Rubber's Profile
Send a PMJoined on: Jul 24, 2018
Bio:
One Italian Patriotic let's player coming up! Skill level from 55-60, been playing Fangames for about three years by now.
I've submitted:
15 Ratings!
13 Reviews!
5 Screenshots!
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15 Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna warp the worlds | 55.0 | 10.0 |
I wanna be soupreme | 50.0 | 9.5 |
I Wanna Be The Spiker | N/A | 9.5 |
I wanna Love the Winter 2 | 12.0 | 8.5 |
Best bye to the silent present | 58.0 | 7.7 |
I wanna battle the cherryies | 35.0 | 7.0 |
I Wanna LoveSpike | 35.0 | 6.0 |
I wanna for the eaZy | 25.0 | 5.8 |
I wanna see the Planet | 25.0 | 5.5 |
I wanna BD Needle Trials | 30.0 | 4.8 |
I Wanna Eat Grass | 20.0 | 3.5 |
I wanna go for walk Wonderland | 25.0 | 2.0 |
わっかんない★ | 20.0 | 2.0 |
I wanna be the Fujimoko(new ver) | 45.0 | 1.9 |
I wanna Go The Fantasy Town | 39.0 | 1.6 |
13 Reviews
Rubber
For: Best bye to the silent present
For: Best bye to the silent present
To all fangame creators, far and wide:
Please, please, PLEASE for the love of God - do NOT make your hard stage red. Staring at that colour for too much time hurts me, and I don't like it one bit. Neither does anybody else, because making your stage red sucks and makes everything in it suck as well. I hate the spikes, I hate the background, I hate the saves, I hate the kid's dumbass cape. It's unbearable. And no, I am not a bull. I am a human, and it makes me mad. There, I said it. It makes me MAD. And it's only natural. Just like it's natural for my rage to make my hands tremble and slip up even more, only adding up to my fury. It's a vicious cycle. I beg of you. STOP this madness in the next game. You would not be making favours only to me, no. To EVERYBODY.
nice needle game. 7.7/10
Jokes aside, this game is surprisingly solid. It starts incredibly easy but gets gradually more difficult as you go on. And by gradually, I mean a lot. The difficulty is cranked up from an easy 10 to an almost 60 I'd say in the final stage, but that's fine as long as you are aware of that, I suppose. One thing to note is the production value of this game, which is incredibly solid.
The needle is solid as well, with many non-generic and fun jumps. The latter parts of the game can present some rather annoying jumps to you, but nothing too frustrating. There was one (1) align dependant jump in the game I can think of right now, but the align is very easy to guess and is given to you right next to the jump.
Another thing to note is the music, which is oddly missing for stages 3 and 4. I am unaware of whether this is a problem on my end, or whether the music is actually not implemented. I am leaning towards the latter, because the prologue, stage 1, stage 2 and even stage 5 had music, which makes me doubt the author just got bored of adding in more music at a certain point/forgot to do it altogether.
All in all, a pretty fun game. The save balance may be a bit icky at times, but nothing too horrid.
Please, please, PLEASE for the love of God - do NOT make your hard stage red. Staring at that colour for too much time hurts me, and I don't like it one bit. Neither does anybody else, because making your stage red sucks and makes everything in it suck as well. I hate the spikes, I hate the background, I hate the saves, I hate the kid's dumbass cape. It's unbearable. And no, I am not a bull. I am a human, and it makes me mad. There, I said it. It makes me MAD. And it's only natural. Just like it's natural for my rage to make my hands tremble and slip up even more, only adding up to my fury. It's a vicious cycle. I beg of you. STOP this madness in the next game. You would not be making favours only to me, no. To EVERYBODY.
nice needle game. 7.7/10
Jokes aside, this game is surprisingly solid. It starts incredibly easy but gets gradually more difficult as you go on. And by gradually, I mean a lot. The difficulty is cranked up from an easy 10 to an almost 60 I'd say in the final stage, but that's fine as long as you are aware of that, I suppose. One thing to note is the production value of this game, which is incredibly solid.
The needle is solid as well, with many non-generic and fun jumps. The latter parts of the game can present some rather annoying jumps to you, but nothing too frustrating. There was one (1) align dependant jump in the game I can think of right now, but the align is very easy to guess and is given to you right next to the jump.
