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ameliandyou
For: MKey Medley v1.0
For: MKey Medley v1.0
Before I start, I must state that I haven’t beat mkey medley nor do I plan on beating it. I have played the majority of stage 5, and after stage 5 is just the final boss which I am not interested in playing. Its a SUPER neat fight to watch, (I would check it out) but it also looks incredibly learny which I do not care for. I feel I have experienced the majority of the game’s content I know I will enjoy.
I also must state that this game is incredible. There is going to be a lot of negativity in the coming segments, but that doesn’t mean I didn’t like the game or that I think it's bad. The highs are really high, and this is in my opinion one of the best games to come out in 2024. Overall, I had a really fun time playing it. If I don’t mention something in this review I likely really enjoyed it
Now for the criticism ;-; (i am sorry in advance)
I agree with the majority of the criticisms the other reviews provide for mkey medley. To summarize, many of the reviews / people giving general feedback state:
Lack of identity due to a lack of original content, harming the overall enjoyment and making the game feel a bit disconnected.
Questionable balancing and questionable screen picks.
Lack of necessary changes to screens used in the medley (I have not played many of the fangames referenced so I have no opinions on this).
I hope to elaborate on the first two points as well as providing my own feedback.
Something I want to focus on in general is when the game doesn’t respect your time. This is where I feel a lot of frustrations with basic pattern avoidance come from, although I feel this issue is extremely prevalent throughout the game.
First thing to bring up is the game’s format. It contains 3 main stages, each with varied screen picks and 2 bosses / avoidances. The fourth and fifth stages are special stages which I will get to when I talk about them. Finally, there is an original final boss.
More as a general thing, I hate how the title cards are something you have to press space to see. It's totally fine if you are the one playing, but when you are watching someone else play it it just doesn’t work. I understand some people don’t like the visual obstruction that comes from title cards, but there is definitely a better solution than making them super viewer unfriendly. Plus, if someone is really bothered by title cards they could just turn them off I guess, maybe have the default be the normal title card thing, and have this be something you could toggle? idk. It is something new though which is kinda neat, but I hope that future games also don’t choose to do this.
It has been quite a while since I played the first two stages so I don’t have very much feedback on those. I don’t really remember any of the stage one bosses, which is kinda a shame as the bosses are the most memorable parts of medley games ;-; . I do remember enjoying the stages though. Both stage 2 bosses, being the toaster and some creature with a scythe were both decently fun.
Stage 3 is also pretty good, although there were a lot of screens I didn’t really like. The “heavy, fast, low, light, etc” screen wasn’t very fun at least for me as it was quite a long save with a lot of jumps that weren’t very intuitive given my lack of familiarity with the different jump heights caused by gravity changes.
I didn’t like the screen from “I Don't Wanna Play A Trick On You.” The first trap essentially forces you to wait 5 seconds before you can even attempt the save. I have no clue why this wasn’t changed. The other traps also waste your time, but it isn’t as bad because they are in the middle of the save.
I don’t think the screen from keypick has aged well at all. It's not a very complex puzzle, but there is no undo and it's super easy to make a small mistake that can cost you 1-2 minutes. If its too difficult to implement an undo feature I honestly would replace it with a shorter screen or not include keypick in general.
Boss 3 is terrible. I really like how there is a unique character thing for the fight and not just the same miku sprite or no sprite at all, and the song is amazing (which is why i think it was included in the first place, seeing as the song is used in the intro ;-;). The gameplay is really really poor though. Basically the whole fight is unreadable pattern, which is not fun to learn and is awful after you learn it because it becomes incredibly boring. The only case where rng plays a significant role is in the last attack which is an awful corridor bouncing thing. Essentially, to learn the later parts of the fight you have to sit through 20 seconds of waiting until you have a chance to attempt whatever it is that killed you. Once you know the early pattern it becomes extremely easy and is not engaging whatsoever. Looking at the reviews for permanence 2 I was surprised to see that they were incredibly positive. Then I realized that most of the reviews were from 10 years ago. I could definitely see that boss being fun for its time, but I feel like people have improved so much at making avoidances that what people were used to tolerating back then just doesn’t work now.
Stage 4 was interesting.
