I wanna be Lovegood
Creator: Guille Lovegood
Overall, before I get into the nitty gritty of it, the game is pretty okay, from my perspective. You have a lot of spikes, you have a few saves here and there, basic needle game.
That being covered, while I DO love this game a lot, there's a few things I don't like. And I'm not complaining about these jumps, this is more or less a "lovegood, why do you keep putting these shitty jumps in all of your games and not have any saves in between them" statement. Nevertheless this still might come of as whining. Oops, oh well.
The first time I randomed this game on the roulette site, I took one look at it and thought "nope, not gonna happen" little did I know I'd become overwhelmed with ambition to beat this game. That being said, first screen is probably the deciding factor in 99% of the people that play fangames, and the first screen of lovegood is kind of offsetting. It starts you off with a ledge jump, then a 9 jump, then a spike down invert (just bs-ing it, no idea what they're called) into a really finicky gate jump that's hard as hell to line up if you have no idea what you're doing. Just based off that alone, you can understand what the rest of the game is going to be like. And you would be right. Overused spike down inverts, 9 jumps, ledges, gates, diamonds, a few double diamonds and ceiling double diamonds, and anything else you can throw into one entire save that would make most new players quit. Now THAT being said, this game is not particularly hard, at least not for me. Lovegood just doesn't really grasped the concept as a whole of "save balancing" so he throws it to the wind (Para would tear him a new one if he hasn't seen this game already). A good example of this is one of the hardest saves of the game, being this one right here, https://gyazo.com/be83b659aa99bfad8468aca56d8d1ddb (apologies in advance, ripped this from the stream since I didn't have a save file here readily available. There's a whole lot of "nope" in this save if you're not willing to learn how to do these jumps, and putting a corner at the end is, to me, poor judgment in terms of level design. There's way too many corners and choke jumps placed at the end of saves that shouldn't be there, since that's typically what turns people away. Also sometimes he'll give you a really shitty align for what you're trying to do, probably because he doesn't realize it, who knows.
As per usual, this was written up in about 10 minutes, not checked for spelling/grammar errors, or corrected for incoherence that may or may not be riddled throughout the review. But that's typical OhHey for you. Kappa
Needle is... decent, but the order of rooms... please xD
The boss is simple and easy with a typical RNG of Guille... this game, is... decent, maybe
A handful of needle screens followed by an avoidance at the end. The platforming is as generic as it gets. The maker just spammed the exact same generic jumps through the entire game: 9-jumps, corners, diagonals, diamonds, double diamonds, and the list goes on. Each screen has different visuals (Which range from nice to really, really bad), and a different music as well, but this game works with a very limited set of musics, so after a couple screens, the maker started recycling them. It's repetitiveness into repetitiveness into more repetitiveness that is also very repetitive and repeats itself a lot.
The avoidance is not any better. It has a set of maybe 5 different RNG attacks that repeat themselves over and over, sometimes overlapping each other, through a time span of 5 minutes. It's amusing. You wouldn't expect the avoidance to be as repetitive as the platforming, but it is.
This is pretty much as generic and boring as needle games get. Wouldn't recommend.