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: Tagged As Avoidance (1)
From the very name, this game seeks to make itself a critique of the Avoidance label. The avoidance tag on DelFruit is the second most used one, right behind Needle, with nearly 2700 games at the time of writing this. However, I have more than once rolled a game with the avoidance tag, only for it to be an adventure in which the avoidance plays a minor role. Even NANG, a nearly pure needle game, has the avoidance tag for what amount for 0.5% of the game's contents. These ventures have lead me to the distrust of the tag. After all, the needle tag is far more straightforward, as needle tends to be the bulk of content screen-wise (if not time-wise or development-wise) and so adventures can get away with the needle tag a lot more easily. Seeing the amount of games that wouldn't qualify for the avoidance tag for the average person's purposes but do technically have avoidance-based content, this game seeks to deliberately stretch the line and join that list: A single fruit is moving slowly across the screen, satisfying the requirement for moving projectiles, which is a key element in avoidances.
While my definition of art may not align with yours, I will say that this is one of the few games that, even if they may not be art, are definitely close to it. Very few games exist to make a statement, many of which have had large controversies around them: Volatile Presence, Independent State of Taiwan, and Desert Bus all have an underlying statement to them, some more blatant than others. These provide internal fangame community critique, commentary on global affairs, or even a statement of the human's perception of their surrounding, of their mental fortitude and psyche. This game, by virtue of existing for making a statement, stands among these games as equal.
Unfortunately, Delicious Fruit has been made to be a review site. A site in which members give their subjective opinions on games, and try to use common language so that the subjective feelings of one translates over to others. While there are many games tagged as avoidance that most people would disagree on, the reviewers who chose to give them said tag believe that they do qualify, and so as a subjective review site, these deserve to stand... Or do they?
Generally, I fully believe that people have the right to form their thoughts on a game, so long as they do so in good faith, even if these thoughts stand against the experiences of everyone else. However, these thoughts have to be formed and expressed; Abnormally high or low reviews for otherwise mediocre games should be accompanied by the reasoning for them, lest ratings become a tool to promote or hide games on any person's whim. To this end, I believe that abnormal tags are no exception, and should be accompanied by a justifying review. If you can make a good faith argument that can convince me that you truly believe that the avoidance in NANG is a significant enough part of the content to deserve the tag, I would have no problem with it.
To add a small, final comment, I fully believe that the issues posed by the game can have adequate solutions, even if no steps have been taken for it. With a small change to rules and more moderation, with a more comprehensive community code agreement when it comes to reviews, or even with the high-tech features of the mythical DelFruit 2 (which I hope takes into consideration issues raised by the community about delfruit, even if not all of them end up being implemented), we can provide an answer.
On that note, I would like to thank the game for providing the perfect platform for talking about these issues, which have been on my mind for quite a while. While some may view it as a cynical joke, I for one would like to see more games of this nature, as they draw attention to themselves and thus create a space for having these discussions.
For: I wanna be the needle extremity
I wanna be the needle extremity contains 4 hubs filled with jumps that are not merely precise, but require state of the art needle science to even figure out before executing. While there are some mundane jumps here and there, nearly every jump requires knowledge and usage of multiple advanced needle techniques. Advancing to the next hub requires clearing a certain amount of content, depending on the hub.
While I have only played hub 1 and such am in no way qualified to give a comprehensive review, here are a few things that you can expect right from the get go, in no particular order:
-required dual collision
-a dtrick 8f cactus done with hfpi
-squished 9jump and double diamond
-multiple invert variations, including 2.875 floor invert w/ dtrick, PDinvert, and 2.(5?) invert 16px above ground.
-a jump requiring your valign to be within 0.01 from the highest possible point
-a double uplane, except you start in the middle
-a double cancel into a plane
While I would be excited to see someone go for it, I'd definitely say that this is a massive undertaking that would require a lot of both knowledge and skill, that I see unlikely to be beaten anytime soon. For what it is, though, it does have some very interesting jumps, and I appreciate this game's existence.
For: I Wanna Be The Coolflowers
For: I wanna be the Long
The platforming is what you'd expect: needle, moving platforms, a lot of cycles and traps with occasional fruit. Towards the later stages, new gimmicks are briefly introduced for 1 room then vanish, and require the player to learn them and adapt on the fly. Those gimmicks were fun to play around and had some interesting ideas, and were the highlight of the game for me. While the jumps themselves are enjoyable and the frustrating effect of ye olde traps and transition kills is much lessened by the HP system, there is a big issue with pacing: There are multiple saves that are several screens long - some of which even span multiple rooms - that end with a very chokey or unfair part. The fact that falling off a platform and outside the screen bypasses HP to kill the player instantly also makes it so that transition checking on platforms is far too risky to do, and will cause near-unavoidable hits. Finally, there are no saves in the boss rooms, meaning that dying to the boss takes you all the way back to screen 4.
As for the bosses, they're very simple, and while some of them have fun attacks (while others are very boring for the most part) the fact that they are fast-moving mash bosses rather than low hp ones with invincibility frames, coupled with the hit sound effect being extremely weak for some reason, makes for a rather unsatisfying fight.
Production value can be summed by the words "megaman+guyrock".
All in all it wasn't actively unfun, it has the old school charm, and it even has some interesting ideas for its time. I can't give it a blanket recommendation, but if you're feeling nostalgic then you should probably check this out.
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