Desticler's Profile
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Needle is only fun with gimmicks
CHANGE MY MIND
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50 Reviews!
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Desticler [Creator]
For: I Wanna Kill The Colorful Needle
For: I Wanna Kill The Colorful Needle
Looking back at this game 2.5 years after making it, I think it's alright for a needle game that can be beaten in half an hour or less. Difficulty rating based off Medium mode.
The game is considered cleared when all 6 areas are cleared, there is no final area. That's because back in 2018 I didn't know how to make it so a warp would only appear when all stages were cleared. Looking back at concepts I had for the final area... I'm glad there isn't one, lol. The final area concepts were terrible.
One of the reviewers mentioned "it feels like some areas are missing low gravity but I'm not too sure about that" about blue area. I noticed that too. If you're in the rightmost column of 32 pixels, the gravity is normal. I... have no idea why that is.
And sorry for putting two 2fs in a row in brown area, I would definitely remove it if I still had the project file.
[0] Likes
The game is considered cleared when all 6 areas are cleared, there is no final area. That's because back in 2018 I didn't know how to make it so a warp would only appear when all stages were cleared. Looking back at concepts I had for the final area... I'm glad there isn't one, lol. The final area concepts were terrible.
One of the reviewers mentioned "it feels like some areas are missing low gravity but I'm not too sure about that" about blue area. I noticed that too. If you're in the rightmost column of 32 pixels, the gravity is normal. I... have no idea why that is.
And sorry for putting two 2fs in a row in brown area, I would definitely remove it if I still had the project file.
Rating: 6.0 60
Difficulty: 35 35
Dec 26, 2020
Desticler
For: Jingle Jam
For: Jingle Jam
Saying this right away: I played the stages as they were being released during the advent calendar event. Therefore, some of the things I complain about in the review are already fixed. For example, vines are properly taught in Lovey's stage, and the enemy which shall not be named was removed from Alejo's stage. I won't replay the game just to edit the review though.
Mr. Butterfingers & Aolan - It's a good first stage. Simple platforming with a simple gimmick. The boss, however, was a bit worse - its attacks are affected too much by RNG. It gets easier when you find out that most attacks will fly over you if you stay close to the boss, and apparently it only attacks when you do which is barely noticeable to be honest. In the end, it got me excited to play future stages.
Quality: 6/10
Difficulty: 25/100
Patrick - Did on advanced difficulty. It's an avoidance inside of a snow globe. It's fun, not much else to say. Also, you HAD to put a disco ball attack there, didn't you?
Quality: 9/10
Difficulty: 25/100
EchoMask - A bit of a spike in difficulty. Uses plenty of different gimmicks that are all easy to understand. The avoidance at the end is okay, it's nice that you give players 2 hp, and the song is good.
Quality: 9/10
Difficulty: 35/100
KittyGame - Short, but nice. I'm not a fan of ice physics but it was bound to be here and it's just a minor inconvenience. Doors that open when all ice is cracked is an interesting concept. The flying debris section wasn't too bad. The boss is fun once you learn that you can go through the green spike.
Quality: 8/10
Difficulty: 30/100
AlejoFangamer - Living proof that too many gimmicks can make it less fun. The star enemy just made the stage more annoying because it's basically a trap that kills you once and you immediately know how to dodge it but lost progress. That being said, I like all the gimmicks introduced, and aside from the star all enemies were good. Thank god the stage is so short, otherwise my overall opinion would be negative.
Quality: 7/10
Difficulty: 30/100
Lovey: The puzzle stage. Visuals could've been way better, the stage is at times unpleasant to look at and walljumps can be difficult to see. Expect to spend several minutes on each screen simply figuring out the solution, if you're into that you will love the stage. The "boss" was really interesting and fit the theme of the stage.
