Wolfiexe's Profile
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320 Reviews!
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320 Games
320 Reviews
Wolfiexe
For: I wanna fapple
For: I wanna fapple
Fapple is a needle/boss centric game following a classic formula of stage-boss-stage-boss and so on, generally flicking between standard vanilla'ish needle and into wacky Touhou-style bosses.
The bosses were definitely the highlight for me. They all feel very creative in their attack design, likely referencing existing Touhou bosses but pulling off their respective attacks very well. The stage 4 boss in particular was very flashy and fun to play, utilizing a bullet-hell style of gameplay and some very dazzling effects. There's also a short meme-tier boss amongst all the serious ones which I suppose is a nice change of pace.
I found the platforming to be pretty enjoyable for the most part, although it didn't do anything to stand out and felt far overshadowed by the bosses. There were a couple of bumpy spots difficulty wise although these mainly stuck out in the final stage. A change in needle-style or a new gimmick or just something to distinguish each stage a bit more might've helped the platforming stand out alongside the boss elements of the game, but it was still fairly fun despite being a little forgettable.
Fapple is unfortunately unfinished, so it remains to be seen what the final boss (or bosses) could've been. If you're enticed by the prospect of some well executed Touhou boss fights then you should have a fun time with this.
[0] Likes
The bosses were definitely the highlight for me. They all feel very creative in their attack design, likely referencing existing Touhou bosses but pulling off their respective attacks very well. The stage 4 boss in particular was very flashy and fun to play, utilizing a bullet-hell style of gameplay and some very dazzling effects. There's also a short meme-tier boss amongst all the serious ones which I suppose is a nice change of pace.
I found the platforming to be pretty enjoyable for the most part, although it didn't do anything to stand out and felt far overshadowed by the bosses. There were a couple of bumpy spots difficulty wise although these mainly stuck out in the final stage. A change in needle-style or a new gimmick or just something to distinguish each stage a bit more might've helped the platforming stand out alongside the boss elements of the game, but it was still fairly fun despite being a little forgettable.
Fapple is unfortunately unfinished, so it remains to be seen what the final boss (or bosses) could've been. If you're enticed by the prospect of some well executed Touhou boss fights then you should have a fun time with this.
Rating: 8.0 80
Difficulty: 65 65
Nov 25, 2019
Wolfiexe
For: I wanna Marchen
For: I wanna Marchen
Marchen is a 100f game with a relatively heavy focus on vines, 16px shenanigans and some pretty production value alongside it all, sometimes to a fault. It also features an ending avoidance which is pretty visually impressive and makes for an interesting finale.
The platforming starts off somewhat easy and like any 100f game it rises and rises, making the final few stages pretty tricky with some quick vine whips and more challenging segments. The style doesn't really change throughout, and I noticed a few jumps that kept making an appearance from the very early floors until the end. There are "stages" of a sort in that the visuals and music change every 10 floors, but it never feels very substantial and there are never new styles or gimmicks introduced, which left a lot of it feeling quite samey. That's not to say that I didn't like the platforming, but it did sort of pass me by without much to remember.
Eruna concludes the game with a very flashy avoidance, primarily being pattern-focused and quite learny at times. I'm not really a fan of these kind of avoidances so I won't go on and on about how the instagibs upset me, just know that there'll be a few scamp moments lying in wait. There seems to be a feature where if your game lags the audio will slow down/speed up appropriately to stay synced. I appreciate this feature being a thing in an avoidance where audio cues are important, although in my particular case I was getting quite a bit of lag (especially on the final attack) which didn't make for a good time.
I think the game overall was pretty fun, and I enjoyed just about all of the platforming. Although, I do wish the respawn effect could be toggled off because even though I could hold down shift to speed it up, it became quite cumbersome to do every time I die, which in a needle game is going to happen fairly frequently. The general style of a lot of the vine needle probably doesn't favour controller players either, although I suppose vine needle rarely does. The avoidance wasn't so much my thing, but I can see a lot of people enjoying it.
I'd recommend giving it a shot and seeing if the needle style appeals to you, because it'll be 100 floors of more or less the same sorta thing.
[2] Likes
The platforming starts off somewhat easy and like any 100f game it rises and rises, making the final few stages pretty tricky with some quick vine whips and more challenging segments. The style doesn't really change throughout, and I noticed a few jumps that kept making an appearance from the very early floors until the end. There are "stages" of a sort in that the visuals and music change every 10 floors, but it never feels very substantial and there are never new styles or gimmicks introduced, which left a lot of it feeling quite samey. That's not to say that I didn't like the platforming, but it did sort of pass me by without much to remember.
