UbersawMedic's Profile
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30 Reviews
UbersawMedic
For: I Wanna Sit in a Beautiful Tanukis Tail
For: I Wanna Sit in a Beautiful Tanukis Tail
What a game. *What* a game.
CloverFan really made a masterpiece here. Not giving a rating, because how could you rate this.
CloverFan really made a masterpiece here. Not giving a rating, because how could you rate this.
Tagged as: Special
[2] Likes
Rating: N/A
Difficulty: 40 40
Jul 2, 2025
UbersawMedic
For: I Wanna Make a Game in an Hour
For: I Wanna Make a Game in an Hour
For some odd reason, in my head I had the idea that because this game was made in a single hour, it would mean that the game would be easy.
Nah.
Lucky has a style, and when put under such a brutal time limit, they had to squeeze every bit out of that style to make the due line. Because of that, this might be the most "Lucky" game in their catalog.
Cool maneuvers, a penchant for wall hugs, and plenty of jump refreshers. After the short, funny intro, the main meat of the game is presented: a three-screen long save. Whew.
What I like the most about the game is the black hallway you fall into for all of three seconds before heading into the main screens. Reminiscent of Killers7s iconic stairway, it has a full track playing on it for a very ignorable place. Makes it stand out so much.
So yeah, Lucky is a cool maker, and this game proves it. It's very rough, but for being made in an hour, it still has plenty to like.
[0] Likes
Nah.
Lucky has a style, and when put under such a brutal time limit, they had to squeeze every bit out of that style to make the due line. Because of that, this might be the most "Lucky" game in their catalog.
Cool maneuvers, a penchant for wall hugs, and plenty of jump refreshers. After the short, funny intro, the main meat of the game is presented: a three-screen long save. Whew.
What I like the most about the game is the black hallway you fall into for all of three seconds before heading into the main screens. Reminiscent of Killers7s iconic stairway, it has a full track playing on it for a very ignorable place. Makes it stand out so much.
So yeah, Lucky is a cool maker, and this game proves it. It's very rough, but for being made in an hour, it still has plenty to like.
Rating: 7.5 75
Difficulty: 70 70
Jul 2, 2025
UbersawMedic
For: Uber Enters a Cave
For: Uber Enters a Cave
Hey, it's the game I got gifted!
My only request for this game was "No spikes", and Alice delivered. Instead of spikes, this game assaults you with a barrage of cherries, all of them with diferent properties. Bit by bit the game constructs a small language out of each of the colored apples, eventually ending up with a very basic but solid repertoire of gimmicks to play with.
The bouncing cherries reminded me of the first stage of Go the Twourney, and running under or over them depending on the situation was very fun. The orbiting apples are a fangame staple at this point, but Alice still manages to make them feel somehow fresh. Out of pretty common fangame manevoures this game waves something really cozy to play through. So much so that I went for most of the repeated playthrough that this game incentivizes. The last one was very technical but cool, in the fact that it's possible at all.
This was a great gift and one that I still think about from time to time. Thanks so much for the game, Alice, and for everything you've done for the community!
[0] Likes
My only request for this game was "No spikes", and Alice delivered. Instead of spikes, this game assaults you with a barrage of cherries, all of them with diferent properties. Bit by bit the game constructs a small language out of each of the colored apples, eventually ending up with a very basic but solid repertoire of gimmicks to play with.
The bouncing cherries reminded me of the first stage of Go the Twourney, and running under or over them depending on the situation was very fun. The orbiting apples are a fangame staple at this point, but Alice still manages to make them feel somehow fresh. Out of pretty common fangame manevoures this game waves something really cozy to play through. So much so that I went for most of the repeated playthrough that this game incentivizes. The last one was very technical but cool, in the fact that it's possible at all.
This was a great gift and one that I still think about from time to time. Thanks so much for the game, Alice, and for everything you've done for the community!
Rating: 9.0 90
Difficulty: 45 45
Jul 2, 2025
UbersawMedic
For: I Wanna Drill To Kill
For: I Wanna Drill To Kill
I love this game. It makes me angry.
Drill to Kill is a complete departure from your usual fangame, but one that still burns bright with their soul. Clearly inspired by UFO50, this game grabs its usual structure of 3 stages and a final boss, all of them full of handcrafted challenges that never quite play the same as each other.
You control a drill as it makes its way to the center of the earth. The controls are fast and unwieldy, but not chaotic. They have an incredibly high skill ceiling while still feeling good to move around as a beginner. Having to balance dodging bullet-hell amounts of projectiles and grabbing gold for upgrades is an addictive gameplay loop. Each upgrade is equally useful, so even though which one you get is random, you never feel like restarting to get better RNG.
The game is very replayable on its own, and it has a couple of extra challenges (Deathless Run and Level 1 Run) to keep things spicy. (Edit: So far I've managed to clear the Level 1 Run, and it elevated my opinion of this game from loving it to *really* loving it. Go for it, really.) From time to time this game just wills you out of existence, which feels infuriating, but in a playful way! It makes you want to get right back into the fray, over and over.
Help.
Drill to Kill is a complete departure from your usual fangame, but one that still burns bright with their soul. Clearly inspired by UFO50, this game grabs its usual structure of 3 stages and a final boss, all of them full of handcrafted challenges that never quite play the same as each other.