Quality: 8/10
Difficulty: 40/100
Haegoe: It's a very short stage with a fun payload gimmick. However, I have a major complaint for the final screen: Could you put the warp in a more obvious place? I thought I had to go all the way back while the warp was right under my feet. Also, the boss can easily corner you by either spamming the spinning kick attack or performing his sky attack while too many death blocks are falling. Nevertheless, this stage shouldn't take too long and it doesn't outstay its welcome.
Quality: 7/10
Difficulty: 30/100
Piece: I seriously love this stage. The first half has you carefully use presents as platforms and/or extra jumps, while second half is about spamming the presents and being careful to not feed the presents to the monsters. It's much more fun than it sounds. The boss is an old friend returning to fight you once more, and he's the hardest boss so far with 4 phases and a unique way to be damaged. I'm glad Piece decided to finish this stage because it's a really welcome addition to this collab.
Quality: 9/10
Difficulty: 40/100
Desticler: I made this. I'll give it ratings but they won't be included in final score.
Quality: 7/10
Difficulty: 30/100
Chrisay: First of all, I think it was a weird choice of organizers to put both scavenger hunt levels (Mine and Chrisay's) right next to each other, but whatever. Anyway, THIS STAGE IS AMAZING. The production is over the top and the gimmicks are so much fun! The main gimmick is sliding down slopes like in Super Mario World, but there are 3 other gimmicks: a floaty jump refresher, a wind field, and a tree you can teleport to by shooting it. Your goal is to collect at least 15 presents out of 20. 11 of them are hidden in the world, while 3 big presents each worth 3 presents are inside of challenge trials which put your knowledge of the 3 extra gimmicks to the test. It's just really fun to explore, and none of the presents are super well hidden so anyone can get all 20 as long as they're skilled enough. My only problem is the last save of teleport trees' challenge trial: You aren't told anywhere before that touching the ground for a few frames and jumping off asap causes you to keep momentum (I lost count of how many people needed help to figure it out), but actually executing it is even harder. This is way harder than any other save in the stage. Other than that, this is a masterpiece.
Quality: 10/10
Difficulty: 40/100 (45/100 for 100%)
Mega Kid: The stage begins with an intro cutscene that makes it clear that the stage is The Kid's dream about Christmas. Then we have a short platforming area where each save has a unique gimmick. It's mostly fine except the RNG green cane - would be fine if you didn't have to get this close to it 2 times - and the last save - F jump with ice physics? Followed by another hard jump? Followed by an unnecessary trap? Why? Then we have 3 minigames. In the first minigame you have to find 10 presents in a maze in a time limit while the camera is extremely zoomed in - you can do it first try if you know what you're doing. Second minigame is a quiz - It's mostly good except the second question. I knew the solution the moment I saw the question, but I can see many people getting stuck here; and if they have a wrong keyboard they might have to brute force through this. Third minigame is a card match game. It's okay, I just wish you had actual pictures on cards instead of... colors. Then there's the boss. I like the touhou controls, and attacks are mostly the perfect package, but the last attack can go to hell.
Quality: 8/10
Difficulty: 35/100
Mastermaxify: A boss that everyone gets hyped for when they see the title screen, 鐘の大佐 (Colonel of the Bells). Really, my only complaint is the boring intro, the rest is amazing.
Quality: 9/10
Difficulty: 40/100
RandomErik: Erik is such a good dev I swear. I literally have no complaints about this stage. Absolutely none. It's a perfect short Erik-style adventure.
Quality: 10/10
Difficulty: 35/100
Zebbe: Not my cup of tea, but nice. I loved the final room especially. Disappearing block traps though are way too common.
Quality: 7/10
Difficulty: 25/100
Artimax: Proof that even short and basic stages can be fun. The candy cane gimmick is cool. Although there is one jump that is way harder than the rest of the platforming and is at the end of the save, and the boss's attacks are too different difficulty-wise meaning he can be either free or hard depending on attack order. I originally wondered why it was this late in the game... Then I saw the next stage.