Eruna concludes the game with a very flashy avoidance, primarily being pattern-focused and quite learny at times. I'm not really a fan of these kind of avoidances so I won't go on and on about how the instagibs upset me, just know that there'll be a few scamp moments lying in wait. There seems to be a feature where if your game lags the audio will slow down/speed up appropriately to stay synced. I appreciate this feature being a thing in an avoidance where audio cues are important, although in my particular case I was getting quite a bit of lag (especially on the final attack) which didn't make for a good time.
I think the game overall was pretty fun, and I enjoyed just about all of the platforming. Although, I do wish the respawn effect could be toggled off because even though I could hold down shift to speed it up, it became quite cumbersome to do every time I die, which in a needle game is going to happen fairly frequently. The general style of a lot of the vine needle probably doesn't favour controller players either, although I suppose vine needle rarely does. The avoidance wasn't so much my thing, but I can see a lot of people enjoying it.
I'd recommend giving it a shot and seeing if the needle style appeals to you, because it'll be 100 floors of more or less the same sorta thing.
Rating: 7.8 78
Difficulty: 68 68
Nov 21, 2019
Wolfiexe
For: I just wanna play the Needle game
For: I just wanna play the Needle game
What initially may seem like an endless slog of rooms (853~ not counting hub rooms) and mundane design with repetitive visuals, an abundance of generic jumps and a complete lack of music at any point during the game, there actually lies more beneath the surface.
This game features a wonderful chance to warm up your hands during those cold Winter periods of the year, and get the blood flowing via monotonous platforming shenanigans floor after floor. So many games end after a measly 50-100 screens, but this one goes above and beyond, giving you more hand activity for no cost!
I'd absolutely recommend this if using any of the following do not appeal to you as a method of warming up your hands:
- Warming them over a hot stove or radiator
- Digging them deep into a toasty pair of gloves
- Soaking them in a basin of warm water
- Expunging hot air from lungs onto the aforementioned hands
[11] Likes
This game features a wonderful chance to warm up your hands during those cold Winter periods of the year, and get the blood flowing via monotonous platforming shenanigans floor after floor. So many games end after a measly 50-100 screens, but this one goes above and beyond, giving you more hand activity for no cost!
I'd absolutely recommend this if using any of the following do not appeal to you as a method of warming up your hands:
- Warming them over a hot stove or radiator
- Digging them deep into a toasty pair of gloves
- Soaking them in a basin of warm water
- Expunging hot air from lungs onto the aforementioned hands
Rating: 3.0 30
Difficulty: 60 60
Nov 17, 2019
Wolfiexe
For: Humble Abode
For: Humble Abode
Humble Abode is a fairly lengthy needle-centric game with a frequent focus on moving spikes and a couple of bosses and short avoidances sprinkled throughout to keep things fresh. It also has that signature wacky music playlist going on throughout so expect a lot of variety there.
The game follows a floor-based format for the most part, changing the visuals and music every few floors. The general style of platforming doesn't change much for the first lump of the game, using primarily different coloured sharpened Guy tilesets alongside a different colour and some moving spike shenanigans. I would've liked to have seen more variety in these early stages but the general platforming was fun and enjoyably designed regardless. Later on it gets a bit different with some small gimmicks such as triple jump and catharsis water, which were definitely the more memorable stages for me. I particularly liked the black/white stage with circular and irregularly shaped hazards.
The boss fights are well spaced apart, being generally pretty short and not too difficult to get past. Most of them utilized a similar RNG design making some of them feel a little forgettable, although they served as nice breaks to split apart the platforming. There were a couple of design hiccups I wasn't big on such as the rose boss where shooting both down at the same time gives you no chance to react to the spikes immediately appearing beneath you, and also the final boss having an abrupt transition after the first attack. Some telegraphing might help in future just to prevent deaths that can feel a little cheap.
The game also features a helping of guest stages towards the end. I found them all to be pretty fun in their own way with often interesting design and a unique theme, with Q123's probably being my favourite due to the unusual level and layout design mixed with very well balanced difficulty and aesthetics. I did find it a little odd how easy Erik's area is compared to the others, particularly Egg, Skull and Ian who all had pretty challenging areas, arguably the hardest segments of the game (and where the 70 difficulty is mainly coming from here). There were a few bumpy spots but I had a good time with these.
