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TheJPEGDemon
For: WannaFest 22
[0] Likes
Rating: 6.5 65       Difficulty: N/A
Oct 12, 2022
Jdx83
For: I wanna be the neptune
[0] Likes
Rating: 7.0 70       Difficulty: 70 70
Oct 12, 2022
BloggerOP
For: I wanna Love Rag
Edit : I beat it because I'm a fucking dumbass. And no. It doesn't change my mind.

No. I don't give up games often, but this was an exception. This is literally one of the worst avoidance I've ever played. Let me briefly explain how this avoidance flows.

some patterns - one praying attack that hits you most of the time - another pattern - an unreadable attack - infinity jump intro patterns - braindead pattern designs, it does not sync properly, and very hard to read especially on diamond part, even the creator said he had a hard time reading it. I just decided to go through the bullets. - bullshit aimed attack, one is easy and the other is literally impossible - patterns - infinity jump mark rng, it's hitbox is so bigger than you think. literally what the fuck. - RNG part, unreadable for me - precise pattern - lucky final tier pink background, every attack there should not be rng, but every attack is.

Then, how do you beat this on easy mode? (I cannot imagine beating this on medium, hard, or lunatic mode, because that would be so horrible, it's just not worth it) Well, you pray to not get hit more than at least twice before the pink background, and then pray again to not die. More simply, pray. I wanted to play games, not pray... Please, giving HPs and dot hitbox does not make the game good, just playtest it, simple as that.

It looks good, but that's it. It fucking sucks. No one should play it.

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[9] Likes
Rating: 0.7 7       Difficulty: 87 87
Oct 12, 2022
wndfl_heaven
For: Dual Needle
[0] Likes
Rating: 6.5 65       Difficulty: 77 77
Oct 12, 2022
wndfl_heaven
For: λeukoχrysoς
[0] Likes
Rating: 5.6 56       Difficulty: 87 87
Oct 11, 2022
Kilgour22
For: I Wanna [VERB] the [ADJECTIVE] [NOUN]
Not rating because I didn't clear.

Since the creator has been receptive to feedback and criticism in the past, I'll be explaining why, exactly, I quit. To do this, I'll use the save at which I quit as a microcosm of the game as a whole (up to this screen, at least). The screen in question is this: https://i.imgur.com/xsrnjO5.png

The good:

- Aligns are provided, and are either indicated explicitly or intuitive for players skilled enough to play this.
- There are some creative jumps in light of the constraints of 32px platforming.

The bad:

- Save balance is abhorrent. Seriously, it's possible to first-try some saves while spending hundreds of deaths on others.

- Many precise manoeuvres lack consistent setups. This makes clearing them feel like luck, which becomes a huge issue when a luck jump is either in the middle of a save or still has many other jumps to do before clearing the save.

- The same manoeuvre (landing on a ledge with high vspeed and having to jump and quickly turn around to arc over the ledge) is abused heavily, as though the creator just discovered it was possible and decided to toss it in everywhere they could.

- In the readme, the creator says that "'innocence' [the easiest mode] is intended for new players" because it includes align markers. As someone who is very much not a new player, I can say with certainty that no new player would clear this in anything approaching a reasonable time frame.

Now, let's turn to the abovementioned save. The best align for the corner and TAS grab is available, and correctly indicated. That's good! However, the first jump is not. I say this not to claim that there is no situation in which this jump could be good; rather, it's not good because it meets all of the following criteria:

1. It's quite precise;
2. There's no setup for it; and
3. The player has to do it many times (on average) to beat the save.

Only when ALL of these criteria are met does a jump become, in my eyes, bad. The first two criteria ensure a form of inconsistency that strips the player of control over their fate; the third criterion removes the novelty of doing the jump and adds a significantly longer time investment. For this jump in particular, the precision comes from the vstring needed to not only get through the corner, but to also make it onto the ledge. The player has partial control over this by arcing just a little over the corner, thereby making a good vstring more likely vis-a-vis low vspeed, but it's not consistent. Nor is there a way to just hold left and jump through and land—or if there is, it's precise enough that the player would succeed more frequently by just pretending a setup doesn't exist. And obviously, the rest of the save is not free, meaning the player will most likely die a bunch and have to do the RNG first drop repeatedly.