Quality: 7/10
Difficulty: 25/100
shign and dono: Holy... Ok, so let me quickly say this stage's review is based off version 1.1. Next version came out the same day and nerfed this stage. Therefore, this stage will not be included in the final score due to this stage review being outdated the day I wrote it. Also, shign made it clear he accidentally sent the worse version into jingle jam, and both devs said they were inexperienced, so just know this review is aimed at the stage, not the people who made it. Ok, so as I was saying, THIS STAGE IS SO BAD. First of all, this is a huge difficulty spike. Second of all, it is way too long for a simple "needle with collectibles" stage - it took me over an hour. If the stage was just the first half or just the maze at the end, it would be just the right length and would not overstay its welcome. Also, apparently this stage was twice longer in early access and organizers cut out a lot of stuff, thank god they did. Third of all, the maze at the end is just not fun. Maybe it's because I tend to avoid fangames with grindy needle, but I hated grinding every save to the point of me ragequitting for a few hours. This was the first stage in this game that made me ragequit for a few hours and the first stage where I had no fun. In conclusion, I would like to repeat I know the devs sent the wrong version and as I am writing this the right version is already in the game. However, my opinion of the stage was already ruined and I will not bother replaying it.
Quality: 4/10
Difficulty: 60/100
Asza: Insert Jingle Bells lyrics here. This stage feels like a well-deserved break after the previous stage. It's basically an autorunner with some gimmicks that were included by default in NANE, it starts out easy but last 3 screens are definitely somewhat of a challenge. The boss is amazing.
Quality: 8/10
Difficulty: 35/100
Kiyoshi: I was actually afraid of this stage because it's been a long time since I played a trap game, but it actually ended up reminding me why I ever played trap games. This is one of the best trap stages I've ever seen, it's IWBP quality. For every annoying trap that took too long there was a trap that you only fall for once that really makes you smile. 3rd screen is too long though, and the final save before the boss had too many traps to the point where I started forgetting them. The boss is amazing, only minor complaint is purple attack can be too hard depending on which attack came right before it. The boss took me half an hour but I enjoyed every minute of it.
Quality: 9/10
Difficulty: 50/100
WetWookie: Finally, a stage with some meaningful story. Added an extra point in quality just for that. The platforming part is nice, only complaint is that one jump on 4th screen near the end - what's with this collab and having short segments way harder than the rest of the stage? The boss was very good, no complaints. Also, weird song choice for a Christmas game. Also the visuals got repetitive for me towards the end.
Quality: 9/10
Difficulty: 40/100
Lss: I was excited for this stage the moment first screenshots of it were posted in #progress-showcase. I think plenty of people know I consider NAMTG to be the hardest game I ever beat, and I seriously don't want to go above the difficulty that NAMTG was. So it's a very special game for me. No joke, a magic tower stage existing in this game is one of the reasons I made a stage for this collab. I really wanted to have my name in a game with a magic tower.
It's, of course, the hardest stage in the game (unless you count pre-nerf shign&dono stage but we don't talk about that), but it's also the longest. It took me 2 whole hours, and that's including the fact I playtested it before so I knew what was the best way to progress up until the last room where I originally quit, but let's not get into that.
The "tower" (more like a dungeon to be honest) is actually incredibly small when compared to NAMTG. This is a very good thing though, not only because it makes the stage fit more into a collab game, but also because it makes it very replayable. (Actually, expect me to compare this stage to NAMTG a lot saying how it did many things better) NAMTG is a game where I saw no replay value aside from the gallery, but this stage, as stated above, is very replayable in my opinion.
Every enemy is well-designed. You're often forced to fight them with low attack stat on the first encounter, which is a very good idea because it makes every first encounter with a new enemy feel like a boss battle.
You know what? I'll review every enemy. They deserve such treatment.
Snowman: Ok I actually really hate this enemy. It's a bad first impression. Takes too long to kill, his falling snowball can be very difficult to dodge, and he kills you in one hit no matter what (on your first encounter). It's honestly unfortunate that this happened.