On top of a whole lot of content with enjoyable level design, there were a couple of sore spots that stuck out for me. The HP stage kind of felt like it could've been adjusted, as having "3" HP doesn't really feel correct. You really only have 1 HP to spare, as the 2nd was mandatory to tank an obstacle at the end which happened in every save, and then the 3rd would've killed you. Doing without the ending obstacle probably would've been a nice change and worked with the HP leniency better. I also wasn't big on the first half of the final stage, feeling very cramped with excessive use of minispikes, diagonals and nerfed corners which is probably a result of using the already cramped layout of the tower. Whilst I also liked the final boss (the original one as opposed to the somewhat free one which I do appreciate being an option), I do think shorter snippets of the boss flashbacks would've been better and perhaps some original content to end it, as opposed to just a boss rush where a good deal of them felt fairly similar, at least in my experience.
Despite the gripes I had, it's an enjoyable game that you're sure to have a fun time with if you're looking for something to scratch a needle itch. I think Random's needle design is at its best when not confined to small corridors and spaces and makes use of gimmicks such as catharsis water, which in both this and Otherside have been a standout part of the game. Overall, I'd recommend giving the game a play for sure.
[2] Likes
The game follows a floor-based format for the most part, changing the visuals and music every few floors. The general style of platforming doesn't change much for the first lump of the game, using primarily different coloured sharpened Guy tilesets alongside a different colour and some moving spike shenanigans. I would've liked to have seen more variety in these early stages but the general platforming was fun and enjoyably designed regardless. Later on it gets a bit different with some small gimmicks such as triple jump and catharsis water, which were definitely the more memorable stages for me. I particularly liked the black/white stage with circular and irregularly shaped hazards.
The boss fights are well spaced apart, being generally pretty short and not too difficult to get past. Most of them utilized a similar RNG design making some of them feel a little forgettable, although they served as nice breaks to split apart the platforming. There were a couple of design hiccups I wasn't big on such as the rose boss where shooting both down at the same time gives you no chance to react to the spikes immediately appearing beneath you, and also the final boss having an abrupt transition after the first attack. Some telegraphing might help in future just to prevent deaths that can feel a little cheap.
The game also features a helping of guest stages towards the end. I found them all to be pretty fun in their own way with often interesting design and a unique theme, with Q123's probably being my favourite due to the unusual level and layout design mixed with very well balanced difficulty and aesthetics. I did find it a little odd how easy Erik's area is compared to the others, particularly Egg, Skull and Ian who all had pretty challenging areas, arguably the hardest segments of the game (and where the 70 difficulty is mainly coming from here). There were a few bumpy spots but I had a good time with these.
On top of a whole lot of content with enjoyable level design, there were a couple of sore spots that stuck out for me. The HP stage kind of felt like it could've been adjusted, as having "3" HP doesn't really feel correct. You really only have 1 HP to spare, as the 2nd was mandatory to tank an obstacle at the end which happened in every save, and then the 3rd would've killed you. Doing without the ending obstacle probably would've been a nice change and worked with the HP leniency better. I also wasn't big on the first half of the final stage, feeling very cramped with excessive use of minispikes, diagonals and nerfed corners which is probably a result of using the already cramped layout of the tower. Whilst I also liked the final boss (the original one as opposed to the somewhat free one which I do appreciate being an option), I do think shorter snippets of the boss flashbacks would've been better and perhaps some original content to end it, as opposed to just a boss rush where a good deal of them felt fairly similar, at least in my experience.
Despite the gripes I had, it's an enjoyable game that you're sure to have a fun time with if you're looking for something to scratch a needle itch. I think Random's needle design is at its best when not confined to small corridors and spaces and makes use of gimmicks such as catharsis water, which in both this and Otherside have been a standout part of the game. Overall, I'd recommend giving the game a play for sure.
Rating: 7.8 78
Difficulty: 70 70
Nov 13, 2019
Wolfiexe
For: I wanna be the Outbreak3
For: I wanna be the Outbreak3
The finale of the Outbreak trilogy. The game booms off with a title screen that puts the previous entry to shame. Unfortunately, the game reverts back to it's trap roots, foregoing the classic needle/HP mixture of Outbreak 2 and going with the oldschool tilesets and wily shenanigans. Some of the traps are a bit more elaborate with hidden paths/triggers but it doesn't capture the charm and innovation than the 2nd game brought.
The boss however is the best in the trilogy, having decent production value and a small mixture of fun attacks. This makes for a perfect end to a trilogy with so many ups and downs, and will ensure you have an adventure that you'll probably soon forget!
[1] Like
The boss however is the best in the trilogy, having decent production value and a small mixture of fun attacks. This makes for a perfect end to a trilogy with so many ups and downs, and will ensure you have an adventure that you'll probably soon forget!
Rating: 3.3 33
Difficulty: 35 35
Nov 10, 2019
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I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 76 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.8 | 7.6 | 18 |
Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.4 | 9.3 | 128 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
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