It's essentially a boss rush with a platforming rush mixed in. I didn’t read the starting text because I was desperate to save after boss 3, so I missed that you could reenter the warp things after beating them. It would be nice if there was a way to reread the intro text for stages 4 and 5.
The platforming part was decent. I didn’t like the yellow screen where the entire gimmick was making every jump a blind jump. Making something learny for no reason isn’t really that fun, it would be fine if you could plan the jumps beforehand but you literally can’t see the spikes so you kinda have to trial and error. The zoom in out screen was fine, but it also felt too learny in a way that just wasn’t very fun.
Also just to add, you can backspace out of the stages, but it doesn’t save your save in that section which really sucks ;-;
The bosses were super hit or miss.
The m thing wasn’t very fun. Its a destination styled fight with 7 attacks, but instead of it being random order (which is the whole reason destination is fun, you get to practice all of the attacks at once instead of being forced to play parts you have already learned), its set order which ruins the whole fight. It also has the attacks focused on revenge bullets / patterns. This also doesn’t work as you don’t have much control over when you can attack it. What makes revenge bullets fun is the risk reward element to how you can take it at your own pace. When you are learning, you might attack less as not to overwhelm yourself, but when you have learned it, you can challenge yourself by going as fast as possible. This is ruined by the fact that you only get a change to attack it EVERY 10 SECONDS.
Finally its way too easy compared to the other 3 bosses, although I might have fluked it so idk ;-;.
The fight would be amazing if:
The bosses’s health was doubled / tripled.
The spike thing came like every 5 / 3.3 seconds
The color wheel order was randomized every attempt.
I really enjoyed the fight against ariel (i think thats her name, its that one stone woman who does that one attack in the kamilia games). Nothing much to say, it was really good. Despite it not having random attack order it did feel like you had more control over the pace of the fight, and all of the attacks were intuitive to dodge (unlike the m from before and boss 3)
I loved the dotkid fight, likely my favorite avoidance in the whole game. It didn’t do the classic thing where they make the fight super rng heavy to compensate for your tiny hitbox, every attack felt super fair and the fight was really engaging. The final choke attack wasn’t that intuitive but aside from that I love it. It was also quite a bit harder than ariel and the m, which is also a bit of an issue.
I hated the ghost kid from spook jam. I never ended up beating it in the original because it wasn’t fun there. It wasn’t fun here either.
Its not as bad as boss 3, but its still SUPER learny. For some reason the game also throws in one of the random avoidances parts from before the final boss, which is terrible for 2 reasons:
One, the fight is already way harder than ariel and the m without the bonus part, at least if you are playing it somewhat blind.
This might be because I am bad, but there is some really mean rng in the sewing needle part. You can easily get walled but the really long needles and if you get unlucky with which pumpkins create ghost lines.
I didn’t like the fight in the original because it wasn’t fun to learn, and now its even worse to learn ;-;
I enjoyed stage rush, but it doesn’t stand out because all of the bosses / screens in the game were like the ones in stage rush. What made boss rush stand out in other medley games was how they changed up the format from 1 high production value medley boss to a handful of lower production value non medley bosses. I did like that it was something new though
I am shocked by stage 5. It's a magic tower stage, which is really unique! But that's not what shocked me.
You can get softlocked. I am aware that was a thing in other magic tower games and in the original, but some of those games game out almost 10 years ago. The fact you can lose upwards of 4 hours of progress, and that this is something the creator intended (it tells you at the start) is absolutely insane. There is SO many ways this could have been solved, such as:
Implementing an undo feature (this still wouldn’t be ideal because you can still lose tons of progress but its better than nothing) (it also would be tough to code)
Designing it so its unsoftlockable (not ideal but it removes the stress which would be a huge improvement)
Making it so when you reset you still have to go to the screens you beat, but they would be faded out and you wouldn’t need to clear them again (this would have been super easy to implement and would fix the entire issue, and gives you more freedom in designing the puzzle)
I would rather just have all of the bosses and needles in a line for me to clear than have the potential to lose hours of my time.
I didn’t realize how to get to the left side so I did the majority of the content in the middle and right. Some of the picks were actually crazy though:
The dorropi miku sprite fight thing was pretty unfair. Maybe I am bad, but it felt insanely rng dependent. It was super easy for you to get trapped between her and the wall, and some of the attacks (such as the burst from ground attack) had a chance to be almost undodgeable if you were in the wrong spot. It was funish though.
