cLOUDDEAD's Profile
Send a PMJoined on: Jul 8, 2019
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works in motion
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285 Ratings!
153 Reviews!
19 Screenshots!
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285 Games
153 Reviews
cLOUDDEAD
For: I wanna traverse the precipice
For: I wanna traverse the precipice
the future is now, old man
[1] Like
Rating: 9.9 99
Difficulty: 75 75
Aug 15, 2023
cLOUDDEAD
For: Vibe Excerpts: Too Much Trouble
For: Vibe Excerpts: Too Much Trouble
perfectly designed boss that consistents of several unique mechanics that all interact in interesting ways forcing you to approach the boss with an analytical mindset and forces you to think on your feet and stay mentally engaged with whats happening. Becomes incredibly consistent when you develop a strategy to approach its different phases and learn how to manage everything that you need to keep track of. requires more mental multitasking than raw avoidance skill.
My favorite fangame boss of all time
My favorite fangame boss of all time
Tagged as: Boss
[1] Like
Rating: 9.5 95
Difficulty: 65 65
Jun 10, 2023
cLOUDDEAD
For: banana pudding 3
For: banana pudding 3
engine makes 2 button on same frame very inconsistent. my consistency on 2 buttons on same frame went from 99.5+% to under 50%. very annoying for how often you need it to make jumps consistent.
[0] Likes
Rating: 3.5 35
Difficulty: 65 65
May 14, 2023
cLOUDDEAD
For: Firdos
For: Firdos
not recommended unless you really enjoy this kind of 32px "ftfa-like" needle, and are fine with the occasional
(very minor spoiler)multi-screen save
real spoilers below
so from what I can tell the game has multiple routes through it, and i managed to skip a few areas on the route I took, which thankfully included a stage that seems to be more "ftfa-like" needle but with oldschool ice block physics. I think i may have missed some areas entirely, since I didn't check every path, and most of the areas i found were very clearly meant to be entered from multiple areas since i often found screens that I physically couldn't backtrack through, and there was a song I heard that was not listed in the readme's ost. there's a few areas that deviate a bit from the norm, with some water3 and vines and jump refreshers and what not, but it more or less all plays like clunky precise 32px needle.
I was hoping by the fact that the game seemed very secretive, insisting you play as blind as possible, and being compiled with YYC to prevent easily decompiling it that there would be more here. I was hoping for something that would be hiding beneath the facade of a 32px needle game, hiding just out of sight of those who might give the game a cursory glance and move on without playing, but as far as I can tell there is nothing of the sort. I will commend the idea of making a needle game like that that has multiple paths to the end, rather than making a hub and forcing you to do everything like a checklist, and its fun seeing how some of the paths connect, but the experience ultimately fell flat for me.
Besides not really liking this style of needle at all anymore, the game seems a bit poorly put together at times. invisible blocks are placed over screen borders you arent meant to cross, but sometimes they arent, leaving you to fall in the infinite void without dying forever, visuals will sometimes make obscure the needle (particularly bad in the area with a sewerslvt song), blocks are randomly rendered above or below the player inconsistently, and occasionally blocks wont have collision. The visuals also strangely range from "really bad" to "alright, but also has a fancy shader". The aforementioned sewerslvt area has it the worst, its a static, noisy, bright image of a cyberpunk city with neon signs everywhere with a foreground of pure black spikes/blocks/everything, which looks pretty bad beyond making it hard to see whats happening. Some of the nicer looking areas include shaders or particles, although they dont look particularly great imo.
