Chyeri's Profile
Send a PM38 Games
35 Reviews
Chyeri
For: I Wanna be the RO
For: I Wanna be the RO
Rukito style game with more variety than you would expect from a game of this genre. There are a few interesting new mechanics that thankfully didn't feel too awkward to perform, and they added to my enjoyment rather than taking away from it, which is nice. The platforming is extremely creative and mostly fun, although my worn out hands didn't particularly enjoy the multitude of fulljumps featured in this game. Also, I don't really like cycle needle, so I didn't really care for all the sections where an object moves back and forth and you have to time when you get past it, but that's probably just me.
The visuals are what you would expect from a Rukito-like and the music is what you would expect from a Rukito-like - light-hearted, inoffensive, but not very memorable. I suck at bosses so I can't tell, but I was able to beat them without much struggle, so idk, they're probably easy. (actually nevermind, apparently last boss took me an hour)
[1] Like
The visuals are what you would expect from a Rukito-like and the music is what you would expect from a Rukito-like - light-hearted, inoffensive, but not very memorable. I suck at bosses so I can't tell, but I was able to beat them without much struggle, so idk, they're probably easy. (actually nevermind, apparently last boss took me an hour)
Rating: 9.0 90
Difficulty: 75 75
Mar 5, 2021
Chyeri
For: Alphazetica
For: Alphazetica
A gimmick game that's enjoyable to play and well polished all the way through, with only two or so gimmicks I didn't care for. The visuals are really nice especially in the last stage, which is one of the prettiest looking stages I've ever seen. I'm glad people are starting to put actual effort when referencing cn3 instead of just slapping the number 31 randomly in their game cause haha funny number.
[1] Like
Rating: 9.5 95
Difficulty: 70 70
Nov 4, 2020
Chyeri
For: I Wanna Save My Boy
For: I Wanna Save My Boy
An extremely long adventure/needle game with a lot of gimmicks, a few bosses and some lore you can thankfully skip. The sheer amount of content in this game is already impressive, but the fact that it doesn't really recycle jumps and ideas is worth even more praise. The design is very creative and the pathing is 300IQ and I enjoyed playing the game all the way through, but instead I'll try to give some criticism.
For me, this game falls into the category of "gimmick games where I like half the gimmicks and the other half I don't care for, but the game is easy so it doesn't matter". There was stuff like the multicolored platforms and the keypick platforming that I enjoyed, but things like the green thingy that makes you phase through spikes felt kind of janky and not very fun. This could render more difficult games frustrating to me and that's why I doubt I would enjoy difficult gimmick games (it's not like I made one myself haha), but in this game it's not really an issue, since the saves are very short and the jumps lenient.
On the topic of gimmicks, this game uses them incrementally, rather than confining them to single stages. I don't really have a problem with that, however I think self-contained gimmicks add more character to each stage. In this game every new stage felt less and less unique because the gimmicks just kept stacking up and by the end every screen had the same twelve gimmicks in it. It does add room for creative jumps where gimmicks interact, but personally I think restricting yourself as a creator can lead to some more interesting outcomes.
And this is a good segue into the topic of visuals. To be honest, all stages look the same and don't have much character to them. It's always a simple monochrome block texture, same white spikes and a black background. I like simple visuals but when a game is this long I feel like it would be beneficial to experiment with different visual styles. The music also isn't very diverse but it's pretty chill and inoffensive (though I found the fact that like half the songs were in English but I couldn't understand a word quite unnerving). Something which makes this creator's style similar to mine is filling out the entire screen with jumps rather than leaving empty areas, and people have pointed out to me that it makes all my needle look the same. I think that this fact combined with the other ones I just mentioned make individual screens and stages in this game not very memorable.
The blocks and spikes and other objects are placed in a very rough manner, with frequent minor grid adjustments and stretched objects. This isn't detrimental to the gameplay whatsoever but I found it aesthetically displeasing. I wish the object placement had been done in the same minimalistic approach as the visuals.
One more thing I would like to add is that this game uses a lot of unnecessary cycles. This is something I've seen in many games, where in order to add movement to needle people just put a moving apple in a 1 block wide corridor or make a water block go in and out of a wall. I don't think it adds anything - at the beginning of a save it's inconsequential since you're always on the same cycle and near the end it just means unnecessary waiting.