Bellzebub: This. THIS should have been the first enemy. It's not that difficult to dodge, easy to understand, and no RNG is involved.
Special Snowflake: Kinda reminds me of Steel from NAMTG, maybe that's intended. Mostly no complaints, I just dislike the randomness of the projectiles that spawn from his lasers right before he's about to loop his attacks.
Ice Elemental: It's okay. I like how the first attack is completely scripted, but after that it becomes a bit dull.
Gingerbread FASF: This name is great. First attack can be chaotic if you're unlucky but most of the time it's easier than it seems. Second attack is okay, not much to say. Final attack is good, and it's good that it's scripted, but I think that on the first encounter it drags on for way too long.
Christmas Tree: It's technically a miniboss. I love how it gets harder the more progress you make, and you know exactly what attacks will get added to its arsenal when you """damage""" it. The star attack is also very satisfying to dodge.
Elf: Rather an annoying enemy actually. He thankfully dies quickly, but in the short time that you do fight him expect to fight against chaos itself.
Angel: This is in my opinion the hardest of the normal enemies. The next enemy is simply long but I'm getting ahead of myself. First phase isn't too bad, the difficulty is just right for an enemy you first encounter in the final room, but once you can infinite jump it becomes pretty chaotic. Let me just say this, after I got enough attack to kill angels in 4 hits, I literally started laughing out loud because it was so satisfying to completely annihilate an enemy that gave me this much trouble.
Rudolph: Actually every deer has its own name (nice touch!), Rudolph was the first one I fought so credit goes to him. It's not really hard, just long. I like how the camera is intentionally slower than you, made the simple act of walking around fun. The idea of a fight in a big room is something I've never actually seen before and it was executed really well.
The final boss also deserves special attention. First of all, don't bother to fight him until you 100%ed the tower, otherwise you will deal very low damage to him. Anyway, this boss managed to do the impossible and give me the same feeling of "it took you very long to get here, you strugged on this adventure, yet you persevered and will finish this right here, right now" feeling that Tower Lead from NAMTG gave me. Why is it "the impossible"? Because NAMTG took me over 50 hours to beat as opposed to 2. Lss, congratulations on accomplishing this.
I won't bother to go reviewing every attack of the boss because this is already way too long of a review. Just trust me, it's the perfect final boss.
In the end... This is my favorite stage in the whole game. Sorry, Chrisay. Sorry, Erik. But this stage easily tops yours.
Quality: 10/10
Difficulty: 55/100
Average Quality: 8.3/10
Average Difficulty: 35/100
Peak Difficulty: 55/100
Mr. Butterfingers & Aolan - It's a good first stage. Simple platforming with a simple gimmick. The boss, however, was a bit worse - its attacks are affected too much by RNG. It gets easier when you find out that most attacks will fly over you if you stay close to the boss, and apparently it only attacks when you do which is barely noticeable to be honest. In the end, it got me excited to play future stages.
Quality: 6/10
Difficulty: 25/100
Patrick - Did on advanced difficulty. It's an avoidance inside of a snow globe. It's fun, not much else to say. Also, you HAD to put a disco ball attack there, didn't you?
Quality: 9/10
Difficulty: 25/100
EchoMask - A bit of a spike in difficulty. Uses plenty of different gimmicks that are all easy to understand. The avoidance at the end is okay, it's nice that you give players 2 hp, and the song is good.
Quality: 9/10
Difficulty: 35/100
KittyGame - Short, but nice. I'm not a fan of ice physics but it was bound to be here and it's just a minor inconvenience. Doors that open when all ice is cracked is an interesting concept. The flying debris section wasn't too bad. The boss is fun once you learn that you can go through the green spike.
Quality: 8/10
Difficulty: 30/100
AlejoFangamer - Living proof that too many gimmicks can make it less fun. The star enemy just made the stage more annoying because it's basically a trap that kills you once and you immediately know how to dodge it but lost progress. That being said, I like all the gimmicks introduced, and aside from the star all enemies were good. Thank god the stage is so short, otherwise my overall opinion would be negative.
