kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath
For: I wanna Bread
For: I wanna Bread
I'd heard good things about this game and wanted something quick and simple to make my way through. The level design and boss encounters were good and overall the game was quite fun to play.
However, I have some personal misgivings about the story of this game and it struck close to home. I could empathize with the bread - having grown up in an Asian household - it was always what one should or must be, not what one wants to be. At no point do we ever discover what is the true meaning for the bread. He rebels against being sliced, being slathered or being toasted - all the things you would normally expect of a bread - and escapes but to what end? I did not get the existential insight I would hope of understanding what one who earns his freedom to become what he wants to be rather than what he should be.
I certainly hope this is addressed in the sequel.
However, I have some personal misgivings about the story of this game and it struck close to home. I could empathize with the bread - having grown up in an Asian household - it was always what one should or must be, not what one wants to be. At no point do we ever discover what is the true meaning for the bread. He rebels against being sliced, being slathered or being toasted - all the things you would normally expect of a bread - and escapes but to what end? I did not get the existential insight I would hope of understanding what one who earns his freedom to become what he wants to be rather than what he should be.
I certainly hope this is addressed in the sequel.
Tagged as: Adventure
[10] Likes
Rating: 9.0 90
Difficulty: 35 35
Sep 20, 2016
kurath
For: I wanna be the Mason
For: I wanna be the Mason
Solid 10 screen needle game with a pretty flat difficulty curve. Has a good variety of jumps and fairly short saves so not too bad to get through for anyone looking for moderate needle practice. Seems to be the successor to I Wanna Be the M-God by the same creator, maintaining the similar Uhuhu Spike aesthetic and design but probably a bit more challenging.
Naming starts to make me wonder if he's a dota memer.
Naming starts to make me wonder if he's a dota memer.
Tagged as: Needle
[0] Likes
Rating: 7.0 70
Difficulty: 55 55
Sep 18, 2016
kurath
For: I wanna see the Sky 2
For: I wanna see the Sky 2
Straightforward chill needle game with about 20-30 screens and a little bit of jump refresher/vines. Fairly easy throughout with a moderate difficulty spike at the end. Foreground kind of blends into the background from time to time which could probably have been avoided but its a rare problem. Music is a little too subdued I think but that's personal preference.
Tagged as: Needle
[0] Likes
Rating: 6.0 60
Difficulty: 43 43
Sep 18, 2016
kurath
For: I Wanna Get Cultured 2
For: I Wanna Get Cultured 2
In my eyes this was an amazing game with one substantial flaw (which I'll get to). Production value is great, with a very full featured (especially in the world of fangames) menu system, customization options and effects as well as a simple and amusing enough story.
The stages themselves are very good and the general game flow and difficulty curve felt great. Screen picks seemed very fitting and the team definitely did a good job of using the medley license to smooth out some rough edges, which was great to see. There's tons of variety in gimmicks - most of which were quite interesting - and despite the sheer amount of different mechanics in the game, they seemed well tested and few issues arose.
There's a ton of content and getting back and forth between things is mostly pretty easy (the hub could've been better designed and more compact, imo, but that's a small thing) to allow you to mix it up if you're feeling burnt out or stuck.
The part that really hurt it for me was the (required) bosses and unfortunately for the most part this felt like it got worse as the game went on. Obviously much of this is personal preference but I felt like for the most part the boss encounters felt a bit dragged out and too long. This wasn't entirely related to duration, as boss 1 and 5 felt to best to me and they weren't particularly shorter but the other ones felt like they had phases which were just thrown in to toss random crap at the player (and yea, to some extent thats the tradition of medley game bosses) and I felt like that hurt the experience. I found the optional bosses to be more coherent encounters and would've much preferred that style in the game proper. I think as a warning to those who are not big fans of long bosses, the story bosses tended to not be very enjoyable.
Going over a few design decisions related to that as well:
Boss 2 - I know the Solgryn mechanic is well known but I feel like a lifebar similar to in the final encounter could go a long way to smoothing it out. Pertaining to the above point - the potion tossing frog thing (no idea if its a reference to something) felt like a total waste.
Boss 4 - This felt like a prime example of just random crap happening. Individually the phases were fine but it felt disjointing.
