Cthaere's Profile
Send a PMJoined on: May 25, 2020
Bio:
I play fangames or stuff.
I try rating game compared to what they are trying to achieve rather than compared to fangames as a whole, and with knowledge of what you're getting into; If I rate a corridor needle game, I assume the person reading the review wants to play corridor needle, as if they don't they shouldn't bother playing it anyway. With that said, I tend to be very generous on needle ratings while being very skimpy on avoidances (although you likely won't see it as if I'd give it less than a 7 I just won't clear it instead).
with extremely rare exceptions, 9/10+ is reserved to games that have left deep emotional impact, while 10/10 is reserved for games I love unconditionally.
If I reviewed it and the review doesn't say otherwise, it's safe to assume I cleared it. I try adding my clears to df but I never really cared to keep track, so some might be missing.
don't expect diff ratings to be very accurate.
I've submitted:
237 Ratings!
158 Reviews!
9 Screenshots!
237 Games
158 Reviews
For: I Wanna Defeat The Legendary Burger
Generally, when designing an avoidance, there are things you want to be aware of, questions you want to ask yourself constantly. Does this attack have a decent chance to be completely bullshit? How does the first half of the fight compares to the second one, difficulty wise? Where would the player naturally want to dodge this attack, how does that position interact with the rest of the flow of the fight, and if I force them to be where they don't want to, how should I modify the attack so that it doesn't feel bad? How do I distinguish this attack from the countless other random(360) or circle attacks, or if I do not, how do I make miniscule yet impactful modifications or fine tune these simple attacks to create perfection? These are some of the questions that should be occupying the mind of the maker (and testers) from the first line of code until release. These questions, when properly answered and integrated into the avoidance, go unnoticed for the vast majority of players, who do not play avoidance with the mindset of studying its design. However, if they are not, then it becomes very apparent, and players may start to complaint.
You can see where I'm going with this. The infinite jump part is far harder than the first half as well as a lot more hectic and confusing. It feels as though it forces you into unfun awkward positions for infjump avoidance without doing anything to justify it. The spiral transition into infjump feels very cramped as well. There are several attacks I can see giving you unfair situations at an unacceptable likelihood. Balance between different attacks makes for a difficulty curve that looks as volatile as bitcoin value charts. On top of all, this fight has very few attack ideas I'd consider interesting, much less original, and in that context these mistakes have much bigger impact especially considering the high difficulty.
This isn't to say that this avoidance is wholly bad. I do think the first half is decent, especially the slow attack you can see on the second from the right warp on the top row. I also think that the inf jump segment could potentially be refined as well to match, although considering how hectic the song is at the part nerfs would be tight to implement.
This could have been a 7 with a playtester and a few adjustments, although rn I'd probably give it a 4. A decent showing for a first avoidance, but I can't recommend playing it.
For: I wanna be the hopeless
Unfortunately, this game has issues with jump balance, with many jumps being free while others require a surprising amount of precision, sometimes coupled with unusual jump heights as well. Save length also varies quite a lot and is independent from the individual jump difficulty, with certain long saves being free, some having only 1 problem jump, and some being pretty consistently hard. It is worth mentioning that many of the lengthier saves seem to be the result of stretched out backtracks, where it seems that the maker did not realize quite how much longer the saves become with those added. As a result, the experience is not going to be smooth by any means, doubly so when traps make their inconsistent appearance. Still, I would say that the needle itself, while not extremely innovative, is fun to play and accomplishes quite a lot with the toolkit it uses.
The "boss", which is honestly more of an avoidance, has you wait until random projectiles from the ceiling decide they wanna go towards the boss to damage it while two minions that appear to be invincible shoot at you projectiles that heal the boss if they collide with him. This is also accompanied by infrequent "slashes" where space to the left and right of the kid will play an animation that kills him, with no real way to dodge it but to limit your horizontal movement throughout the entire fight. What ends up happening is just standing in the middle and slightly moving left/right when the ceiling projectiles come for you while jumping over the minion's attacks. This goes on for around a minute and then you win. This makes for a somewhat dull boss with extremely jank execution but a neat concept, which I'd say is very much in line with Rukito's own bosses as well and so comes off as endearing rather than annoying, even if it does fall flat as a finale.
Overall, I would only recommend this to people who already enjoy the original Rukito games for the needle style, who are good enough to not have to struggle with it. However, if you are part of this group, this could scratch a nice itch you may not even have realized you had.
For: I wanna be the Fish
Overall the game is probably best enjoyed if you're not only good enough to clear it, but also have either done so in the past or are good enough to consistently do final, as that alleviates the pressure of clearing especially since fish is considered to be an important clear. If you are not in that situation, it's still a decently fun game, but one whose difficulty balance will likely have you tiring yourself without making significant progress.
For: Battle Pass Needle
10 screens of needle. Good tilesets and music picks coupled with a couple screens that have gimmicks make it feel slightly less like a jtool screen compilation but it still feels that way. Gameplay is good at its core but it's lacking polish that in a game of this difficulty cannot be overlooked and is coupled with some minor yet very basic design mistakes. The screen I'm on in particular ends with a segment that feels like it only exists due to space constrain and provides nothing but another opportunity to die with no enjoyment value to be found in those jumps, which is why I stopped.
I recommend checking this out if you're good at needle, but don't set yourself up high expectations (which is unfortunately hard when the game looks like it would be good if it had just a bit more polish) and I would also recommend dropping it as soon as possible if it starts being frustrating.
For: Money
Unfortunately, this avoidance is weighted down by a multitude of issues that, while small, significantly worsen the experience. It feels as though it got released once the testers (if there are any; the readme doesn't mention them) have approved it as a complete version of the game without trying to polish it to its shiniest, removing the smallest bits of imperfection, which are added upon some core design choices I dislike.
What are those? Well, in no particular order:
-Dark blue circles have too low contrast on the background in comparison to the bright red bullets/green money projectiles, making them barely visible and causing stupid deaths.
-The entire fireball attack feels significantly worse to play than the other attacks, both in reading and dodging. Intense curving can fuck you up sometimes in a way that feels unfair, and the transition can just kill you if you've been forced into a bad spot. Note that the final variation of it, which is lower density coupled with other projectiles, actually played a lot better.
-Copypasted attacks. While they do map to the song properly and do get expanded upon later the fact that start->chorus1 and post-chorus1->chorus2 are nearly the exact same is kinda bruh
-Difficulty balance. while all attacks require the player's attention, only half of them require any kind of concentration/focus leading to the other attacks becoming boring with continuous play. The fact that most of the hard attacks are towards the end, with the last real attack being the hardest by far, definitely doesn't help. This compounds with the previous point (and the one before it to some extent as well) to make the first half of the fight start feeling like a chore to do before you get to the part you want to play. Never a good feeling in an avoidance.
All in all I still find it fun and I'd still recommend playing this for a while, however I would not recommend anyone to grind it.
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna Musiclock | 74.7 | 9.3 | 20 |
I wanna Xanadu | 60.7 | 7.7 | 8 |
32 Favorite Games
143 Cleared Games