Quality: 7/10
Difficulty: 30/100
Lovey: The puzzle stage. Visuals could've been way better, the stage is at times unpleasant to look at and walljumps can be difficult to see. Expect to spend several minutes on each screen simply figuring out the solution, if you're into that you will love the stage. The "boss" was really interesting and fit the theme of the stage.
Quality: 8/10
Difficulty: 40/100
Haegoe: It's a very short stage with a fun payload gimmick. However, I have a major complaint for the final screen: Could you put the warp in a more obvious place? I thought I had to go all the way back while the warp was right under my feet. Also, the boss can easily corner you by either spamming the spinning kick attack or performing his sky attack while too many death blocks are falling. Nevertheless, this stage shouldn't take too long and it doesn't outstay its welcome.
Quality: 7/10
Difficulty: 30/100
Piece: I seriously love this stage. The first half has you carefully use presents as platforms and/or extra jumps, while second half is about spamming the presents and being careful to not feed the presents to the monsters. It's much more fun than it sounds. The boss is an old friend returning to fight you once more, and he's the hardest boss so far with 4 phases and a unique way to be damaged. I'm glad Piece decided to finish this stage because it's a really welcome addition to this collab.
Quality: 9/10
Difficulty: 40/100
Desticler: I made this. I'll give it ratings but they won't be included in final score.
Quality: 7/10
Difficulty: 30/100
Chrisay: First of all, I think it was a weird choice of organizers to put both scavenger hunt levels (Mine and Chrisay's) right next to each other, but whatever. Anyway, THIS STAGE IS AMAZING. The production is over the top and the gimmicks are so much fun! The main gimmick is sliding down slopes like in Super Mario World, but there are 3 other gimmicks: a floaty jump refresher, a wind field, and a tree you can teleport to by shooting it. Your goal is to collect at least 15 presents out of 20. 11 of them are hidden in the world, while 3 big presents each worth 3 presents are inside of challenge trials which put your knowledge of the 3 extra gimmicks to the test. It's just really fun to explore, and none of the presents are super well hidden so anyone can get all 20 as long as they're skilled enough. My only problem is the last save of teleport trees' challenge trial: You aren't told anywhere before that touching the ground for a few frames and jumping off asap causes you to keep momentum (I lost count of how many people needed help to figure it out), but actually executing it is even harder. This is way harder than any other save in the stage. Other than that, this is a masterpiece.
Quality: 10/10
Difficulty: 40/100 (45/100 for 100%)
Mega Kid: The stage begins with an intro cutscene that makes it clear that the stage is The Kid's dream about Christmas. Then we have a short platforming area where each save has a unique gimmick. It's mostly fine except the RNG green cane - would be fine if you didn't have to get this close to it 2 times - and the last save - F jump with ice physics? Followed by another hard jump? Followed by an unnecessary trap? Why? Then we have 3 minigames. In the first minigame you have to find 10 presents in a maze in a time limit while the camera is extremely zoomed in - you can do it first try if you know what you're doing. Second minigame is a quiz - It's mostly good except the second question. I knew the solution the moment I saw the question, but I can see many people getting stuck here; and if they have a wrong keyboard they might have to brute force through this. Third minigame is a card match game. It's okay, I just wish you had actual pictures on cards instead of... colors. Then there's the boss. I like the touhou controls, and attacks are mostly the perfect package, but the last attack can go to hell.
Quality: 8/10
Difficulty: 35/100
Mastermaxify: A boss that everyone gets hyped for when they see the title screen, 鐘の大佐 (Colonel of the Bells). Really, my only complaint is the boring intro, the rest is amazing.
Quality: 9/10
Difficulty: 40/100
RandomErik: Erik is such a good dev I swear. I literally have no complaints about this stage. Absolutely none. It's a perfect short Erik-style adventure.
Quality: 10/10
Difficulty: 35/100
Zebbe: Not my cup of tea, but nice. I loved the final room especially. Disappearing block traps though are way too common.