Another thing to note is the music, which is oddly missing for stages 3 and 4. I am unaware of whether this is a problem on my end, or whether the music is actually not implemented. I am leaning towards the latter, because the prologue, stage 1, stage 2 and even stage 5 had music, which makes me doubt the author just got bored of adding in more music at a certain point/forgot to do it altogether.
All in all, a pretty fun game. The save balance may be a bit icky at times, but nothing too horrid.
Tagged as: Needle
Eye-pleasing
[3] Likes
Rating: 7.7 77
Difficulty: 58 58
Aug 23, 2019
Rubber
For: I wanna see the Planet
For: I wanna see the Planet
A very easy and simple adventure game. It contains different stages with different gimmicks, such as water, infinite jump and the such. The platforming itself is almost too easy until you find out that the game is only so empty because, right before the final boss, you will have to play through three sections you've already beaten, but buffed by adding a lot more spikes to the empty sections. Not a very good idea. About the Boss, it's a boring delicious fruit boss who only has three attacks, two of which are RNG and the last being streaming. The projectiles are semi-transparent and look exactly like particles used in the game beforehand: that's pretty much the only reason why I died to the boss in the first place. Because I couldn't see the projectiles, nor tell that they actually were projectiles at first since the boss doesn't even shoot them, they just randomly appear from the sides and look like they belong in the background.
The worst problem about the game has to do with the camera transitions. The maker wanted to capture the Reach the Moon style of camera and would've done it right if it didn't bug out at the beginning of each new room.
The game has a few sections which contain quite a considerable amount of sliding spike traps. No other kinds of traps are used in the game (aside from a few fake block traps) which make the game's trap style feel very monotonous and stale. Some traps are even placed right at the end of saves, which would usually be in bad taste - but in this game's case, save placement is so generous it does not really matter.
Has a few issues, but it's a short game that a beginner could probably enjoy.
[0] Likes
The worst problem about the game has to do with the camera transitions. The maker wanted to capture the Reach the Moon style of camera and would've done it right if it didn't bug out at the beginning of each new room.
The game has a few sections which contain quite a considerable amount of sliding spike traps. No other kinds of traps are used in the game (aside from a few fake block traps) which make the game's trap style feel very monotonous and stale. Some traps are even placed right at the end of saves, which would usually be in bad taste - but in this game's case, save placement is so generous it does not really matter.
Has a few issues, but it's a short game that a beginner could probably enjoy.
Rating: 5.5 55
Difficulty: 25 25
May 13, 2019
Rubber
For: I wanna battle the cherryies
For: I wanna battle the cherryies
This is a kind of review I wanted to try once. More than a review, it's pretty much an analysis of the whole game done in bullet points. The base rating will be 5.0, and 0.2 points will be either added or detracted depending on how many minuses or pluses I assigned to the game in total.
General:
- Annoying death effect (-)
- No blaring death music or restarting music (+)
- Good production value (++)
- Alright music choice (+)
- Saves are in the air (-)
- All stages have the same aesthetic and use the same tileset and spikes, only changing the colour (+-)
- Some rooms are straight up corridor needle. There is at least one in each stage on average (-)
- All the bosses have a somewhat repetitive pattern and all have the same music (-)
- The game is chill and rather fun overall (+)
- The game is short (+-)
[TOTAL: +1]
-- Stage Analysis --
STAGE 1: (Trap)
- The stage is just a needle stage with sliding spike traps (+-)
- Traps are very predictable (-)
- First few screens are nice, the last screen is pretty enjoyable (++)
- Traps used weren't creative. (--)
- Boss feels very smooth and fun to fight; despite the bland classic cherry design, it's still nice. (+)
- No traps at the end of saves aside from the last one in screen two. (+)
[TOTAL: +1]
STAGE 2: (Water)
- The stage is a simple water needlish stage with very simple platforming. Water is water2 for the most part. Easier than Stage 1. (+-)
- Light blue water is interesting: It makes the player fall down very quickly and removes their double jump/ability to jump altogether. (++)
