I wanna remember the Reitengo
Unfinished adventure game with a fair share of ups and downs. There are some really cool ideas and some really bad ones as well.
The game starts with an intro stage divided between three shorter 'stages'. There isn't too much to say about the first two 'stages'. The first one is basically the first screen of the original Guy, with no traps, and you have to do it twice (Once and a half, actually). It feels really pointless, and the transition from this 'stage' to the next one is one of the most random things I've seen in a while. The second one is a long screen of platforming with some clouds to block your vision and make you think before doing each jump. It's kinda decent. The last 'stage' is a trap stage consisting of only fake blocks. They're used in a kinda funny way, but after the first two traps, they start to get old, and they get old really quickly. At least the stage is short, which prevents it from being a major harm to the game. As a whole, the intro 'stages' are way too short to be anything at all, which is actually a good thing (Although it shouldn't be) because if they weren't, most of them would probably be even worse.
After finishing the intro stage, you'll enter the main hub, although the game will continue to be linear, since you only have one unlocked stage once you enter it and you need to beat it in order to unlock the next one (Which you'll also need to beat in order to unlock the next one, and so on).
The first stage is a pretty cool water stage that mixes single jump water with double jump water to make not only interesting jumps, but an interesting platforming as a whole. It's really fun, and I really liked it.
The second stage is divided into two parts. The first one consists of some pretty cool platforming involving triggers and a couple traps. The second one is the horror stage, and it's really bad. It starts with some awfully generic traps, but it gets worse once you reach the spotlight segments. Few things are worse than activating triggers under a spotlight gimmick while an Ao-Oni wanders around the room in the most unpredictable patterns. You can't see what does each trigger do, and the Ao-Oni moves in a way that makes each save a huge trial-and-error segment. I'd be better off with the traps. I had to use a ceiling double diamond skip to get past one of these saves because I honestly had no idea of what was I supposed to do after activating the three triggers. It's terrible.
The third stage is a lot better. It's a straight needle stage that doesn't use each screen individually, but connects them into a huge screen. It's quite creative, and really fun too. Definitely something I don't see everyday.
The fourth stage is the puzzle stage. Basically, you have to touch every single line once and only once in order to unlock the exit. It's kinda cool, and it gradually introduces some gimmicks to bring the stage some variety, but the maker didn't know when to end the stage. After a couple screens, the stage stops introducing new gimmicks and sticks with the same set of gimmicks for the rest of the stage, which ends up making the stage boring and repetitive towards the end.
Once you beat the puzzle stage, you unlock the first and only boss: The Emperor Cherry. Basically, it's a normal cherry with a lot of HP that uses different attacks based on how much HP it has. It's a fun fight, although the dark blue phase feels out of place.
Finally, there's the last stage, which consists of a huge screen with four shorter segments themed on the previous stages. Thankfully, Stage 2's segment used the first part of Stage 2. It's a cool stage, although it might cause a bit (Maybe a lot) of lag due to the room's size. Once you beat this stage, you'll be sent to an "End of this version" screen, and that's pretty much it.
Overall, Shinobu, your needle/normal platforming design is amazing and you do have some really cool ideas, but you might want to rethink your ideas for traps and try to not go overboard with the stages' length. Also, please, forget about spotlight gimmicks and enemies with overcomplicated movement patterns, both of these ideas tend to not work well, specially when they are used together.
It might be worth playing for the needle/trigger sections, but I'm really not sure, specially since a ceiling double diamond skip isn't something that everyone can pull off (And beating the screen through the intended way is probably even more unreasonable). I'm really not sure if I would recommend it.