There is one thing I noticed which I thought was interesting, as I was finishing an area (dont remember which), I heard a the default yoyoyo item pickup sound, so I thought maybe I needed to collect a bunch of invisible items, but I never heard the sound again. I only mention this here in case someone more dedicated than I am might be able to find something further hidden in this game, although currently I doubt whether there is more to find, as even by the time I've reached the clear screen, there's been nothing else indicating that this game isn't just what it seems on the surface
before I close out this review, I do want to reiterate that I do appreciate the conceptual format of this game. I think this creator can go on to make some really incredible things, however the low production value coupled with unappealing needle design made this a real turnoff for me
[2] Likes
(very minor spoiler)multi-screen save
real spoilers below
so from what I can tell the game has multiple routes through it, and i managed to skip a few areas on the route I took, which thankfully included a stage that seems to be more "ftfa-like" needle but with oldschool ice block physics. I think i may have missed some areas entirely, since I didn't check every path, and most of the areas i found were very clearly meant to be entered from multiple areas since i often found screens that I physically couldn't backtrack through, and there was a song I heard that was not listed in the readme's ost. there's a few areas that deviate a bit from the norm, with some water3 and vines and jump refreshers and what not, but it more or less all plays like clunky precise 32px needle.
I was hoping by the fact that the game seemed very secretive, insisting you play as blind as possible, and being compiled with YYC to prevent easily decompiling it that there would be more here. I was hoping for something that would be hiding beneath the facade of a 32px needle game, hiding just out of sight of those who might give the game a cursory glance and move on without playing, but as far as I can tell there is nothing of the sort. I will commend the idea of making a needle game like that that has multiple paths to the end, rather than making a hub and forcing you to do everything like a checklist, and its fun seeing how some of the paths connect, but the experience ultimately fell flat for me.
Besides not really liking this style of needle at all anymore, the game seems a bit poorly put together at times. invisible blocks are placed over screen borders you arent meant to cross, but sometimes they arent, leaving you to fall in the infinite void without dying forever, visuals will sometimes make obscure the needle (particularly bad in the area with a sewerslvt song), blocks are randomly rendered above or below the player inconsistently, and occasionally blocks wont have collision. The visuals also strangely range from "really bad" to "alright, but also has a fancy shader". The aforementioned sewerslvt area has it the worst, its a static, noisy, bright image of a cyberpunk city with neon signs everywhere with a foreground of pure black spikes/blocks/everything, which looks pretty bad beyond making it hard to see whats happening. Some of the nicer looking areas include shaders or particles, although they dont look particularly great imo.
There is one thing I noticed which I thought was interesting, as I was finishing an area (dont remember which), I heard a the default yoyoyo item pickup sound, so I thought maybe I needed to collect a bunch of invisible items, but I never heard the sound again. I only mention this here in case someone more dedicated than I am might be able to find something further hidden in this game, although currently I doubt whether there is more to find, as even by the time I've reached the clear screen, there's been nothing else indicating that this game isn't just what it seems on the surface
before I close out this review, I do want to reiterate that I do appreciate the conceptual format of this game. I think this creator can go on to make some really incredible things, however the low production value coupled with unappealing needle design made this a real turnoff for me
Rating: N/A
Difficulty: 87 87
May 6, 2023
cLOUDDEAD
For: Not So Long Ago
For: Not So Long Ago
3 screen long save with about 2 awkward jumps per screen, though its nothing super hard. pay attention to the tiles, since vines are very hard to see and theres a couple jumps that are way harder (but still possible) if you dont use the vines
[1] Like
Rating: 5.0 50
Difficulty: 66 66
Apr 29, 2023
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
cLOUDDEAD.btb-RMXS_v82c.NDL | 68.0 | 7.0 | 2 |
I Wanna be the Fluoxetine | 68.1 | 5.3 | 9 |
I wanna fly out of this storm | 61.5 | 7.1 | 28 |
I Wanna Fly Through Vapor Trails | 70.1 | 6.9 | 21 |
I wanna get up, burst into motion, raise my finger say | 68.3 | 7.4 | 6 |
I Wanna Go The DotIris | 65.3 | 5.4 | 5 |
I wanna be the kirlian fumble | 70.5 | 7.9 | 14 |
I Wanna Melancholia | 55.8 | 6.2 | 11 |
I wanna thank a far away in a crimsonstack | 84.0 | 8.4 | 10 |
I wanna まだダメよ | 43.2 | 7.7 | 14 |
39 Favorite Games
171 Cleared Games