- The last screen is kind of slow (-)
- Bosses start showing a pattern. They're all cherry bosses fought in the same way, but with different bullet patterns and stage hazards appearing midway through. The patterns for this one were rather nice aside from the first one, which felt a bit RNG. (+)
[TOTAL: +2]
STAGE 3: (Move)
- The stage features controls/physics changing lasers. It's a fairly common gimmick, but here it's used rather neatly... mainly because it only uses one single laser. May as well call it the "Pogo" stage. (+)
- Pogo laser is very good and used well. (++)
- There were some gate jumps you had to do from ground level, which would be fairly annoying to do normally. Thankfully it's very easy to cancel auto jumps by releasing shift, so they were still a piece of cake. (-)
- There is also a "don't stop moving" gimmick used in a single screen which was kind of neat. (+)
- Boss was pretty nice yet again, despite being very similar in concept to the other bosses. It includes the previously shown "Don't stop moving gimmick" as its midway hazards. Differently from the two cherries before it, the boss changes up the order of the attacks in each restart. Nice. None of the attacks are too RNG dependant as well. Better than the last two bosses, even if perhaps a little easier. (++)
[TOTAL: +5]
Stage 4: (View)
- This stage features two screens being overlapped on the main screen - one in the background, one in the foreground. This can get a bit confusing, but not too much. The gimmick is original but, honestly, not very fun... Especially when the kid shrinks down and it just becomes very easy and sluggish to get through the screen. (-)
- The Stage contains nothing explicitly outraging. (+)
- Easiest boss so far. It does something cool, aka, it switches the Arena around from top to bottom and the Arena itself also looks different from the one of the other bosses... but it's still the same concept, and only has three attacks that come out in order. (+-)
[TOTAL: 0]
Stage 5: (Gravity)
- It's the classic gravity changing gimmick. Nothing special. (+-)
- The gravity changing lasers are all the same. You are never aware of which one turns you back to normal, which one sets low gravity, and which one sets high gravity. The lasers also disappear once touching them, making this confusing. (-)
- The boss is finally a bit different. It's still a cherry floating and shooting patterns, nothing special, but at least the Arena is different, there's no middle spike to shoot, and you've got constantly switching the gravity to work with. Sadly, how the gravity switches is a bit counterintuitive and random. Getting high gravity is pretty much a death sentence for almost all of the patterns, getting low gravity is the only way to actually damage the boss. I still think this is a nice boss due to being different from the others, but it can still get infuriating due to the random high gravity switches. (+)
[TOTAL: 0]
Stage 6: (Dark)
- The gimmick of darkness is hardly used well. I was initially expecting a spotlight gimmick... But the first part had a gimmick in which you turned on the lights by pressing some switches and had to keep it up by pressing them again when possible. Actually rather fun. (+)
- Oh, Goodness Gracious it's a spotlight gimmick. (-)
- The platforming is easier than some of the stages presented before. Stages are non-linear, so this isn't really an issue. (+-)
- The boss is the worst one so far. All its patterns are very simple and kind of uninspired, but it tries to play on the arena to make it interesting... Ending up with making it very tedious. The spike disappears once you shoot it and goes to one of three random places of the arena that are very far apart and must be reached on foot, taking quite some time for you to damage the boss' too large health bar. There are also light switches you need to press again at each of the spike locations, but that isn't an issue. The god damn spotlight appears again midway through the boss, though, making it even more annoying. So far, this is the only boss I actively disliked even though it's not too hard (or even too easy) at all. (-)
[TOTAL: -1]
Finale: (Cherry Queen)
- You can only fight this boss once you clear every other stage. Just thought I'd point that out (+-)
- The boss has only four attacks that change depending on how much HP is left. They switch out for the next attack once you deplete a quarter of the health bar each. (+-)
- The first attack is a very simple aimed attack with some rather wonky aiming. It's alright. (+-)
- The second attack is a shower of bullets that go pretty much everywhere. It's alright, but much more fun compared to the aimed attack. (+)