The yoshi egg boss wasn’t very good. I wish the egg control was based on holding the x key instead of it moving on its own. I didn’t like controlling the eggs ;-;
The grayscale screen was horrible. The gimmick is that your character’s sprite lags so you don’t know where you are. I didn’t know you could full jump over the elevated gate ;-; its a knowledge check at the end of a really brutal screen. I really really really didn’t like this screen.
For some reason, the jam boss from bread was included despite fighting the toaster in stage 2. I have no clue what the jam was doing as it was WAY easier than everything else.
I quit at distant miku. It wasn’t fun at all. The patterns weren’t fun to learn, boring when you did learn them, and the rng was really really mean sometimes to the point of feeling unfair. I am also pretty sure I was softlock because I didn’t do anything in the left screen. You can’t backspace out unlike stage 4 so I had no way to check.
Mkey medley was fun overall. I would recommend it despite its flaws.
[2] Likes
I also must state that this game is incredible. There is going to be a lot of negativity in the coming segments, but that doesn’t mean I didn’t like the game or that I think it's bad. The highs are really high, and this is in my opinion one of the best games to come out in 2024. Overall, I had a really fun time playing it. If I don’t mention something in this review I likely really enjoyed it
Now for the criticism ;-; (i am sorry in advance)
I agree with the majority of the criticisms the other reviews provide for mkey medley. To summarize, many of the reviews / people giving general feedback state:
Lack of identity due to a lack of original content, harming the overall enjoyment and making the game feel a bit disconnected.
Questionable balancing and questionable screen picks.
Lack of necessary changes to screens used in the medley (I have not played many of the fangames referenced so I have no opinions on this).
I hope to elaborate on the first two points as well as providing my own feedback.
Something I want to focus on in general is when the game doesn’t respect your time. This is where I feel a lot of frustrations with basic pattern avoidance come from, although I feel this issue is extremely prevalent throughout the game.
First thing to bring up is the game’s format. It contains 3 main stages, each with varied screen picks and 2 bosses / avoidances. The fourth and fifth stages are special stages which I will get to when I talk about them. Finally, there is an original final boss.
More as a general thing, I hate how the title cards are something you have to press space to see. It's totally fine if you are the one playing, but when you are watching someone else play it it just doesn’t work. I understand some people don’t like the visual obstruction that comes from title cards, but there is definitely a better solution than making them super viewer unfriendly. Plus, if someone is really bothered by title cards they could just turn them off I guess, maybe have the default be the normal title card thing, and have this be something you could toggle? idk. It is something new though which is kinda neat, but I hope that future games also don’t choose to do this.
It has been quite a while since I played the first two stages so I don’t have very much feedback on those. I don’t really remember any of the stage one bosses, which is kinda a shame as the bosses are the most memorable parts of medley games ;-; . I do remember enjoying the stages though. Both stage 2 bosses, being the toaster and some creature with a scythe were both decently fun.
Stage 3 is also pretty good, although there were a lot of screens I didn’t really like. The “heavy, fast, low, light, etc” screen wasn’t very fun at least for me as it was quite a long save with a lot of jumps that weren’t very intuitive given my lack of familiarity with the different jump heights caused by gravity changes.
I didn’t like the screen from “I Don't Wanna Play A Trick On You.” The first trap essentially forces you to wait 5 seconds before you can even attempt the save. I have no clue why this wasn’t changed. The other traps also waste your time, but it isn’t as bad because they are in the middle of the save.
I don’t think the screen from keypick has aged well at all. It's not a very complex puzzle, but there is no undo and it's super easy to make a small mistake that can cost you 1-2 minutes. If its too difficult to implement an undo feature I honestly would replace it with a shorter screen or not include keypick in general.