Final Boss - Besides feeling *way* too long which is of course just an opinion, I felt there was a lot of questionable design decisions here and note that they all came near the end of a phase. Phase 2 second biff sequence - the transition to the falling phase felt really awkward because the expectation is undoubtedly that the player would be using their double jumps to position themselves around the projectiles and between spikes and while the last drop between spikes is not hard by any means, the fact that suddenly you don't have a double jump being a sudden change of rules that the player is unknowing of leaves a bad taste when you do die to it purely because you expected it to be there. Plus the sudden change in horizontal speed. Phase 3 second biff phase, the pentagram lasers felt like an instagib that the player definitely could've been given some notice about.
In summary, I'd say 10/10 platforming experience, 7/10 boss experience with tons of bonus stuff on the side to keep the game great. Best area I think is probably Klazen's guest stage, worst imo was the unknown world challenge which unfortunately was probably the longest of them too. Definitely a tremendous effort and a great result, easily recommendable to anyone despite those issues because in the end there's such an impressive swathe of content that everyone will find something to enjoy about it. Edit with 1.5 polishing off a few of the lingering issues.
[6] Likes
The stages themselves are very good and the general game flow and difficulty curve felt great. Screen picks seemed very fitting and the team definitely did a good job of using the medley license to smooth out some rough edges, which was great to see. There's tons of variety in gimmicks - most of which were quite interesting - and despite the sheer amount of different mechanics in the game, they seemed well tested and few issues arose.
There's a ton of content and getting back and forth between things is mostly pretty easy (the hub could've been better designed and more compact, imo, but that's a small thing) to allow you to mix it up if you're feeling burnt out or stuck.
The part that really hurt it for me was the (required) bosses and unfortunately for the most part this felt like it got worse as the game went on. Obviously much of this is personal preference but I felt like for the most part the boss encounters felt a bit dragged out and too long. This wasn't entirely related to duration, as boss 1 and 5 felt to best to me and they weren't particularly shorter but the other ones felt like they had phases which were just thrown in to toss random crap at the player (and yea, to some extent thats the tradition of medley game bosses) and I felt like that hurt the experience. I found the optional bosses to be more coherent encounters and would've much preferred that style in the game proper. I think as a warning to those who are not big fans of long bosses, the story bosses tended to not be very enjoyable.
Going over a few design decisions related to that as well:
Boss 2 - I know the Solgryn mechanic is well known but I feel like a lifebar similar to in the final encounter could go a long way to smoothing it out. Pertaining to the above point - the potion tossing frog thing (no idea if its a reference to something) felt like a total waste.
Boss 4 - This felt like a prime example of just random crap happening. Individually the phases were fine but it felt disjointing.
Final Boss - Besides feeling *way* too long which is of course just an opinion, I felt there was a lot of questionable design decisions here and note that they all came near the end of a phase. Phase 2 second biff sequence - the transition to the falling phase felt really awkward because the expectation is undoubtedly that the player would be using their double jumps to position themselves around the projectiles and between spikes and while the last drop between spikes is not hard by any means, the fact that suddenly you don't have a double jump being a sudden change of rules that the player is unknowing of leaves a bad taste when you do die to it purely because you expected it to be there. Plus the sudden change in horizontal speed. Phase 3 second biff phase, the pentagram lasers felt like an instagib that the player definitely could've been given some notice about.
In summary, I'd say 10/10 platforming experience, 7/10 boss experience with tons of bonus stuff on the side to keep the game great. Best area I think is probably Klazen's guest stage, worst imo was the unknown world challenge which unfortunately was probably the longest of them too. Definitely a tremendous effort and a great result, easily recommendable to anyone despite those issues because in the end there's such an impressive swathe of content that everyone will find something to enjoy about it. Edit with 1.5 polishing off a few of the lingering issues.
Rating: 9.0 90
Difficulty: 73 73
Sep 15, 2016
kurath
For: I want to find you
For: I want to find you
Its like the start of something that just doesn't go anywhere. There's a tiny bit of filler at the beginning but the game is essentially one giant save with a gate at the start and the end and a lot of easy but potentially chokeable jumps around the giant room. Its not really bad, its just not worth bothering with.
[0] Likes
Rating: 4.8 48
Difficulty: 40 40
Sep 3, 2016
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
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