- The third attack consists of some weird pattern that is never going to touch you, except for some cherries that blend in very well with the confusion but were actually aimed at you the entire time in a very odd way. It's confusing, but not in a challenging or interesting way. (-)
- The fourth attack doesn't contain any RNG, but it's actually rather fun. It's a cool take on a sine wave attack coming from both sides. I liked this attack the best out of the four. (++)
[TOTAL: +2]
-- Difficulty Curve from Easiest Stage to Hardest: --
Stage 2
Stage 4
Stage 5
Stage 6
Stage 3
Stage 1
Finale
---
Final Rating: 5.0+0.2*10 = 7.0
P.S: It should've been called "I wanna battle the appleies"
[3] Likes
General:
- Annoying death effect (-)
- No blaring death music or restarting music (+)
- Good production value (++)
- Alright music choice (+)
- Saves are in the air (-)
- All stages have the same aesthetic and use the same tileset and spikes, only changing the colour (+-)
- Some rooms are straight up corridor needle. There is at least one in each stage on average (-)
- All the bosses have a somewhat repetitive pattern and all have the same music (-)
- The game is chill and rather fun overall (+)
- The game is short (+-)
[TOTAL: +1]
-- Stage Analysis --
STAGE 1: (Trap)
- The stage is just a needle stage with sliding spike traps (+-)
- Traps are very predictable (-)
- First few screens are nice, the last screen is pretty enjoyable (++)
- Traps used weren't creative. (--)
- Boss feels very smooth and fun to fight; despite the bland classic cherry design, it's still nice. (+)
- No traps at the end of saves aside from the last one in screen two. (+)
[TOTAL: +1]
STAGE 2: (Water)
- The stage is a simple water needlish stage with very simple platforming. Water is water2 for the most part. Easier than Stage 1. (+-)
- Light blue water is interesting: It makes the player fall down very quickly and removes their double jump/ability to jump altogether. (++)
- The last screen is kind of slow (-)
- Bosses start showing a pattern. They're all cherry bosses fought in the same way, but with different bullet patterns and stage hazards appearing midway through. The patterns for this one were rather nice aside from the first one, which felt a bit RNG. (+)
[TOTAL: +2]
STAGE 3: (Move)
- The stage features controls/physics changing lasers. It's a fairly common gimmick, but here it's used rather neatly... mainly because it only uses one single laser. May as well call it the "Pogo" stage. (+)
- Pogo laser is very good and used well. (++)
- There were some gate jumps you had to do from ground level, which would be fairly annoying to do normally. Thankfully it's very easy to cancel auto jumps by releasing shift, so they were still a piece of cake. (-)
- There is also a "don't stop moving" gimmick used in a single screen which was kind of neat. (+)
- Boss was pretty nice yet again, despite being very similar in concept to the other bosses. It includes the previously shown "Don't stop moving gimmick" as its midway hazards. Differently from the two cherries before it, the boss changes up the order of the attacks in each restart. Nice. None of the attacks are too RNG dependant as well. Better than the last two bosses, even if perhaps a little easier. (++)
[TOTAL: +5]
Stage 4: (View)
- This stage features two screens being overlapped on the main screen - one in the background, one in the foreground. This can get a bit confusing, but not too much. The gimmick is original but, honestly, not very fun... Especially when the kid shrinks down and it just becomes very easy and sluggish to get through the screen. (-)
- The Stage contains nothing explicitly outraging. (+)
- Easiest boss so far. It does something cool, aka, it switches the Arena around from top to bottom and the Arena itself also looks different from the one of the other bosses... but it's still the same concept, and only has three attacks that come out in order. (+-)
[TOTAL: 0]
Stage 5: (Gravity)
- It's the classic gravity changing gimmick. Nothing special. (+-)
- The gravity changing lasers are all the same. You are never aware of which one turns you back to normal, which one sets low gravity, and which one sets high gravity. The lasers also disappear once touching them, making this confusing. (-)
- The boss is finally a bit different. It's still a cherry floating and shooting patterns, nothing special, but at least the Arena is different, there's no middle spike to shoot, and you've got constantly switching the gravity to work with. Sadly, how the gravity switches is a bit counterintuitive and random. Getting high gravity is pretty much a death sentence for almost all of the patterns, getting low gravity is the only way to actually damage the boss. I still think this is a nice boss due to being different from the others, but it can still get infuriating due to the random high gravity switches. (+)