Boss 3 is terrible. I really like how there is a unique character thing for the fight and not just the same miku sprite or no sprite at all, and the song is amazing (which is why i think it was included in the first place, seeing as the song is used in the intro ;-;). The gameplay is really really poor though. Basically the whole fight is unreadable pattern, which is not fun to learn and is awful after you learn it because it becomes incredibly boring. The only case where rng plays a significant role is in the last attack which is an awful corridor bouncing thing. Essentially, to learn the later parts of the fight you have to sit through 20 seconds of waiting until you have a chance to attempt whatever it is that killed you. Once you know the early pattern it becomes extremely easy and is not engaging whatsoever. Looking at the reviews for permanence 2 I was surprised to see that they were incredibly positive. Then I realized that most of the reviews were from 10 years ago. I could definitely see that boss being fun for its time, but I feel like people have improved so much at making avoidances that what people were used to tolerating back then just doesn’t work now.
Stage 4 was interesting.
It's essentially a boss rush with a platforming rush mixed in. I didn’t read the starting text because I was desperate to save after boss 3, so I missed that you could reenter the warp things after beating them. It would be nice if there was a way to reread the intro text for stages 4 and 5.
The platforming part was decent. I didn’t like the yellow screen where the entire gimmick was making every jump a blind jump. Making something learny for no reason isn’t really that fun, it would be fine if you could plan the jumps beforehand but you literally can’t see the spikes so you kinda have to trial and error. The zoom in out screen was fine, but it also felt too learny in a way that just wasn’t very fun.
Also just to add, you can backspace out of the stages, but it doesn’t save your save in that section which really sucks ;-;
The bosses were super hit or miss.
The m thing wasn’t very fun. Its a destination styled fight with 7 attacks, but instead of it being random order (which is the whole reason destination is fun, you get to practice all of the attacks at once instead of being forced to play parts you have already learned), its set order which ruins the whole fight. It also has the attacks focused on revenge bullets / patterns. This also doesn’t work as you don’t have much control over when you can attack it. What makes revenge bullets fun is the risk reward element to how you can take it at your own pace. When you are learning, you might attack less as not to overwhelm yourself, but when you have learned it, you can challenge yourself by going as fast as possible. This is ruined by the fact that you only get a change to attack it EVERY 10 SECONDS.
Finally its way too easy compared to the other 3 bosses, although I might have fluked it so idk ;-;.
The fight would be amazing if:
The bosses’s health was doubled / tripled.
The spike thing came like every 5 / 3.3 seconds
The color wheel order was randomized every attempt.
I really enjoyed the fight against ariel (i think thats her name, its that one stone woman who does that one attack in the kamilia games). Nothing much to say, it was really good. Despite it not having random attack order it did feel like you had more control over the pace of the fight, and all of the attacks were intuitive to dodge (unlike the m from before and boss 3)
I loved the dotkid fight, likely my favorite avoidance in the whole game. It didn’t do the classic thing where they make the fight super rng heavy to compensate for your tiny hitbox, every attack felt super fair and the fight was really engaging. The final choke attack wasn’t that intuitive but aside from that I love it. It was also quite a bit harder than ariel and the m, which is also a bit of an issue.
I hated the ghost kid from spook jam. I never ended up beating it in the original because it wasn’t fun there. It wasn’t fun here either.
Its not as bad as boss 3, but its still SUPER learny. For some reason the game also throws in one of the random avoidances parts from before the final boss, which is terrible for 2 reasons:
One, the fight is already way harder than ariel and the m without the bonus part, at least if you are playing it somewhat blind.
This might be because I am bad, but there is some really mean rng in the sewing needle part. You can easily get walled but the really long needles and if you get unlucky with which pumpkins create ghost lines.
I didn’t like the fight in the original because it wasn’t fun to learn, and now its even worse to learn ;-;
I enjoyed stage rush, but it doesn’t stand out because all of the bosses / screens in the game were like the ones in stage rush. What made boss rush stand out in other medley games was how they changed up the format from 1 high production value medley boss to a handful of lower production value non medley bosses. I did like that it was something new though
I am shocked by stage 5. It's a magic tower stage, which is really unique! But that's not what shocked me.
You can get softlocked. I am aware that was a thing in other magic tower games and in the original, but some of those games game out almost 10 years ago. The fact you can lose upwards of 4 hours of progress, and that this is something the creator intended (it tells you at the start) is absolutely insane. There is SO many ways this could have been solved, such as:
Implementing an undo feature (this still wouldn’t be ideal because you can still lose tons of progress but its better than nothing) (it also would be tough to code)
Designing it so its unsoftlockable (not ideal but it removes the stress which would be a huge improvement)
Making it so when you reset you still have to go to the screens you beat, but they would be faded out and you wouldn’t need to clear them again (this would have been super easy to implement and would fix the entire issue, and gives you more freedom in designing the puzzle)
I would rather just have all of the bosses and needles in a line for me to clear than have the potential to lose hours of my time.