The second and third jumps are quite similar, with the second being a bit more precise for the single jump and the third being a bit more precise with the double jump. The movement for both is unpleasant and also strips the player of control since there isn't time for a visual cue of when to arc left over the spike, which is an issue when the player has to arc tightly.

The fourth jump has a signpost, which informs the player that a valign of 0.1x is recommended. Were I trying to balance things, this is where I would place a save (though there's an argument to just place a save after every jump to keep the player constantly progressing, which is probably the most enjoyable way to handle such jumps for me). In isolation this jump isn't very hard, but because of the low likelihood of reaching here in the first place, the likelihood of death here is higher than it ought to be. I mean, come on—if the jump's difficulty is dependent on the player's valign, that should be a good indication that it's too hard unless the game is trying to be very hard, and certainly not one that the creator has explicitly stated has a mode for "new players."

The fifth jump is preceded by a tight align grab so the apple chute is possible. The top apple is 4.25 blocks high, which is just barely possible to arc over with a precise double jump. Like the previous jump, it would be fine in isolation, but is too difficult for where it is in the save.

Okay, so I've identified and discussed a number of issues at some length—but what about (re)solutions? This is where creator intent comes in, which I can't claim to know. The "not-not-not-FTFA-like" tag and discussion in the readme don't really tell me anything either, so I don't think it's really warranted to judge the game (and thus the creator's intent) in the context of the FTFA-like spectrum. Instead, I'll posit a number of hypothetical pathways the creator can travel moving forward:

1. Keep making games as a form of self-satisfaction, ignoring any and all feedback, suggestions, and reactions.
2. Keep making games that, at their core, retain the elements the creator finds personally fulfilling, but contouring each game so they follow certain conventions of game design (e.g., save balance, respecting typical player experience).
3. Place a save after every jump so the problems mentioned above are completely circumvented, at the cost of longer segments, harder difficulty, and, generally, consistency needle.
4. Make games that are not satisfying for the creator to make, but a lot of today's players will enjoy.

Obviously the path forward is not up to me, but I would recommend a combination of 2 and 3 (recognizing that I stated them as "pure" forms, though they are of course spectral).

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[7] Likes
Rating: N/A       Difficulty: N/A
Oct 11, 2022
Jdx83
For: I wanna fulfillment in love
[0] Likes
Rating: 7.8 78       Difficulty: 50 50
Oct 11, 2022
ShouGao
For: I Wanna Rely The Needle 4.5
I feel like this is a good time to teach a math lesson. According to BEDMAS (Brackets, Exponents, Division, Multiplication, Addition, Subtraction), you do division before addition. Thus, when the title screen says "4+1/2," the correct way to solve it is to get 1/2 = 0.5 first and then do 4+0.5 = 4.5. Some may do 4+1/2 = 5/2 = 2.5. You know that your answer is wrong when you search up I Wanna Rely The Needle 2.5 on Delfruit and realize it does not exist.

With that aside, this was a short and sweet needle game. Really liked it.

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[5] Likes
Rating: 7.5 75       Difficulty: 31 31
Oct 11, 2022
MARCO
For: Saul Goodman
[1] Like
Rating: 9.4 94       Difficulty: 0 0
Oct 11, 2022
JPRG666
For: I Wanna Take A Walk In The Sun
The game overall is very long, I like that because it's a lot more content that I can play. At first I thought the game was going to be Jtool needle and that was fine, about half way through the game there started to be a lot of diagonals and 16px in the saves, which made it boring all the time it was the same.

At that time my rating of the game was quite low, a normal Jtool needle game, but when the stage of the morning dew moving vines appeared the game started to improve a lot, the difference between needle style and gimmick needle style was impressive and I loved it. But I find a problem to give an objective rating, because honestly, the needle until the middle of the game was very boring, but the second half of the game was wonderful, if I had to tell something to the creator, it would be to try to make needle with gimmicks, it is a style that he is very good at and it is something that is new and gives a very different experience. But for the moment in the rating I'm going to focus on the good and base my rating on the second half of the game.

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Tagged as: Needle Gimmick Long
[1] Like
Rating: 7.9 79       Difficulty: 78 78
Oct 11, 2022
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