Wolfiexe's Profile
Send a PMJoined on: Jul 22, 2015
Bio:
moleYo
I've submitted:
320 Ratings!
320 Reviews!
354 Screenshots!



Report this user
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
Difficulty: 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
Difficulty: 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
[13] 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
Difficulty: 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 Reveal Spoilerthe 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 Reveal Spoilerthe 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
Difficulty: 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
Difficulty: 35
Nov 10, 2019
Wolfiexe
For: I wanna be the Outbreak2
For: I wanna be the Outbreak2
Outbreak 2 starts off on a grim tone with a title screen that uses an upsettingly worse font than the first game in the trilogy. However, it only goes up from there. Taking inspiration from The Godfather: Part II (1974), the game defies expectations of the previous title and goes for a needle-centric theme where the player is given 3 hp on every screen. This is split across two short stages, making for a different but evolved experience nobody could have predicted.
This time around the boss is more challenging, where only the highest IQ strats will provide success. If you get past this formidable flying foe, you're almost at the end of the Outbreak trilogy...
[1] Like
This time around the boss is more challenging, where only the highest IQ strats will provide success. If you get past this formidable flying foe, you're almost at the end of the Outbreak trilogy...
Rating: 4.4 44
Difficulty: 45 45
Nov 10, 2019
Wolfiexe
For: I wanna be the Outbreak1
For: I wanna be the Outbreak1
Outbreak 1, the first in the breathtaking trilogy features 6 wacky short needle screens with traps sprinkled throughout, each more devilish than the last. There's even a tricky jump or two which might just block your progress for a few extra deaths than you expected.
The game ends with a giant stickman boss which if you die to you'll probably feel ashamed, and I can say that from experience. Then you're left with no option but to move onto the next Outbreak title and see what antics lie in wait for you.
[3] Likes
The game ends with a giant stickman boss which if you die to you'll probably feel ashamed, and I can say that from experience. Then you're left with no option but to move onto the next Outbreak title and see what antics lie in wait for you.
Rating: 2.7 27
Difficulty: 30 30
Nov 10, 2019
Wolfiexe
For: I Wanna Soothe the Shroom
For: I Wanna Soothe the Shroom
Soothe the Shroom is a 100f game featuring a handful of gimmicks and bosses set in a more oldschool-style theme, primarily making use of long but not overly precise saves and a bunch of quirky but simple visuals to keep things mixed up.
The level design is pretty fun throughout and maintains the needle-centric style and mixes it with whatever the stage gimmick may be, which can range from simpler stuff like platforms or water to more unique things such as toggle-switches and dynamic cherry shenanigans. There were a couple I weren't so big on such as the conveyors, but I enjoyed just about all of it. There are also a bunch of skips lying around if you feel like flexing your needle abilities to get to the end that little bit faster.
The bosses are all quite unique in their appearance, although never get too complicated in design. The attacks always felt fair and fun to read, and you can more or less first try all of them without having to worry about learning patterns or sketchy instagibs. In general I think 128's boss design is just really comfy, which I felt in his other games too. They felt easier to me than a fair deal of the platforming, so they made for a nice break between each stage.
Each floor theme also features a secret which when all are collected unlocks extra, which is actually pretty sizeable. Extra has some pretty tricky segments and starts combining all the things you've seen throughout the game which makes for some fun platforming, and it's rounded off with again a very nice boss too. The secrets are also easily obtainable after you clear the game, so you don't need to worry about catching them all on your first run through.
It would've been nice visually to perhaps see some new spike sprites (or platforms, water etc.) to go alongside each new stage visual theme, as generally the default spikes are just used throughout, although this does reinforce the old-school aesthetic kind of nicely.
Some stages could maybe have also benefited from different screen layouts as things could feel a bit samey at times, where every screen is generally just a jam-packed needle/gimmick screen with little empty space or difference from the other 9 screens in that stage. Maybe some bigger or smaller rooms, or twists along the way to make some rooms stand out a bit more. This is somewhat nitpicking but could be something that's fun to experiment with next time to give rooms more memorability, which is something I feel a lot of rooms in the game lack.
Overall though it's a fun game with lots of good design and a nice sprinkling of boss fights throughout to keep things fresh. Looking forward to what project 128 tackles next!
Also as an extra mention, the title screen is just great.