[TOTAL: 0]
Stage 6: (Dark)
- The gimmick of darkness is hardly used well. I was initially expecting a spotlight gimmick... But the first part had a gimmick in which you turned on the lights by pressing some switches and had to keep it up by pressing them again when possible. Actually rather fun. (+)
- Oh, Goodness Gracious it's a spotlight gimmick. (-)
- The platforming is easier than some of the stages presented before. Stages are non-linear, so this isn't really an issue. (+-)
- The boss is the worst one so far. All its patterns are very simple and kind of uninspired, but it tries to play on the arena to make it interesting... Ending up with making it very tedious. The spike disappears once you shoot it and goes to one of three random places of the arena that are very far apart and must be reached on foot, taking quite some time for you to damage the boss' too large health bar. There are also light switches you need to press again at each of the spike locations, but that isn't an issue. The god damn spotlight appears again midway through the boss, though, making it even more annoying. So far, this is the only boss I actively disliked even though it's not too hard (or even too easy) at all. (-)
[TOTAL: -1]
Finale: (Cherry Queen)
- You can only fight this boss once you clear every other stage. Just thought I'd point that out (+-)
- The boss has only four attacks that change depending on how much HP is left. They switch out for the next attack once you deplete a quarter of the health bar each. (+-)
- The first attack is a very simple aimed attack with some rather wonky aiming. It's alright. (+-)
- The second attack is a shower of bullets that go pretty much everywhere. It's alright, but much more fun compared to the aimed attack. (+)
- The third attack consists of some weird pattern that is never going to touch you, except for some cherries that blend in very well with the confusion but were actually aimed at you the entire time in a very odd way. It's confusing, but not in a challenging or interesting way. (-)
- The fourth attack doesn't contain any RNG, but it's actually rather fun. It's a cool take on a sine wave attack coming from both sides. I liked this attack the best out of the four. (++)
[TOTAL: +2]
-- Difficulty Curve from Easiest Stage to Hardest: --
Stage 2
Stage 4
Stage 5
Stage 6
Stage 3
Stage 1
Finale
---
Final Rating: 5.0+0.2*10 = 7.0
P.S: It should've been called "I wanna battle the appleies"
Rating: 7.0 70
Difficulty: 35 35
Apr 16, 2019
Rubber
For: I wanna for the eaZy
For: I wanna for the eaZy
ez 2 ez
Still didn't stop me from dying twice to the final troll
[0] Likes
Still didn't stop me from dying twice to the final troll
Rating: 5.8 58
Difficulty: 25 25
Apr 11, 2019
Rubber
For: I wanna Love the Winter 2
For: I wanna Love the Winter 2
A pretty damn good game. Production value is off the charts, and the sprites are all very well-done and custom made. The traps weren't unfair (outside of a few almost instant ones right at the end of saves), but some of them were rather original. Sadly, the game is too short to merit too high a rating, although what is there is very good.
I am not sure whether this game has an extra boss or not. Some of the author's previous works contained secret bosses if you could clear the game on hard mode with less than ten deaths - I completed hard mode deathless but found no extra boss. Perhaps there is a secret boss hidden in another way, or there is no extra boss at all. In any case, I am curious to know whether anybody were to find anything about it.
[0] Likes
I am not sure whether this game has an extra boss or not. Some of the author's previous works contained secret bosses if you could clear the game on hard mode with less than ten deaths - I completed hard mode deathless but found no extra boss. Perhaps there is a secret boss hidden in another way, or there is no extra boss at all. In any case, I am curious to know whether anybody were to find anything about it.
Rating: 8.5 85
Difficulty: 12 12
Mar 24, 2019
User's games list is empty!
9 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna Bread | N/A | N/A |
I wanna kill the Guy | N/A | N/A |
I wanna be the Studio Engine YoYoYo Edition | N/A | N/A |
I wanna be the Co-op | N/A | N/A |
I wanna be soupreme | 50.0 | 9.5 |
I Wanna Be The Spiker | N/A | 9.5 |
Humble Abode | N/A | N/A |
I wanna be the Poronkusema | N/A | N/A |
I Wanna Escape Into My Mind | N/A | N/A |
46 Cleared Games