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CanusAntonius
For: Neo Needle Buffet
For: Neo Needle Buffet
Neo Needle Buffet is one of the most rejuvenating experiences I have had with Needle in a long time and is marked by heightened creativity and ingenuity that makes it stick out from the crowd as a brilliant jewel. It's also a really challenging game, probably one of the hardest I've ever beaten, but still absolutely worth playing if you wish to experience some incredibly unique styles that test some of the different spectrums of needle design.
Within the game is eight different stages, each of them featuring something entirely unique from the others. An interesting aspect of the game comes from how stages are unlocked, you actually start in a small Hub that branches off into 4 paths that split again, and at the end of those are the different stages. It's a neat special touch to the game that I greatly appreciate. While in the stages themselves, you can backspace out to the Hub and your progress will be saved in them still, so you're perfectly able to do more than one stage at once should you wish. This is a pretty important feature I'm glad exists since I definitely took advantage of it to take a break from hard saves.
Talking about the stages themselves is pretty difficult since there's so much going on everywhere. You've got Near's stage with a beautiful Celeste aesthetic to it, which actually fits how the whole game itself felt like a damn mountain to me. Vierandice comes through with a stage that's totally not based on Cigarette (and is also much more fun than it). Bummer's stage is based on precision movements and gravity flippers, I normally fucking hate the former cause of my carpal tunnel but this was actually really fun for the most part. Randy once again pops off with some great neat needle that evolves with triggers, for real guys he's not just good at avoidance if you haven't figured it out yet. Synthas' stage is a pretty atmospheric work with cherries that chase you down in segments and in a unique way contains difficult vine usage. Then there's Roaka's stage, which I haven't played Noesis but most people say it is equivalent to such platforming, it's probably the most technically difficult one but has a lot of neat elements and every saves is completely unique. Near the end of the roster is Gab's stage, actually, the reason I started this game is that I couldn't even tell what his gimmick was in videos, after actually playing it and getting used to it, it's one of the most insanely cool stages I've done. And at the end is Kiyoshi who has the hardest stage in the game, it's really fucking good and the biggest highlight in the whole collab. The main focus of it is cherries that move, which leads to complicated segments that feel awesome to complete.
In the end, Neo Needle Buffet reminds me of the creativity this community has to offer. Some of it will not be for most players, it's definitely not a work devoid of issues, but I think it hard to not appreciate it for all it accomplishes in a single game. It's an inspiring collaboration that I found highly memorable and greatly entertaining, so it definitely has my full recommendation to those who are capable of playing challenging works.
[2] Likes
Within the game is eight different stages, each of them featuring something entirely unique from the others. An interesting aspect of the game comes from how stages are unlocked, you actually start in a small Hub that branches off into 4 paths that split again, and at the end of those are the different stages. It's a neat special touch to the game that I greatly appreciate. While in the stages themselves, you can backspace out to the Hub and your progress will be saved in them still, so you're perfectly able to do more than one stage at once should you wish. This is a pretty important feature I'm glad exists since I definitely took advantage of it to take a break from hard saves.
Talking about the stages themselves is pretty difficult since there's so much going on everywhere. You've got Near's stage with a beautiful Celeste aesthetic to it, which actually fits how the whole game itself felt like a damn mountain to me. Vierandice comes through with a stage that's totally not based on Cigarette (and is also much more fun than it). Bummer's stage is based on precision movements and gravity flippers, I normally fucking hate the former cause of my carpal tunnel but this was actually really fun for the most part. Randy once again pops off with some great neat needle that evolves with triggers, for real guys he's not just good at avoidance if you haven't figured it out yet. Synthas' stage is a pretty atmospheric work with cherries that chase you down in segments and in a unique way contains difficult vine usage. Then there's Roaka's stage, which I haven't played Noesis but most people say it is equivalent to such platforming, it's probably the most technically difficult one but has a lot of neat elements and every saves is completely unique. Near the end of the roster is Gab's stage, actually, the reason I started this game is that I couldn't even tell what his gimmick was in videos, after actually playing it and getting used to it, it's one of the most insanely cool stages I've done. And at the end is Kiyoshi who has the hardest stage in the game, it's really fucking good and the biggest highlight in the whole collab. The main focus of it is cherries that move, which leads to complicated segments that feel awesome to complete.
In the end, Neo Needle Buffet reminds me of the creativity this community has to offer. Some of it will not be for most players, it's definitely not a work devoid of issues, but I think it hard to not appreciate it for all it accomplishes in a single game. It's an inspiring collaboration that I found highly memorable and greatly entertaining, so it definitely has my full recommendation to those who are capable of playing challenging works.