Quality: 7/10
Difficulty: 25/100
Artimax: Proof that even short and basic stages can be fun. The candy cane gimmick is cool. Although there is one jump that is way harder than the rest of the platforming and is at the end of the save, and the boss's attacks are too different difficulty-wise meaning he can be either free or hard depending on attack order. I originally wondered why it was this late in the game... Then I saw the next stage.
Quality: 7/10
Difficulty: 25/100
shign and dono: Holy... Ok, so let me quickly say this stage's review is based off version 1.1. Next version came out the same day and nerfed this stage. Therefore, this stage will not be included in the final score due to this stage review being outdated the day I wrote it. Also, shign made it clear he accidentally sent the worse version into jingle jam, and both devs said they were inexperienced, so just know this review is aimed at the stage, not the people who made it. Ok, so as I was saying, THIS STAGE IS SO BAD. First of all, this is a huge difficulty spike. Second of all, it is way too long for a simple "needle with collectibles" stage - it took me over an hour. If the stage was just the first half or just the maze at the end, it would be just the right length and would not overstay its welcome. Also, apparently this stage was twice longer in early access and organizers cut out a lot of stuff, thank god they did. Third of all, the maze at the end is just not fun. Maybe it's because I tend to avoid fangames with grindy needle, but I hated grinding every save to the point of me ragequitting for a few hours. This was the first stage in this game that made me ragequit for a few hours and the first stage where I had no fun. In conclusion, I would like to repeat I know the devs sent the wrong version and as I am writing this the right version is already in the game. However, my opinion of the stage was already ruined and I will not bother replaying it.
Quality: 4/10
Difficulty: 60/100
Asza: Insert Jingle Bells lyrics here. This stage feels like a well-deserved break after the previous stage. It's basically an autorunner with some gimmicks that were included by default in NANE, it starts out easy but last 3 screens are definitely somewhat of a challenge. The boss is amazing.
Quality: 8/10
Difficulty: 35/100
Kiyoshi: I was actually afraid of this stage because it's been a long time since I played a trap game, but it actually ended up reminding me why I ever played trap games. This is one of the best trap stages I've ever seen, it's IWBP quality. For every annoying trap that took too long there was a trap that you only fall for once that really makes you smile. 3rd screen is too long though, and the final save before the boss had too many traps to the point where I started forgetting them. The boss is amazing, only minor complaint is purple attack can be too hard depending on which attack came right before it. The boss took me half an hour but I enjoyed every minute of it.
Quality: 9/10
Difficulty: 50/100
WetWookie: Finally, a stage with some meaningful story. Added an extra point in quality just for that. The platforming part is nice, only complaint is that one jump on 4th screen near the end - what's with this collab and having short segments way harder than the rest of the stage? The boss was very good, no complaints. Also, weird song choice for a Christmas game. Also the visuals got repetitive for me towards the end.
Quality: 9/10
Difficulty: 40/100
Lss: I was excited for this stage the moment first screenshots of it were posted in #progress-showcase. I think plenty of people know I consider NAMTG to be the hardest game I ever beat, and I seriously don't want to go above the difficulty that NAMTG was. So it's a very special game for me. No joke, a magic tower stage existing in this game is one of the reasons I made a stage for this collab. I really wanted to have my name in a game with a magic tower.
It's, of course, the hardest stage in the game (unless you count pre-nerf shign&dono stage but we don't talk about that), but it's also the longest. It took me 2 whole hours, and that's including the fact I playtested it before so I knew what was the best way to progress up until the last room where I originally quit, but let's not get into that.
The "tower" (more like a dungeon to be honest) is actually incredibly small when compared to NAMTG. This is a very good thing though, not only because it makes the stage fit more into a collab game, but also because it makes it very replayable. (Actually, expect me to compare this stage to NAMTG a lot saying how it did many things better) NAMTG is a game where I saw no replay value aside from the gallery, but this stage, as stated above, is very replayable in my opinion.