I didn’t realize how to get to the left side so I did the majority of the content in the middle and right. Some of the picks were actually crazy though:
The dorropi miku sprite fight thing was pretty unfair. Maybe I am bad, but it felt insanely rng dependent. It was super easy for you to get trapped between her and the wall, and some of the attacks (such as the burst from ground attack) had a chance to be almost undodgeable if you were in the wrong spot. It was funish though.
The yoshi egg boss wasn’t very good. I wish the egg control was based on holding the x key instead of it moving on its own. I didn’t like controlling the eggs ;-;
The grayscale screen was horrible. The gimmick is that your character’s sprite lags so you don’t know where you are. I didn’t know you could full jump over the elevated gate ;-; its a knowledge check at the end of a really brutal screen. I really really really didn’t like this screen.
For some reason, the jam boss from bread was included despite fighting the toaster in stage 2. I have no clue what the jam was doing as it was WAY easier than everything else.
I quit at distant miku. It wasn’t fun at all. The patterns weren’t fun to learn, boring when you did learn them, and the rng was really really mean sometimes to the point of feeling unfair. I am also pretty sure I was softlock because I didn’t do anything in the left screen. You can’t backspace out unlike stage 4 so I had no way to check.
Mkey medley was fun overall. I would recommend it despite its flaws.
Rating: 8.3 83
Difficulty: N/A
Jan 10, 2025
ameliandyou
For: I Wanna KamiKamiKami
For: I Wanna KamiKamiKami
I really enjoyed this game! It has been a bit since I have played it so I don't have too much to say, but if you desire more randrandrand goodness like kami2kami2kami2 or medlmedlmedl, I highly recommend this game!
[0] Likes
Rating: 8.0 80
Difficulty: N/A
Dec 30, 2024
ameliandyou
For: The Scariest Game Ever
For: The Scariest Game Ever
This game was incredible! Normally I am not a huge fan of sudoku-y games, but this one was both super funny and super fun gameplay wise! I can't think of anything that could have been done to improve this game.
Its also super beginner friendly, if you haven't played this game I honestly can't recommend it enough.
[0] Likes
Its also super beginner friendly, if you haven't played this game I honestly can't recommend it enough.
Rating: 9.5 95
Difficulty: N/A
Dec 30, 2024
ameliandyou
For: I Wanna Figure Out How To Spend $35 And Two Pennies That Were Found On The Floor
For: I Wanna Figure Out How To Spend $35 And Two Pennies That Were Found On The Floor
Fun beginner friendly trap game that is definitely a very fun racic experience.
I had a super enjoyable time with this game and it was definitely the game I was most looking forward to playing in the sudoku jam due to the low difficulty and unique atmosphere.
If you want a fun easy short trap game, i highly recommend this game. I will be going more into spoilers below, so if you want to play the game completely blind, don't read the spoilers!
The 3 areas originally included in the sudoku jam version were all quite fun even if a tiny tiny bit bland. All of the traps felt very racic due to the frequent use of big clean stock images as parts of the visuals and traps. I don't have too much to add relating to the traps, they were definitely all things that didn't really impact the gameplay in a significant way (exceptions being the 1-2-3-1000 room and the bologna rooms,) being something you just die to and then learn how not to die to it. This isn't really a bad thing though, as much of the fun comes from seeing how the game will kill you. It isn't difficult enough were it becomes frustrating, the only time I felt a bit annoyed was getting bologna'd a bunch of times but that's part of the fun so i don't mind.
I really liked the new miku room! I was so happy it gave me 254 as part of my number. That's all I have to say, it was really original and fun.
If you are looking for a short quality trap adventure, 35 dollars and 2 pennies is the game for you.
Also I really liked the trailer lol.
[2] Likes
I had a super enjoyable time with this game and it was definitely the game I was most looking forward to playing in the sudoku jam due to the low difficulty and unique atmosphere.
