Wolfiexe's Profile
Send a PMJoined on: Jul 22, 2015
Bio:
moleYo
I've submitted:
320 Ratings!
320 Reviews!
354 Screenshots!



Report this user
320 Games
320 Reviews
Wolfiexe
For: I wanna crazy boy EZ
For: I wanna crazy boy EZ
The only real benefit this has over the original Crazy Boy is that in it's beatable, and therefore you can pad your clear list a little. Otherwise, it's still quite upsetting with intentionally(?) eye searing visuals, minispikes/spikes hidden behind red water which you can't actually see and a very questionable piece of audio.
Tagged as: Needle
[0] Likes
Rating: 0.5
Difficulty: 60
Dec 4, 2019
Wolfiexe
For: I wanna be the Sorcerer 2
For: I wanna be the Sorcerer 2
Sorcerer 2 is a trap-heavy adventure game split across a few stages that can be done in any order, before converging into a couple of endgame stages to polish off your magical adventure. Every stage consists of a simple theme or gimmick and inundated with traps, some of which can be pretty soul crushing, before being rounded off with a boss that generally bares little correlation to the stage theme.
The game has a fairly nice production, with the tilesets and gimmicks feeling adventurey and varied enough to make the stages feel distinguishable and different from the last. However, despite the originality and often pretty interesting design, I felt that my enjoyment and the general design was greatly diminished due to the difficulty. Often you'll have long sprawling saves with some really awkward precise segments waiting far in, followed by a soul-crushing trap right at the end that makes you do it all again. It just got annoying for me by the end, and whilst I can appreciate traps and don't really mind a whole lot if it pulls the whole end-of-save-scamp moments on me, in this particular case the difficulty and precision of some segments just ruined the enjoyment, and made it more of a chore to get through than anything else. Some jumps also just felt completely untested such as the cloud jump at the start of the last stage, where jumping onto a bouncy cloud at the end of a save at the wrong height makes the final jump nigh-on impossible, or at least ridiculously harder than it should be.
The bosses I generally had fun with, maybe with the exception of the twin dragon fight which had a couple of really questionable attacks, one of which I don't think I ever even dodged and ended up just winning without ever getting it. I have to give credit to the bosses that they all feel varied and interesting enough to be enjoyable, even if there are some bumps along the way.
Each of the first 4 stages also has a secret which you'll need to access the last couple stages. Most are spottable but the one in the mushroom stage is a bit hidden (on a pretty tricky save no less). You can revisit stages although to my understanding you'd have to beat the entire stage again (without the boss, at least).
The game ends with kind of a "that's it?" kind of feeling, not really culminating in any memorable finale or even credits, just a very abrupt ending. It was kind of a shame given the decent production and flow the entire game had up until that point, but I guess it's not a huge deal.
Overall I'd say Sorcerer 2 is a pretty memorable game with a lot of interesting design and effort put into it, but there's also a good amount of questionable design choices and weird difficulty implementations that kind of make the experience a lot more clunky, at least in my case. I'd probably still recommend people give it a shot as it seems somewhat underplayed, but expect a few rough spots here and there. I'd definitely be interested in a Sorcerer 3 if that ever comes about.
[2] Likes
The game has a fairly nice production, with the tilesets and gimmicks feeling adventurey and varied enough to make the stages feel distinguishable and different from the last. However, despite the originality and often pretty interesting design, I felt that my enjoyment and the general design was greatly diminished due to the difficulty. Often you'll have long sprawling saves with some really awkward precise segments waiting far in, followed by a soul-crushing trap right at the end that makes you do it all again. It just got annoying for me by the end, and whilst I can appreciate traps and don't really mind a whole lot if it pulls the whole end-of-save-scamp moments on me, in this particular case the difficulty and precision of some segments just ruined the enjoyment, and made it more of a chore to get through than anything else. Some jumps also just felt completely untested such as the cloud jump at the start of the last stage, where jumping onto a bouncy cloud at the end of a save at the wrong height makes the final jump nigh-on impossible, or at least ridiculously harder than it should be.