Every enemy is well-designed. You're often forced to fight them with low attack stat on the first encounter, which is a very good idea because it makes every first encounter with a new enemy feel like a boss battle.
You know what? I'll review every enemy. They deserve such treatment.
Snowman: Ok I actually really hate this enemy. It's a bad first impression. Takes too long to kill, his falling snowball can be very difficult to dodge, and he kills you in one hit no matter what (on your first encounter). It's honestly unfortunate that this happened.
Bellzebub: This. THIS should have been the first enemy. It's not that difficult to dodge, easy to understand, and no RNG is involved.
Special Snowflake: Kinda reminds me of Steel from NAMTG, maybe that's intended. Mostly no complaints, I just dislike the randomness of the projectiles that spawn from his lasers right before he's about to loop his attacks.
Ice Elemental: It's okay. I like how the first attack is completely scripted, but after that it becomes a bit dull.
Gingerbread FASF: This name is great. First attack can be chaotic if you're unlucky but most of the time it's easier than it seems. Second attack is okay, not much to say. Final attack is good, and it's good that it's scripted, but I think that on the first encounter it drags on for way too long.
Christmas Tree: It's technically a miniboss. I love how it gets harder the more progress you make, and you know exactly what attacks will get added to its arsenal when you """damage""" it. The star attack is also very satisfying to dodge.
Elf: Rather an annoying enemy actually. He thankfully dies quickly, but in the short time that you do fight him expect to fight against chaos itself.
Angel: This is in my opinion the hardest of the normal enemies. The next enemy is simply long but I'm getting ahead of myself. First phase isn't too bad, the difficulty is just right for an enemy you first encounter in the final room, but once you can infinite jump it becomes pretty chaotic. Let me just say this, after I got enough attack to kill angels in 4 hits, I literally started laughing out loud because it was so satisfying to completely annihilate an enemy that gave me this much trouble.
Rudolph: Actually every deer has its own name (nice touch!), Rudolph was the first one I fought so credit goes to him. It's not really hard, just long. I like how the camera is intentionally slower than you, made the simple act of walking around fun. The idea of a fight in a big room is something I've never actually seen before and it was executed really well.
The final boss also deserves special attention. First of all, don't bother to fight him until you 100%ed the tower, otherwise you will deal very low damage to him. Anyway, this boss managed to do the impossible and give me the same feeling of "it took you very long to get here, you strugged on this adventure, yet you persevered and will finish this right here, right now" feeling that Tower Lead from NAMTG gave me. Why is it "the impossible"? Because NAMTG took me over 50 hours to beat as opposed to 2. Lss, congratulations on accomplishing this.
I won't bother to go reviewing every attack of the boss because this is already way too long of a review. Just trust me, it's the perfect final boss.
In the end... This is my favorite stage in the whole game. Sorry, Chrisay. Sorry, Erik. But this stage easily tops yours.
Quality: 10/10
Difficulty: 55/100
Average Quality: 8.3/10
Average Difficulty: 35/100
Peak Difficulty: 55/100
Tagged as: Collab
[5] Likes
Rating: 8.3 83
Difficulty: 55 55
Dec 22, 2019
Desticler
For: I wanna stop the Simulation
For: I wanna stop the Simulation
Runman: Really weird first choice but also a very good one, made me hyped.
Mario 2: Why are saves so long? Why is the memory game so hard? Who thought those homing birds were a good idea? The materials are all there to make an amazing stage but instead I got a pretty frustrating one with bits of fun here and there. The boss though was amazing and made up for everything.
Baba is You: Really, really good. The puzzles were all interesting, and the only time I got stuck was just me being stupid. The boss is okay.
Isaac: Just like Doom stage in Warp the Worlds, this is something that's really impressive and fun on 1st playthrough, but when you beat it you never want to play it again.