[1] Like
The level design is pretty fun throughout and maintains the needle-centric style and mixes it with whatever the stage gimmick may be, which can range from simpler stuff like platforms or water to more unique things such as toggle-switches and dynamic cherry shenanigans. There were a couple I weren't so big on such as the conveyors, but I enjoyed just about all of it. There are also a bunch of skips lying around if you feel like flexing your needle abilities to get to the end that little bit faster.
The bosses are all quite unique in their appearance, although never get too complicated in design. The attacks always felt fair and fun to read, and you can more or less first try all of them without having to worry about learning patterns or sketchy instagibs. In general I think 128's boss design is just really comfy, which I felt in his other games too. They felt easier to me than a fair deal of the platforming, so they made for a nice break between each stage.
Each floor theme also features a secret which when all are collected unlocks extra, which is actually pretty sizeable. Extra has some pretty tricky segments and starts combining all the things you've seen throughout the game which makes for some fun platforming, and it's rounded off with again a very nice boss too. The secrets are also easily obtainable after you clear the game, so you don't need to worry about catching them all on your first run through.
It would've been nice visually to perhaps see some new spike sprites (or platforms, water etc.) to go alongside each new stage visual theme, as generally the default spikes are just used throughout, although this does reinforce the old-school aesthetic kind of nicely.
Some stages could maybe have also benefited from different screen layouts as things could feel a bit samey at times, where every screen is generally just a jam-packed needle/gimmick screen with little empty space or difference from the other 9 screens in that stage. Maybe some bigger or smaller rooms, or twists along the way to make some rooms stand out a bit more. This is somewhat nitpicking but could be something that's fun to experiment with next time to give rooms more memorability, which is something I feel a lot of rooms in the game lack.
Overall though it's a fun game with lots of good design and a nice sprinkling of boss fights throughout to keep things fresh. Looking forward to what project 128 tackles next!
Also as an extra mention, the title screen is just great.
Rating: 8.0 80
Difficulty: 67 67
Nov 10, 2019
Wolfiexe
For: I wanna be the Chronos
For: I wanna be the Chronos
A trap game featuring a short avoidance at the end. The traps all revolve around triggers and kill-blocks and the first save in particular has a doozy of a trigger to figure out, at least in my experience. Some segments are interesting but others are a bit too much and there's a chase that drags out a bit too much including a 50/50 coin flip like 80% of the way through which is dandy.
The avoidance is okay. It has a couple of gotcha moments but it's all relatively easy to get through and doesn't take too much figuring out. It's pretty short as well, making for a pleasant little finale.
[0] Likes
The avoidance is okay. It has a couple of gotcha moments but it's all relatively easy to get through and doesn't take too much figuring out. It's pretty short as well, making for a pleasant little finale.
Rating: 4.0 40
Difficulty: 40 40
Nov 9, 2019
Wolfiexe
For: I wanna overcome the Lowly trap
For: I wanna overcome the Lowly trap
Pretty short trap game with some minor but pretty noticeable difficulty spikes. It features a couple bosses which are relatively inoffensive and very simple, as well as some very sudden visual shifts and perhaps underdeveloped gimmicks.
It's alright. Decent way to kill 5-10 minutes or so.
[0] Likes
It's alright. Decent way to kill 5-10 minutes or so.
Rating: 4.9 49
Difficulty: 35 35
Nov 9, 2019
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 77 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 114 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 99 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.7 | 7.6 | 19 |
Hydrohomies | 72.0 | 8.2 | 21 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.5 | 9.3 | 130 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the C/O/S/M/O | 88.0 | 9.2 |
I wanna kill the Guy | 50.0 | 9.5 |
I wanna make a Sandwich | 55.0 | 9.2 |
Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
I wanna be the Farewell | 70.0 | 9.1 |
Not Another Magic Tower Game | 80.0 | 10.0 |
if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver | 90.0 | 10.0 |
I Wanna Get Cultured 2 | 70.0 | 9.7 |
I wanna be the Overlord | 55.0 | 9.8 |
I wanna be the Ocean Princess | 68.0 | 10.0 |
I wanna reach the Moon | 45.0 | 9.8 |
I Wanna Ponder | 80.0 | 10.0 |
Crimson Needle 3 | 91.0 | 10.0 |
I Wanna Eclipse | 60.0 | 9.5 |
107 Cleared Games