The bosses I generally had fun with, maybe with the exception of the twin dragon fight which had a couple of really questionable attacks, one of which I don't think I ever even dodged and ended up just winning without ever getting it. I have to give credit to the bosses that they all feel varied and interesting enough to be enjoyable, even if there are some bumps along the way.
Each of the first 4 stages also has a secret which you'll need to access the last couple stages. Most are spottable but the one in the mushroom stage is a bit hidden (on a pretty tricky save no less). You can revisit stages although to my understanding you'd have to beat the entire stage again (without the boss, at least).
The game ends with kind of a "that's it?" kind of feeling, not really culminating in any memorable finale or even credits, just a very abrupt ending. It was kind of a shame given the decent production and flow the entire game had up until that point, but I guess it's not a huge deal.
Overall I'd say Sorcerer 2 is a pretty memorable game with a lot of interesting design and effort put into it, but there's also a good amount of questionable design choices and weird difficulty implementations that kind of make the experience a lot more clunky, at least in my case. I'd probably still recommend people give it a shot as it seems somewhat underplayed, but expect a few rough spots here and there. I'd definitely be interested in a Sorcerer 3 if that ever comes about.
Rating: 7.0
Difficulty: 75
Dec 4, 2019
Wolfiexe
For: I wanna be the Renegade Fruits
For: I wanna be the Renegade Fruits
Renegade Fruits is a pattern avoidance drawing heavy inspiration from Chaos Time, making use of crazy camera rotations, bizarre arena movements and other quirky gimmicks. About 95% of the fight is pattern, making either recording your attempts or studying an existing clear very appealing choices, especially given how initially difficult it can be to tell what is happening on a few attacks. Despite the initially overwhelming impression, it's fairly lenient in a few spots and ended up being a very fun one to learn and execute.
A few attacks go really hard on the visual discombobulation, again a big trait it borrows from Chaos Time. This can be a big positive or a negative depending on how you feel about that kind of stuff, and whilst I'm generally not a fan of it due to feeling almost like artificial difficulty where you struggle to actually see what you should be doing, in this case I surprisingly enjoyed it. I found myself getting remarkably consistent with just about all of the attacks, minus one tricky 16px sorta dodge in the box attack.
The production value on everything but the avoidance leaves a little to be desired. There's no title screen and the intro to the avoidance is as basic as it can be. Not that this really matters a great deal, but it felt like at least 5 minutes could've been spent to spruce the first impression up a little.
If you're a fan of pattern avoidance and don't mind some visual craziness, you might have a good time with this one.
A few attacks go really hard on the visual discombobulation, again a big trait it borrows from Chaos Time. This can be a big positive or a negative depending on how you feel about that kind of stuff, and whilst I'm generally not a fan of it due to feeling almost like artificial difficulty where you struggle to actually see what you should be doing, in this case I surprisingly enjoyed it. I found myself getting remarkably consistent with just about all of the attacks, minus one tricky 16px sorta dodge in the box attack.
The production value on everything but the avoidance leaves a little to be desired. There's no title screen and the intro to the avoidance is as basic as it can be. Not that this really matters a great deal, but it felt like at least 5 minutes could've been spent to spruce the first impression up a little.
If you're a fan of pattern avoidance and don't mind some visual craziness, you might have a good time with this one.
Tagged as: Avoidance
[0] Likes
Rating: 8.0
Difficulty: 68
Dec 4, 2019
Wolfiexe
For: i
For: i
A plane into a corner followed by a potential scamp moment with further potential for malicious hijinks. No fun times are to be had here, unless you decide to race this with someone in voice which may make for some mild amusement, otherwise it isn't worth the effort.
Tagged as: Needle
[7] Likes
Rating: 0.2
Difficulty: 70
Dec 2, 2019
Wolfiexe
For: I wanna be the Conscience
For: I wanna be the Conscience
Conscience is a very solid adventure that captures that oldschool sort of feel alongside some simple but nice production value, referencing some older games and classics with appropriate visuals.