If you want a fun easy short trap game, i highly recommend this game. I will be going more into spoilers below, so if you want to play the game completely blind, don't read the spoilers!
The 3 areas originally included in the sudoku jam version were all quite fun even if a tiny tiny bit bland. All of the traps felt very racic due to the frequent use of big clean stock images as parts of the visuals and traps. I don't have too much to add relating to the traps, they were definitely all things that didn't really impact the gameplay in a significant way (exceptions being the 1-2-3-1000 room and the bologna rooms,) being something you just die to and then learn how not to die to it. This isn't really a bad thing though, as much of the fun comes from seeing how the game will kill you. It isn't difficult enough were it becomes frustrating, the only time I felt a bit annoyed was getting bologna'd a bunch of times but that's part of the fun so i don't mind.
I really liked the new miku room! I was so happy it gave me 254 as part of my number. That's all I have to say, it was really original and fun.
If you are looking for a short quality trap adventure, 35 dollars and 2 pennies is the game for you.
Also I really liked the trailer lol.
Rating: 7.2 72
Difficulty: 22 22
Sep 25, 2024
ameliandyou
For: I wanna be the Oblique Torment 2
For: I wanna be the Oblique Torment 2
This review contains spoilers for the first 3 sections of oblique torment 2.
Also note that I will not be directly giving it a rating because this review isn't based on the complete game, and I also really don't want to hurt the score. This is a really really well made game in a lot of aspects, and I really hope that the game performs well rating and popularity wise.
Also note that even though my review is going to be a bit negative, this review is intended to provide constructive feedback to help moo moo make more amazing games in the future.
As stated before, I have only completed the first 3 chapters sadly :( idk what happens later in the game but i am basing this review as if the game only was the first 3 sections.
Also note that I had no clue what I would be playing before downloading the game. I just heard it being talked about a bunch and I think I got it mixed up with Ance tournament somehow? It wasn't until I installed the game that I realized it was TORMENT not TOURNAMENT. I also didn't realize it was a sudoku game lol.
I also am going to be keeping track of the amount of times I mention 4 common complaints being generic corridor needle, blind jumps, saves being placed far away from the actual platforming, and waiting for a killer to move up and down. This isn't to be petty, more to illustrate how even though those 4 things seem small, they are issues that plague nearly every section in the game.
Also to clarify, when I say corridor needle i mean boring sections with 64 - 128 pixels of vertical space where the main jumps are diagonals, gates, and almost anything if you only have 64 pixels of vertical space.
Also also far away saves are just a really common example of poor save balancing, MANY of the saves have like really hard / blindish jumps at the end, but its much less subjective to only count the far away saves.
Intro:
Its a good intro. I could do without the diamond but it sets the tone / difficulty for the game right off the bat. I wish the climb to the diamond wasn't as boring but oh well. The visuals are really unique and I think it works well.
Eyes:
I really liked this area. first save is far from the action and has a blocker for some reason (1)? The eyes are interesting to jump through and the lips are also kinda fun. Even though the jumps are a bit bland I wouldn't consider it corridor needle because the eyes makes it feel unique. I also thought the visuals were amazing.
Mario Kart:
Its decent. Fun gimmick (which actually changes the gameplay :D), however it does have the issue of having sections were you awkwardly wait for some marios to move up and down (1). I wouldn't consider this corridor needle as even though it is in a corridor the cycles feel unique for the most part. Poor toads that died :(
Bad Physics:
Loved this section! It mixed up the gameplay in a creative way and was fun to play.
Plastic:
Yikes. The gimmick (screen rotating 45 degrees and inverting the screen every second or so) doesn't improve the gameplay at all. It just forces you to awkwardly wait until you can actually see the jump. All the jumps are like gates and stuff, they aren't complex enough to disincentive the player from just waiting because they all like less than a second. corridor needle (1). I liked the idea of this section but the really generic needle doesn't mesh with the gimmick at all.
Spongebob boss:
Fun first boss! I have no issues. A bit dizzying but that is kinda the point lol
Reimu:
I didn't like this section i am really sorry :(. Excessive screen shake is fine enough but the platforming isn't very interesting. This section has all 4 common issues: corridor needle (2), boring cycles where something goes up and down (2), blind jumps (its really hard to know what killed you on one of the screen transitions) (1), and saves being placed way too far away (2).