Spelunky: Could have been one of my favorite stages, maybe even on par with baba is you stage, but the final screen... The game failed to teach me "gun jump" is more effecient than "gun doublejump" so I had to ask what to do. Plus that one jump is way too precise for how often you have to do it. I hated that part. The boss was really good but my opinion on the stage was already damaged too much.
Contra: I never played any Contra games but I really liked this stage. Really, my only complaint is this has nothing to do with fangames. Every "super different" stage in marathon series up until this point had a lot of fangame references but this... This is just contra.
Castlevania: Zoomed in camera took a while to get used to but after that this was incredibly fun. Music choices were great as well. The boss was too easy but fun nonetheless.
Simulation: Seriously, everyone who plays this game must've beaten the previous three games. Otherwise you probably wouldn't feel anything special from this stage though this is VERY special to me after having beaten the other marathon games. The veeeery first save was bad though.
Final boss: Up until this point, there wasn't a single final boss in marathon games that I liked right away. In case of IWFAC, I outright hated that boss at first. But it all ended with me liking them. This boss, on the other hand... I loved it all the way through. This is literally perfect. This is the best way to end this series. Also, when I was playing through the final stage, I thought "Yeah this is the best marathon game but it shares first place with IWWTW". This boss made me put STS above WTW. It's that good.
The marathon tetralogy was the best fangame experience I ever had and this is the perfect conclusion.
Mario 2: Why are saves so long? Why is the memory game so hard? Who thought those homing birds were a good idea? The materials are all there to make an amazing stage but instead I got a pretty frustrating one with bits of fun here and there. The boss though was amazing and made up for everything.
Baba is You: Really, really good. The puzzles were all interesting, and the only time I got stuck was just me being stupid. The boss is okay.
Isaac: Just like Doom stage in Warp the Worlds, this is something that's really impressive and fun on 1st playthrough, but when you beat it you never want to play it again.
Spelunky: Could have been one of my favorite stages, maybe even on par with baba is you stage, but the final screen... The game failed to teach me "gun jump" is more effecient than "gun doublejump" so I had to ask what to do. Plus that one jump is way too precise for how often you have to do it. I hated that part. The boss was really good but my opinion on the stage was already damaged too much.
Contra: I never played any Contra games but I really liked this stage. Really, my only complaint is this has nothing to do with fangames. Every "super different" stage in marathon series up until this point had a lot of fangame references but this... This is just contra.
Castlevania: Zoomed in camera took a while to get used to but after that this was incredibly fun. Music choices were great as well. The boss was too easy but fun nonetheless.
Simulation: Seriously, everyone who plays this game must've beaten the previous three games. Otherwise you probably wouldn't feel anything special from this stage though this is VERY special to me after having beaten the other marathon games. The veeeery first save was bad though.
Final boss: Up until this point, there wasn't a single final boss in marathon games that I liked right away. In case of IWFAC, I outright hated that boss at first. But it all ended with me liking them. This boss, on the other hand... I loved it all the way through. This is literally perfect. This is the best way to end this series. Also, when I was playing through the final stage, I thought "Yeah this is the best marathon game but it shares first place with IWWTW". This boss made me put STS above WTW. It's that good.
The marathon tetralogy was the best fangame experience I ever had and this is the perfect conclusion.
Tagged as: Adventure
[2] Likes
Rating: 10.0 100
Difficulty: 50 50
Oct 17, 2019
Desticler
For: I wanna be the Graverobber
For: I wanna be the Graverobber
Thanks for lamp brother
[1] Like
Rating: 9.4 94
Difficulty: 35 35
Sep 30, 2019
Desticler
For: I Wanna End My Growth
For: I Wanna End My Growth
This game is amazing and I had a smile on my face throughout the whole playthrough. Only flaw I can think of is 2nd boss was the hardest one by far.
Tagged as: Adventure
[0] Likes
Rating: 10.0 100
Difficulty: 35 35
Sep 29, 2019
1 Game
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Kill The Colorful Needle | 41.1 | 4.4 | 13 |
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