The game drops you off in a hub and gives you a choice of which order you wanna do things in. Every stage is fairly trap heavy with some real scamp moments lying deep into saves, but they mix well with the gimmicks and hazards in each stage, utilizing their respective theme pretty nicely with the visual variety. There were a couple of traps that confused me, with one particular trap in the Mario underground stage feeling a bit too cryptic for its own good.
All of the bosses feel unique, again playing into the theme of the stage. They never felt very learny and the attacks flowed quite nicely, although the final boss takes a bit of getting used to in order to adapt to his patterns quickly which actually made for a very enjoyable and fun finale. One boss that felt more or less reaction-speed based I wasn't big on, although it isn't terribly demanding.
Overall it's a moderately sized adventure with some oldschool variety, fun bosses and a boatload of colourful traps along the way, which sounds like a good time to me.
[1] Like
The game drops you off in a hub and gives you a choice of which order you wanna do things in. Every stage is fairly trap heavy with some real scamp moments lying deep into saves, but they mix well with the gimmicks and hazards in each stage, utilizing their respective theme pretty nicely with the visual variety. There were a couple of traps that confused me, with one particular trap in the Mario underground stage feeling a bit too cryptic for its own good.
All of the bosses feel unique, again playing into the theme of the stage. They never felt very learny and the attacks flowed quite nicely, although the final boss takes a bit of getting used to in order to adapt to his patterns quickly which actually made for a very enjoyable and fun finale. One boss that felt more or less reaction-speed based I wasn't big on, although it isn't terribly demanding.
Overall it's a moderately sized adventure with some oldschool variety, fun bosses and a boatload of colourful traps along the way, which sounds like a good time to me.
Rating: 8.0
Difficulty: 60
Dec 1, 2019
Wolfiexe
For: I wanna be the HeavenTrap
For: I wanna be the HeavenTrap
As one of Carnival's older but more well known games, Heaventrap holds up pretty well so long as you know what you're in for. In true Carnival style, it's a trap filled adventure through fairly standard looking areas, usually referencing the original IWBTG or making use of nice simple tiles and backgrounds, often with a completely unrelated boss to round things off. There's some pretty cool variety and I enjoyed the exploration throwback that it uses with the whole Room of Divine Transportation thing.
The bosses whilst being relatively simple all felt interesting enough and unique to stand out, with mixed memorability.. Not many games give you the chance to have a final destination showdown with the Smash Bros icon, or have a taiko showdown in a Big Kid-esque segment. None of them feel remotely special in terms of production value which isn't really expected given the age of the game, but it would've been cool to see the bosses go beyond just a static sprite hurling some attacks at you.
I'm somewhat hit or miss with trap-heavy games like this, so I was surprised at how much I enjoyed it and how it holds up after all this time. If you're in the mood for an adventure somewhat reminiscent of the original IWBTG then it's a pretty decent choice. Just make sure you expect a boatload of trap shenanigans along the way and some very oldschool design.
[1] Like
The bosses whilst being relatively simple all felt interesting enough and unique to stand out, with mixed memorability.. Not many games give you the chance to have a final destination showdown with the Smash Bros icon, or have a taiko showdown in a Big Kid-esque segment. None of them feel remotely special in terms of production value which isn't really expected given the age of the game, but it would've been cool to see the bosses go beyond just a static sprite hurling some attacks at you.
I'm somewhat hit or miss with trap-heavy games like this, so I was surprised at how much I enjoyed it and how it holds up after all this time. If you're in the mood for an adventure somewhat reminiscent of the original IWBTG then it's a pretty decent choice. Just make sure you expect a boatload of trap shenanigans along the way and some very oldschool design.
Rating: 7.4 74
Difficulty: 58 58
Dec 1, 2019
Wolfiexe
For: xOWOx 02
For: xOWOx 02
It's a fun screen of needle based entirely on platform jumps and one long ride. Having said that, the visuals are very basic minus the aesthetically pleasing crystallised background, and the entire game is just that one screen.
