Wolfiexe's Profile
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moleYo
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320 Reviews!
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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 5
Difficulty: 60 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 70
Difficulty: 75 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 80
Difficulty: 68 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 2
Difficulty: 70 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 80
Difficulty: 60 60
Dec 1, 2019
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