountered the problems: challenging or comfortable?

我选择了前者。那个时候让我做出选择前者的原因有很多,有些可能实际上无关紧要。但是在IN的制作过程中,我的想法开始出现了变化,这个也许在游戏中能够感受出来(只是个玩笑)。然后我就马上停止了游戏的制作,给自己留下一点思考空间。结果,我并没有得到任何结论,而且我发现我失去了创作的推动力,变得开始畏手畏脚。
I chose the former. At that time, there were many reasons for me to make the choice of the former, although some may not actually matter. But in the production of IN, my ideas began to change, and this might be felt in the game (just a joke). Then I stopped the production of the game and left a little room for thinking. As a result, I didn't come to any conclusions, and I found that I lost the motivation to create and became afraid.

很遗憾,我没有在这个游戏辉煌的时刻接触到它,所以我并不了解这个游戏为什么会广为流传,而玩家与观众对于跳刺的魅力的感受也无从考证了。
Unfortunately, I didn't touch them at this brilliant moment of the game, so I didn't understand why the game was so popular and how players and viewers felt about the charm of the needle game.

我相信,玩这种游戏的玩家对于事物的耐久力与忍受力会比一般人强上许多,但制作一个游戏去消磨他们的热情与耐力总归不是什么好事情(可能会收到例如BFWT,TWNP的评价),虽然这么说可能有些少许自卑的感觉,或者说其实大家都明白这一点只是我在思考一些没有任何意义的事情。
I believe that players who play this kind of game will have a lot more endurance and endurance for things than the average person, but it's not a good thing to make a game to kill their enthusiasm and endurance (you might get comments like BFWT, TWNP), although it might feel a little inferior, or actually everybody All understand this is that I am thinking about something that has no meaning.

我想有一些玩家会持有,萝卜青菜各有所爱,的观点,但是作为游戏作者,我常常会控制不住自己去思考,跳刺的终点将会指向什么地方,是极强的肌肉记忆加上几乎零失误的操作?还是稀奇古怪的设计来造就一个令人惊奇的解谜游戏?玩家需要的是按照作者的设计完成一系列趋于极限的挑战?还是在充足的自由度下找到谜底的解决方法?
I think some players will hold the view that every man has his hobbyhorse, but as a game maker, usually I can't control myself to think about where the end point of the needle game will be, with a strong muscle memory and almost zero error operation, or is it a strange design to create an amazing puzzle game? What the player need to do is accomplishing a series of challenges to the limit according to the author's design, or finding the answer to the puzzle under enough freedom?

在一个常见难度(比如50)游戏里突然放入一个空双或者下珠峰,然后中间拉开几个像素,这算是有诚意的吗?我设计一个刺阵,要求在固定位置作一个固定帧数的跳跃,这算是设计的巧妙吗?我现在可能不明白。希望有人能给我一点启示。
Is it a sincere work to suddenly put a raised diamond or SGGK in a common difficulty game (such as 50) and pull apart a few pixels in the middle? Or is it ingenious to design some needles that requires a fixed frames to jump in a fixed position? I may not understand it now. I hope someone can give me some inspiration.

写到这里,我可能忘记的一些想说但是忘记的东西。这些大概不足以将我的疑问全部表述出来,也可能会给其他人带来少许误解,在这里先表达歉意。
Writing to here, I may have something to say but actually forget. These are probably not enough to express all my doubts, and may cause a slight misunderstanding to others. I apologize for that.

最后,感谢这个游戏的制作者们。
Finally, thank the producers of this game.

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[1] Like
Rating: 10.0 100       Difficulty: N/A
Aug 13, 2018

1 Game

GameDifficultyAverage Rating# of Ratings
Irkara Needle 88.8 8.2 11

6 Favorite Games

GameDifficultyUser's Rating
I wanna Classic 86.0 10.0
Is The Order An I wanna ? 35.0 10.0
Irkara Needle 90.0 N/A
I wanna gaze at the Horizon N/A 8.9
I Wanna Jump Still to Dawn 75.0 8.0
I Wanna Defeat the Discord Makers Kela Side 2 40.0 9.0