Latest Reviews

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Yiaz
For: I wanna NF 2
I like how you can skip half the saves

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[0] Likes
Rating: 3.0 30       Difficulty: 65 65
Apr 15, 2023
ChimadanyaOfficial
For: I wanna be the 普通のアイワナ
Generic, but you can really train gate jumps (and needle - skill in general) on it

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Tagged as: Needle Generic
[0] Likes
Rating: 3.5 35       Difficulty: 23 23
Apr 15, 2023
Kilgour22
For: Eggplant Present 2022
Rating based on hard mode. Most of the game is pretty easy, but there are a few saves which stand out. Would recommend hard mode to experienced players.

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[1] Like
Rating: 7.5 75       Difficulty: 60 60
Apr 15, 2023
Kilgour22
For: Hang on
I like the water usage, but the jump repetition is not very enjoyable.

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[1] Like
Rating: 6.0 60       Difficulty: 63 63
Apr 15, 2023
Half_Fish
For: I wanna be the 45
lovely!!!1

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[0] Likes
Rating: 10.0 100       Difficulty: 40 40
Apr 15, 2023
ame
For: Hang on
[0] Likes
Rating: 7.0 70       Difficulty: 66 66
Apr 15, 2023
TTBB
For: I wanna be the Torinokawa
Pretty solid Miku avoidance. The hardest parts are figuring out the pattern on chorus 1 and the ending, but the former becomes really easy once you get it. There's a funny luck-check after chorus 1 with praying giant pink cherries don't spawn on you but I only got killed by it a couple times. The shapes attack I was able to just react to but if you're unable to then you can just memorize the patterns, which is nice. There's another semi luck-check right before final chorus where you gotta get in the middle platform but there can be a ton of cherries in your way. The avoidance is also only 2 min long so if you want something not too long and not too hard to play, this is a good recommendation.

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[1] Like
Rating: 7.5 75       Difficulty: 66 66
Apr 15, 2023
kurath
For: Seventh V
A needle game highly focused around gravity flipping. It's probably voraciousreader's most ambitious and creative production yet by a good margin. Unfortunately, at least for me, it was also the least fun by the same margin.

It has a lot of good parts, but unfortunately is countered by a sizable amount of bad parts throughout.

Production wise, its mostly good. I found the some of the tilesets (especially the red tileset and the initial tileset) quite busy and hard to look at, but not necessarily problematically so. I'd tend to think dimmer backgrounds and better contrast would've helped here. Music was chill and fit well enough to the game, and sound production did what it needed to do, with audio cues for most important actions (though I'd certainly recommend fixing the renex engine vine sound, its just awful).

The bosses were a nice pacebreaker, but weren't without their flaws. The pink one in both segments felt quite non-interactive, where few things really threaten you but you don't necessarily have a play if they do. Typically though, they did well in utilizing the stage gimmick in a way to make a short avoidance around, but 30 seconds is a long time for a single attack and the fact that none of them were actually 30 seconds tends to just feel bad for the player with no advantage, as every avoidance would continue for a little bit afterwards (not just killers not despawning, but attacks continuing, and frequently would have a 'finishing attack' that happens well after). Just kind of feel bad moments for the players that has no reason to be there - just actually show the correct timer - and unfortunately is not the only instance of this in the game.

The platforming is the bulk of the game, and unfortunately, its a mixed bag. It probably should've been a warning sign when the game starts off with a terrible, tedious and overused first save that there were going to be issues, but nonetheless. Every stage had its high points - some more than others, but most of them had way too many low points to not generally feel bothersome along the way. I appreciate the creativity and really exploring the gimmicks, which it did a lot of, but much of it was not in a fun or engaging way. A huge problem is the game is much harder than advertised (feels like a typical case of maker blindness where they get used their own gimmicks and don't fully realize the difficulty, but that's just speculation), but much of the difficulty comes in bad ways. Firstly, gravity gimmicks I find tend to benefit from having big open spaces - this game has very little of these, but rather has lots of short, precise saves in small tight areas. Because of the precision, even as you're getting used to the gimmick, most segments end up having a very specific set of inputs (which the game leans heavily on complicated inputs) that it feels like you're just learning a pattern each time rather than really just playing with it. There's also just a ton of segments where it feels like extra obstacles are thrown in to use up all the space, making it feel even further cramped and sluggish to progress through. Toggle spikes or the flip blocks and such that are setup to force additional, uninteresting actions is an example of this, or random invisible bullet blockers in the stage with shooting so the player just gets screwed for no reason. All these questionable design decisions really just pile up to dampen the experience and are just feel bad moments for the player.

Ultimately, its playable, but its way more frustrating than it had any right to be. If you like gravity gimmicks, there's definitely a lot of creativity to be found. Ultimately, I'd hope that the ambition and the creativity shown here goes through a bit more filtering to make for better gameplay in the future.

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Tagged as: Needle Avoidance Gimmick
[4] Likes
Rating: 6.4 64       Difficulty: 70 70
Apr 15, 2023
exteriorbot
For: i wanna give this game a 10/10 rating on delicious-fruit.com
you tried

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[0] Likes
Rating: N/A       Difficulty: N/A
Apr 15, 2023
adin13
For: I want
What a wild ride

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[1] Like
Rating: 9.2 92       Difficulty: 65 65
Apr 15, 2023
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