I wanna Thank You Thenewgeezer

Creators: Kale, Zero-G

Average Rating
8.0 / 10
Average Difficulty
62.1 / 100
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Tags:

Needle (14) Gimmick (13) Puzzle (2) Trigger (7) cn3 (1) playful (1)

Screenshots

  • by ZeroG
  • by Nogard
  • by ZeroG
  • by ZeroG

Creator's Comments:

ActualKale [Creator]
I made this game so not gonna rate it. Forgot the password for my "Kale" account so can't review it as the maker either. Lately I've felt like talking a bit about the thought process behind some of my games so maybe this will be a series of reviews for a number of my games.

I made this game in collaboration with Zero-G. He tested the game, made some graphics things, helped with music picks and did some quality of life coding. I came up with and designed the rooms.

My inspiration for making a game always arises out of a single idea. That idea is usually not identical to what the final game turns to be, for example every room in CN1 was gonna be the same difficulty, but it's usually enough for me to get motivated and know where to start with something.

In "Thank the Geezer" the idea was to have short saves and to use and build on the gimmicks that I came up with for "Haystack 2" but this time in a much more accessible game. I also wanted to only use the in-engine assets to challenge myself in seeing what I could come up with. These mainly include platforms, water, spinning and bouncing apples, blocks of various sorts and gravity flippers.

The perhaps hardest restraint I put on myself was to never repeat the same concept for two screens. Some of the ideas in this game, such as the sideways platforms, the moving gravity flippers, spinning water, disappearing block puzzle, moving platform jumps and the extended moving sideways platform are interesting and deep enough to build full games around. If the concept of various spike and block configurations with nothing else is good enough to build thousands of games around it, then surely some of these gimmicks could stand being repeated more than once.

Additionally I wanted each screen to look drastically different from all the other ones. The graphics switch up every screen and the room layouts are pretty unusual and distinct as well. Hopefully this added some to the excitement of seeing what each new screen has to offer.

Similar to the production of Haystack 2, the hardest part of making this game was to come up with new implementations of the same old objects we've all seen ad nauseum. The screens themselves are very simplistic in design, I didn't want to make any rooms feel long or complex and I deliberately avoided combining gimmicks (which is another thing that has a lot of potential for future games). The game took around 2 weeks to make which on average means a little over 1 screen/day. I am happy with the result.

Max beat this game in almost no deaths, p sick.

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[14] Likes
Rating: N/A       Difficulty: 58 58
Mar 2, 2017

44 Reviews:

patrickgh3
A game that shows how much potential there still is with just basic new mechanics layered on top of the standard player movement. The presentation and pacing are well done, giving a constant sense of novelty, and providing a nice atmosphere similar to Kale's other games. This game is an inspiration to me as a fangame maker. Would recommend any fangame maker to watch a video playthrough, or play yourself if you're good enough.

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Tagged as: Needle Gimmick
[7] Likes
Rating: 9.0 90       Difficulty: 60 60
Nov 28, 2017
Maxinator235
This Kalemandu and Zero-G creation shows a progression from static needle to more gimmicky needle with more moving objects, and quite frankly, it's done rather well. Many of the gimmicks such as the rotating water apples are very original and even the gimmicks that have already been done before are still creative, fresh, and fun. I can't really say there's a bad screen in this game. Definitely worth playing.

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[4] Likes
Rating: 9.5 95       Difficulty: 61 61
Jan 16, 2017
kurath
Overall a good game showcasing a lot of creativity with different gimmicks mostly comprised of the basic needle tools (primarily platforms/water). Every screen changes it up significantly and there's a lot of variety as it never dwells on anything. I wouldn't consider them all winners but the general quality level is high.

There's a couple end of save trolls that felt really out of place and theme that I think detracted from the experience but nothing so drastic that it changes the fact that the game is worth giving a play to try some neat stuff.

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Tagged as: Gimmick
[2] Likes
Rating: 7.5 75       Difficulty: 65 65
Jan 17, 2017
Paragus
A needle game that isn't overly long in terms of the number of screens, but each of those screen has some sort of creative gimmick used that adds an interesting twist to the rooms. In pretty much every case, the rooms are pretty creative and most of them are reasonably balanced difficulty-wise once you figure out what's going on in each room. It's worth playing if you like needle and are looking for something with a creative spice to it.

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Tagged as: Needle Gimmick
[2] Likes
Rating: 8.0 80       Difficulty: 60 60
Jan 16, 2017
Religion
Classic.

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[1] Like
Rating: 8.2 82       Difficulty: 65 65
Jan 23, 2024