In summary, my main point of criticism is that the game is pretty monotonous all the way through and doesn't have much character. I feel like this creator makes all of his games through the same process and this game, along with vovovo and chill needle 2 blend together completely in my memory - they might as well be put together into a single game and I wouldn't notice. I hope he steps out of his comfort zone because he has a real talent for designing needle.
[3] Likes
For me, this game falls into the category of "gimmick games where I like half the gimmicks and the other half I don't care for, but the game is easy so it doesn't matter". There was stuff like the multicolored platforms and the keypick platforming that I enjoyed, but things like the green thingy that makes you phase through spikes felt kind of janky and not very fun. This could render more difficult games frustrating to me and that's why I doubt I would enjoy difficult gimmick games (it's not like I made one myself haha), but in this game it's not really an issue, since the saves are very short and the jumps lenient.
On the topic of gimmicks, this game uses them incrementally, rather than confining them to single stages. I don't really have a problem with that, however I think self-contained gimmicks add more character to each stage. In this game every new stage felt less and less unique because the gimmicks just kept stacking up and by the end every screen had the same twelve gimmicks in it. It does add room for creative jumps where gimmicks interact, but personally I think restricting yourself as a creator can lead to some more interesting outcomes.
And this is a good segue into the topic of visuals. To be honest, all stages look the same and don't have much character to them. It's always a simple monochrome block texture, same white spikes and a black background. I like simple visuals but when a game is this long I feel like it would be beneficial to experiment with different visual styles. The music also isn't very diverse but it's pretty chill and inoffensive (though I found the fact that like half the songs were in English but I couldn't understand a word quite unnerving). Something which makes this creator's style similar to mine is filling out the entire screen with jumps rather than leaving empty areas, and people have pointed out to me that it makes all my needle look the same. I think that this fact combined with the other ones I just mentioned make individual screens and stages in this game not very memorable.
The blocks and spikes and other objects are placed in a very rough manner, with frequent minor grid adjustments and stretched objects. This isn't detrimental to the gameplay whatsoever but I found it aesthetically displeasing. I wish the object placement had been done in the same minimalistic approach as the visuals.
One more thing I would like to add is that this game uses a lot of unnecessary cycles. This is something I've seen in many games, where in order to add movement to needle people just put a moving apple in a 1 block wide corridor or make a water block go in and out of a wall. I don't think it adds anything - at the beginning of a save it's inconsequential since you're always on the same cycle and near the end it just means unnecessary waiting.
In summary, my main point of criticism is that the game is pretty monotonous all the way through and doesn't have much character. I feel like this creator makes all of his games through the same process and this game, along with vovovo and chill needle 2 blend together completely in my memory - they might as well be put together into a single game and I wouldn't notice. I hope he steps out of his comfort zone because he has a real talent for designing needle.
Rating: 9.5 95
Difficulty: 60 60
Nov 4, 2020
Chyeri
For: I Wanna be the Vandal
For: I Wanna be the Vandal
I kept coming back to this game not only because it's fun to play, but I also found it to be a great source of inspiration for making needle. I love the atmosphere this game presents, it feels like the creator's personality has been poured over into the game, and this makes it an unforgettable experience.
[3] Likes
Rating: 10.0 100
Difficulty: 65 65
Nov 4, 2020
Chyeri
For: I wanna Lap Backwards
For: I wanna Lap Backwards
Harder than lap around, also doesn't feel as polished. Some of the saves (1, 4, 12) don't really feel FTFA-like, I didn't find them very creative and they felt like they were compromised by the forced layout of lap around but backwards. Difficulty ramps up drastically from save 14, before that the game is easier than lap around in my opinion. Despite all criticism I found the game incredibly enjoyable to grind and some of the jumps quite interesting, especially considering the 32px grid restriction.
Tagged as: Needle
[0] Likes
Rating: 9.0 90
Difficulty: 90 90
May 28, 2020
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna stop crying myself to sleep | 81.6 | 9.0 | 36 |
I wanna tuck you into bed and hold your hand until you fall asleep | 73.8 | 8.1 | 25 |
6 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna Tear it | N/A | N/A |
I wanna be the Crimson Needle | N/A | N/A |
Not Another Needle Game | N/A | N/A |
I Wanna Defeat the Seven Colors | N/A | N/A |
I wanna Lap Around | 85.0 | 9.5 |
I wanna climb the Witch's Tower | N/A | N/A |
95 Cleared Games