Rating: 9.5
Difficulty: 85
Feb 11, 2022
CanusAntonius
For: Needle Hatena
For: Needle Hatena
Really fun Needle collab with a lot of variety between the stages. I was quite a fan of how much of a stylistic and aesthetical difference each area had. Chrisay's stage felt like the hardest one instead of egg's extra, but both were really fun to play anyways. The presentation of the stage select is also neat as well.
Would recommend.
[0] Likes
Would recommend.
Rating: 8.5
Difficulty: 68
Feb 11, 2022
CanusAntonius
For: I wanna Figure
For: I wanna Figure
Well, it's 3:50 AM now on March 12th, that makes almost seven months since I first started my save file on this game, and now I sit listening to the song of the final stage, dreaming of the light at the end of the tunnel. Out of all the Fangames I have played, this is the journey that serves as a testament of strength and endurance to both my capabilities as a player, and as a person. Multiple weeks at a time, I would fall short of believing this to be within possibility to complete, many segments would require hours at a time, and a single save in 22 would take nearly four months to surpass. It is the hardest thing I have ever done to get here, and yet every step I would not regret as this has been worth the moments spent. And now it's almost over, and when it ends I can sit in amazement at both myself and the journey that has ended.
I Wanna Figure in my eyes is the highest quality Needle game ever made, but it is also the most challenging as well. From the very first step to journey's end, it maintains an unrelentless brutality in which every easier save is matched with a heavy outlier. There are moments when a stage may pass in a hour, and times when one save may take multiple. As the readme says: "This game is meant to be very challenging, even for experienced players", and it is absolutely true, even the best will struggle at parts in their first playthrough. But it is through these great trials that one can truly see Wonderful at the pinnacle of her design capabilties, a truly phenonemal adventure that is unfiltered and unmoderated.
The story of Figure is not one I can interpret in its fullest, nor do I think I would ever be interested in writing it here, but it immediately feels to be an even more personal connection than any of the Kermit games were. Whereas they felt as a metaphor for lonliness, Figure feels more like a strong sense of depression and pain. There are many song choices and layout themes that seem to hint at what the story could be, but I believe you should try to understand it for yourself, rather than have it spelt out for you. Figure is a game that truly lacks an identity, massive changes in visuals and song happen instantenously between stages, and I think this allows you as the player to also find your own identity through it. Constantly through playing it, especially in Floor 22 and the next stage, I was reminded at the first and only time I ever spoke to my mother about my sexuality, and was met with the term "Abomination"; as much as I wanted to forget this time of my life ever happening, Figure dragged it out of me and I think it was actually something I needed for a long time, perhaps you too will be met with a similar situation to do the nature of this game.
There are many highlights within the platforming itself, though the journey has been so long for me that only bits and pieces of the first half of the game are within my memory. I do remember the beginning as being of a lower difficulty, making it one of the biggest masquerade shows in fangame history, for this game is anything but easy later on. There is a stage with one short corridor each save, one that takes place and space, and room 13's ending is especially grand. As you may know, the legendary Boys finally debut in the Aiwanna-Verse here as well. Floor 20 became one of the largest time consumptions in the game, with Floor 22 taking months. The stage after the avoidance is beatiful, with the song being one of the most emotional moments I have ever experienced in a fangame. The final save of that stage ended up becoming highly memorable. The legendary 3X hub, which predates even CN3, proves to be a monumental gauntlet with a large variety of memories, including the great invasion of Poland, the game's hardest boss.
Figure has been the defining piece that affects the way I view video games, because now I know I have likely taken the greatest journey I ever will; and in many ways I can see this as an in-general statement as well, even my real life ambitions may never cross into the difficulty as this was to achieve. The game is a masterpiece, and I hope at some point every person in this community will atleast attempt to walk its' road.
Now if you'll excuse me, it's 4:28 AM and I must rest, for tomorrow I shall reach the journey's end.
Post addition: Beware of Avoidance needle players, it isn't easy.
[4] Likes
I Wanna Figure in my eyes is the highest quality Needle game ever made, but it is also the most challenging as well. From the very first step to journey's end, it maintains an unrelentless brutality in which every easier save is matched with a heavy outlier. There are moments when a stage may pass in a hour, and times when one save may take multiple. As the readme says: "This game is meant to be very challenging, even for experienced players", and it is absolutely true, even the best will struggle at parts in their first playthrough. But it is through these great trials that one can truly see Wonderful at the pinnacle of her design capabilties, a truly phenonemal adventure that is unfiltered and unmoderated.