You control a drill as it makes its way to the center of the earth. The controls are fast and unwieldy, but not chaotic. They have an incredibly high skill ceiling while still feeling good to move around as a beginner. Having to balance dodging bullet-hell amounts of projectiles and grabbing gold for upgrades is an addictive gameplay loop. Each upgrade is equally useful, so even though which one you get is random, you never feel like restarting to get better RNG.
The game is very replayable on its own, and it has a couple of extra challenges (Deathless Run and Level 1 Run) to keep things spicy. (Edit: So far I've managed to clear the Level 1 Run, and it elevated my opinion of this game from loving it to *really* loving it. Go for it, really.) From time to time this game just wills you out of existence, which feels infuriating, but in a playful way! It makes you want to get right back into the fray, over and over.
Help.
Tagged as: Special
Secret_Santa_2024
[2] Likes
Rating: 9.2 92
Difficulty: 55 55
Jul 2, 2025
UbersawMedic
For: XIFT
For: XIFT
The game is very pretty and atmospheric, but you don't need me to tell you that.
What interests me and I want to talk about are the saves. For like 3 years before playing this game, all I knew about it is that it had "invisible saves". This fact oddly enough stuck on my mind, and after some thinking, I assumed that this meant that the saves were invisible until you got on top of them, at which point you were allowed to shoot and save.
After finally having beaten this game, I see that isn't the case.
The saves are actually completely invisible fields, autosaving whenever the player lands on them. This is done, by admission of the same maker, made to inspire a sense of unease on the player, keeping them in tension over when the next save will be.
And for the most part, this works wonderfully! I felt like this allows screens to feel less like a bunch of saves that you do in sequence and instead continue feeling like one cohesive unit. With this mechanic, saves are more of a happy surprise that you get given from time to time and discover when you die. I love them.
...Buuuuut there's a catch. Even though visually the screens look clean and cohesive, the design still speaks for itself. This game follows the CN3-patented formula of making the first jump of a save a meat grinder: a very tough jump meant to filter out attempts and make the rest of the save feel more tense.
This means that whenever you look at the next jump, and it seems a lot harder than what came before it, it probably means that you have just landed on a save.
Is this a "bad" thing? Nah, but it changes how the game is experienced. By the time I reached the 3rd stage on my playthrough, I was accurately guessing where saves were with around 90% accuracy, which took a lot of the feeling of tension out of the design.
What interests me and I want to talk about are the saves. For like 3 years before playing this game, all I knew about it is that it had "invisible saves". This fact oddly enough stuck on my mind, and after some thinking, I assumed that this meant that the saves were invisible until you got on top of them, at which point you were allowed to shoot and save.
After finally having beaten this game, I see that isn't the case.
The saves are actually completely invisible fields, autosaving whenever the player lands on them. This is done, by admission of the same maker, made to inspire a sense of unease on the player, keeping them in tension over when the next save will be.
And for the most part, this works wonderfully! I felt like this allows screens to feel less like a bunch of saves that you do in sequence and instead continue feeling like one cohesive unit. With this mechanic, saves are more of a happy surprise that you get given from time to time and discover when you die. I love them.
...Buuuuut there's a catch. Even though visually the screens look clean and cohesive, the design still speaks for itself. This game follows the CN3-patented formula of making the first jump of a save a meat grinder: a very tough jump meant to filter out attempts and make the rest of the save feel more tense.
This means that whenever you look at the next jump, and it seems a lot harder than what came before it, it probably means that you have just landed on a save.
Is this a "bad" thing? Nah, but it changes how the game is experienced. By the time I reached the 3rd stage on my playthrough, I was accurately guessing where saves were with around 90% accuracy, which took a lot of the feeling of tension out of the design.
Tagged as: Needle
[0] Likes
Rating: 7.0 70
Difficulty: 60 60
Jul 2, 2025
4 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| BONK: An Interactive Exposition | 61.9 | 9.5 | 35 |
| I Wanna Flee the Mansion: GAIDEN | 34.6 | 8.0 | 7 |
| Mauri Climbs a Mountain | 50.8 | 8.4 | 18 |
| SHOOT: Taming the ruins | 55.5 | 9.7 | 30 |
17 Favorite Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna be Abducted | N/A | N/A |
| VoVoVo | N/A | N/A |
| I want | N/A | N/A |
| I wanna kill the 3sweepor | N/A | N/A |
| I wanna Burnmind | N/A | N/A |
| Not Another Needle Contest 2 | N/A | N/A |
| I Wanna Be The GBC | N/A | N/A |
| I Want to Meet Miki | N/A | N/A |
| I Wanna Escape The Manor | N/A | N/A |
| I Wanna Kill The Michael | N/A | N/A |
| NUCLEAR PHYSICIST | 60.0 | 9.6 |
| I wanna Freezemind | N/A | N/A |
| Mauri Climbs a Mountain | 55.0 | N/A |
| I Wanna Celebrate 2022 | N/A | N/A |
| I wanna gain the ability | N/A | N/A |
| I Wanna Hypnagogia | N/A | N/A |
| I Wanna Flee the Mansion: GAIDEN | 30.0 | N/A |
56 Cleared Games
Delicious Fruit