I'd look forward to a more concrete packed game full of screens like this, as a fan of platform-based needle.
I'd look forward to a more concrete packed game full of screens like this, as a fan of platform-based needle.
Tagged as: Needle
[1] Like
Rating: 3.5 35
Difficulty: 60 60
Nov 29, 2019
Wolfiexe
For: I Wanna Eclipse
For: I Wanna Eclipse
Eclipse for me is one of the most inspirational fangames in recent memory, with the incredibly high effort Gaywiz put in throughout. You've got the sheer volume of original art in this game (like 95% of it?) which has charmingly drawn boss sprites and quirky little monsters roaming the stages, to the varied stage design and wacky little story strung around the place, and even some original music pieces which stick out as very memorable such as the final boss. I struggle to think of many other fangames with the same level of solo effort and creativity as this, and it all ties together for a really fun adventure experience.
The game follows a nice flow between stages and bosses, usually utilizing any given stage theme for a fair length before swiftly moving on. The stages never get old or feel drawn out, and whilst it might've been nice in some cases to see some stages more elaborated on (the Wizard Castle in particular was a favourite that felt like it could've lasted slightly longer), the general flow and design feels solid from start to finish. There's even a sprinkling of traps throughout, all of which I felt were pretty amusing and didn't detract from the gameplay or get frustrating. Also a shoutout goes to the Buble Bath, a once-in-a-lifetime fangame experience.
Bosses are often the meat of any adventure game, and this is no exception. As mentioned earlier, every boss sprite is completely hand-drawn and they ooze a lot of charm because of it. To go into some more specific spoilers, the Archmage boss/avoidance has an amazing reveal transition that just feels so slick the first time you see it, and it's accompanied with some very charming attacks and even mini-game-esque elements. The final boss has some really cool multi-tasking stuff going on that gets you into a good back-and-forth rhythm. It also features a very rarely seen but clever usage of audio telegraphing, making a particular sound effect play in reverse when the spike trails comes from the opposite direction. Small touches like this go a long way in making a boss memorable, and I thought this particular example was just really cool. I did have some initial gripes with the Archmage intro, although Gaywiz has since patched this to be skippable after passing it once, alongside some improvements on the Robot boss which make the fight feel a lot smoother and less frustrating in terms of missing the boxes. Overall though the boss variety is stellar.
There are some mandatory secrets if you want to reach the "actual" ending, although I feel with a bit of awareness you'll likely catch at least a couple, and you'll get a chance later to be clued in and revisit their locations which makes it not too painful to backtrack for them. You might even meet a fruity foe or two along the way.
I can conjure up some nitpicks such as finding a couple jumps a little bumpy or some sound effects too loud, but in the grand scheme of things I feel like this is an adventure game that really stands out with the passion put into it and the really impressive creativity on display. Adventure games are a great genre which can provide so much variety and fresh material for a player, and I find Eclipse to be a fantastic example of this.
[10] Likes
The game follows a nice flow between stages and bosses, usually utilizing any given stage theme for a fair length before swiftly moving on. The stages never get old or feel drawn out, and whilst it might've been nice in some cases to see some stages more elaborated on (the Wizard Castle in particular was a favourite that felt like it could've lasted slightly longer), the general flow and design feels solid from start to finish. There's even a sprinkling of traps throughout, all of which I felt were pretty amusing and didn't detract from the gameplay or get frustrating. Also a shoutout goes to the Buble Bath, a once-in-a-lifetime fangame experience.