The story of Figure is not one I can interpret in its fullest, nor do I think I would ever be interested in writing it here, but it immediately feels to be an even more personal connection than any of the Kermit games were. Whereas they felt as a metaphor for lonliness, Figure feels more like a strong sense of depression and pain. There are many song choices and layout themes that seem to hint at what the story could be, but I believe you should try to understand it for yourself, rather than have it spelt out for you. Figure is a game that truly lacks an identity, massive changes in visuals and song happen instantenously between stages, and I think this allows you as the player to also find your own identity through it. Constantly through playing it, especially in Floor 22 and the next stage, I was reminded at the first and only time I ever spoke to my mother about my sexuality, and was met with the term "Abomination"; as much as I wanted to forget this time of my life ever happening, Figure dragged it out of me and I think it was actually something I needed for a long time, perhaps you too will be met with a similar situation to do the nature of this game.
There are many highlights within the platforming itself, though the journey has been so long for me that only bits and pieces of the first half of the game are within my memory. I do remember the beginning as being of a lower difficulty, making it one of the biggest masquerade shows in fangame history, for this game is anything but easy later on. There is a stage with one short corridor each save, one that takes place and space, and room 13's ending is especially grand. As you may know, the legendary Boys finally debut in the Aiwanna-Verse here as well. Floor 20 became one of the largest time consumptions in the game, with Floor 22 taking months. The stage after the avoidance is beatiful, with the song being one of the most emotional moments I have ever experienced in a fangame. The final save of that stage ended up becoming highly memorable. The legendary 3X hub, which predates even CN3, proves to be a monumental gauntlet with a large variety of memories, including the great invasion of Poland, the game's hardest boss.
Figure has been the defining piece that affects the way I view video games, because now I know I have likely taken the greatest journey I ever will; and in many ways I can see this as an in-general statement as well, even my real life ambitions may never cross into the difficulty as this was to achieve. The game is a masterpiece, and I hope at some point every person in this community will atleast attempt to walk its' road.
Now if you'll excuse me, it's 4:28 AM and I must rest, for tomorrow I shall reach the journey's end.
Post addition: Beware of Avoidance needle players, it isn't easy.
Rating: 10.0
Difficulty: 88
Feb 11, 2022
CanusAntonius
For: I Wanna Be The Caretaker
For: I Wanna Be The Caretaker
Caretaker is a wonderful treat to play through that has both excellent gameplay as well as an interesting artistic value. I'm not personally familiar with the original music, but I feel like even without said knowledge I understand the premise of this game well, which shows how well Gizmo executed the concept
Each stage in the game comes with a different concept that is focused on a gimmick primarily, and they're all pretty fun to play through. There are a lot of cool segments here, such as the final screen of the stage that revolves around bomb explosions. A really cool gimmick in the game focuses on anti-gravity, which sort of works like the fields in Celeste in that your momentum will continue in the direction you enter it at. The final stage was pretty impressive for being a well-rounded finale to the game, and the ending segment after that was pretty dramatic.
Definitely a really fun needle game, would recommend it.
[0] Likes
Each stage in the game comes with a different concept that is focused on a gimmick primarily, and they're all pretty fun to play through. There are a lot of cool segments here, such as the final screen of the stage that revolves around bomb explosions. A really cool gimmick in the game focuses on anti-gravity, which sort of works like the fields in Celeste in that your momentum will continue in the direction you enter it at. The final stage was pretty impressive for being a well-rounded finale to the game, and the ending segment after that was pretty dramatic.
Definitely a really fun needle game, would recommend it.
Rating: 9.0
Difficulty: 48
Feb 11, 2022
CanusAntonius
For: I wanna get Cultured
For: I wanna get Cultured
A somewhat enjoyable game, but I felt like in the medley aspect it became a bit of a letdown. There are so many unique adventure games that exist, even at the time this was made, so to see a bunch of extremely generic needle screens put in really makes it seem like interesting choices did not occur at all. For example, we have beautiful screens from Catharsis and one of the best parts of Boshy, whilst also having stuff from Ariotrap which is just generic blandness. In this way, I feel like this really is just another Kamilia medley, so I'm hoping when I get around to Cultured 2 that it actually picks screens that represent games worth showcasing without diluting them with boring undesirables.
I will however appreciate this for the commentary it makes on K2, because I absolutely agree with the message here. Not having boss rush be a giant wall against progress is commendable, and not having obnoxious corners spammed like hell is nice too. Overall, it's pretty decent, but once again I think the screenpicks are 50/50.
[0] Likes
I will however appreciate this for the commentary it makes on K2, because I absolutely agree with the message here. Not having boss rush be a giant wall against progress is commendable, and not having obnoxious corners spammed like hell is nice too. Overall, it's pretty decent, but once again I think the screenpicks are 50/50.
Rating: 7.0
Difficulty: 55
Feb 10, 2022
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3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be the Kid Escape | 6.6 | 6.9 | 25 |
I Wanna be the Kid Escape 2 | 26.5 | 8.3 | 5 |
Kid Tales - The Legend of Brom | 0.2 | 8.0 | 18 |
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