Bosses are often the meat of any adventure game, and this is no exception. As mentioned earlier, every boss sprite is completely hand-drawn and they ooze a lot of charm because of it. To go into some more specific spoilers, the Archmage boss/avoidance has an amazing reveal transition that just feels so slick the first time you see it, and it's accompanied with some very charming attacks and even mini-game-esque elements. The final boss has some really cool multi-tasking stuff going on that gets you into a good back-and-forth rhythm. It also features a very rarely seen but clever usage of audio telegraphing, making a particular sound effect play in reverse when the spike trails comes from the opposite direction. Small touches like this go a long way in making a boss memorable, and I thought this particular example was just really cool. I did have some initial gripes with the Archmage intro, although Gaywiz has since patched this to be skippable after passing it once, alongside some improvements on the Robot boss which make the fight feel a lot smoother and less frustrating in terms of missing the boxes. Overall though the boss variety is stellar.
There are some mandatory secrets if you want to reach the "actual" ending, although I feel with a bit of awareness you'll likely catch at least a couple, and you'll get a chance later to be clued in and revisit their locations which makes it not too painful to backtrack for them. You might even meet a fruity foe or two along the way.
I can conjure up some nitpicks such as finding a couple jumps a little bumpy or some sound effects too loud, but in the grand scheme of things I feel like this is an adventure game that really stands out with the passion put into it and the really impressive creativity on display. Adventure games are a great genre which can provide so much variety and fresh material for a player, and I find Eclipse to be a fantastic example of this.
Rating: 9.5 95
Difficulty: 60 60
Nov 28, 2019
Wolfiexe
For: I wanna be the ww
For: I wanna be the ww
A very short trap game with a couple meme bosses (and one actual boss) and sprinklings of shenanigans throughout. There's one save that feels like the equivalent of an avoidance with an unskippable intro, but otherwise there's nothing upsetting or really challenging.
An acceptably pleasant way to spend 5 minutes of your evening.
[0] Likes
An acceptably pleasant way to spend 5 minutes of your evening.
Rating: 4.0 40
Difficulty: 15 15
Nov 25, 2019
Wolfiexe
For: I Wanna Get The Perfume
For: I Wanna Get The Perfume
Get the Perfume is a very well executed barrage avoidance set to an upbeat song with flashy visuals and a particularly nice pacing between attacks. One of my favourite aspects of it is that no attack overstays its welcome, and the fight feels like it's flipping from one attack to another at just the right time. There's also some good old fashioned arena changing which I always like to see in avoidance, and in general most of the attacks feel nicely balanced.
A couple of attacks did feel harder to me than most, namely in the second half after the aimed segment. It also might've been cool to have some indication which way the second-to-last attack is going to rotate, as when you get there it can feel a bit sudden in a fight with mostly no shenanigans.
If you're a barrage fan I could definitely recommend this. I even enjoyed this enough to clear it a few more times just for fun, so that probably says something for my enjoyment with it.
[1] Like
A couple of attacks did feel harder to me than most, namely in the second half after the aimed segment. It also might've been cool to have some indication which way the second-to-last attack is going to rotate, as when you get there it can feel a bit sudden in a fight with mostly no shenanigans.
If you're a barrage fan I could definitely recommend this. I even enjoyed this enough to clear it a few more times just for fun, so that probably says something for my enjoyment with it.
Rating: 8.2 82
Difficulty: 68 68
Nov 25, 2019
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 77 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 114 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 99 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.7 | 7.6 | 19 |
Hydrohomies | 72.0 | 8.2 | 21 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.5 | 9.3 | 130 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the C/O/S/M/O | 88.0 | 9.2 |
I wanna kill the Guy | 50.0 | 9.5 |
I wanna make a Sandwich | 55.0 | 9.2 |
Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
I wanna be the Farewell | 70.0 | 9.1 |
Not Another Magic Tower Game | 80.0 | 10.0 |
if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver | 90.0 | 10.0 |
I Wanna Get Cultured 2 | 70.0 | 9.7 |
I wanna be the Overlord | 55.0 | 9.8 |
I wanna be the Ocean Princess | 68.0 | 10.0 |
I wanna reach the Moon | 45.0 | 9.8 |
I Wanna Ponder | 80.0 | 10.0 |
Crimson Needle 3 | 91.0 | 10.0 |
I Wanna Eclipse | 60.0 | 9.5 |
107 Cleared Games