Aztec:
Corridor needle (with rng :D) (3). The visuals are fun though!
Glitch:
I like the visuals! Gameplay wise though.... its corridor needle (4) with cherries going up and down (3). also has some annoying blind jumps (2) in the later parts. I don't remember save balancing being a huge issue.
Spaceship:
Loved this section! 0 major complaints as it mixed up the gameplay in a very unique way with fun visuals.
Ufo boss:
Its ok. I am glad you can skip the intro with s and the visuals are fun. Its really annoying that the bullets from the pickle persist if they go off screen preventing you from shooting but oh well. Its also not clear that the pickle doesn't kill you.
Camera:
I liked parts of this section because the gimmick is a lot of fun. Gameplay wise... Far save / poor save balance (3) Boring cycle (bounce up and down) (4) Corridor needle (5) and Blind jumps (3). I liked the part where the things destroyed the camera, and I liked some of the parts of this section as the camera did impact the gameplay in a unique way.
Shifting Screen:
The gimmick didn't really seem to impact the gameplay sadly. Corridor needle (6) but I don't remember much else about it.
Eye Moon Things:
I liked this section even if the walks were super long. It changed up the gameplay in a fun enough way.
Cat and Man Intermission:
No issues. I am not sure if I fully understand the jokes but it was silly and fun.
Fractal:
I really want to say corridor needle but I won't. Its fun and the visuals are super creative :D
Dark Zoomed Cycles:
I liked this section. However.. Corridor Needle (7) Blind jumps (4) The moving spikes made the gameplay pretty interesting :D
Jon:
This section wasn't very fun. Its extremely long, poor jump balancing and like a million blind jumps save issues (4) and blind jumps (5). Isn't corridor needle but very corridor needle core. with fun diagonals and wacky gates.
Michael Jackson Boss:
Yikes. I have a lot of issues with this fight, why can't you skip the intro ;-; you could on the ufo and this one is also super long.... The enemies it summons have way too small hitboxes the bullets just go through them. ;-; idk.
Oke! So that was the first 3 areas. I might not play any more sadly, and while the highs were really fun, some of the lows really impacted the overall experience.
Of the 14 main gameplay sections that weren't bosses (sorry if I miscounted / missed some)
3/14 of them had boring cycle issues,
4/14 of them had major save issues,
5/14 of them had issues with blind jumps,
7/14 of them were corridor needle focused.
I really wish there was more in the game to make the actual gameplay more unique. When half of the sections I played can be boiled down to corridor needle with fun visuals, that is a big issue lol. Blind jumps being prevalent make the experience a bit frustrating. I really wish more was done with cycles as well. I think the mario one had some interesting parts cycle wise, but having 3 of the few cycle based sections have the "awkward wait for something that moves up and down" issue, it doesn't help the corridor needle feel of the game. Save issues are more me not liking to walk lol, it could be me being lazy.
On to the positives:
I like how every section is short and sweet. Even if the difficulty is all over the place, it is super fun to see what will happen in the next section as they all feel pretty different from each other. The amount of super impressive visual effects is staggering, the game excels in creating fun wacky environments (even if at times they hurt a bit). The effort put into the little things, like the transition into going to space or the pick the cute friend section is something I love as well.
This game wasn't for me, but I am positive those who enjoy these sort of games will love this! Excited to see more from moo moo.
[6] Likes
Also note that I will not be directly giving it a rating because this review isn't based on the complete game, and I also really don't want to hurt the score. This is a really really well made game in a lot of aspects, and I really hope that the game performs well rating and popularity wise.
Also note that even though my review is going to be a bit negative, this review is intended to provide constructive feedback to help moo moo make more amazing games in the future.
As stated before, I have only completed the first 3 chapters sadly :( idk what happens later in the game but i am basing this review as if the game only was the first 3 sections.
Also note that I had no clue what I would be playing before downloading the game. I just heard it being talked about a bunch and I think I got it mixed up with Ance tournament somehow? It wasn't until I installed the game that I realized it was TORMENT not TOURNAMENT. I also didn't realize it was a sudoku game lol.
I also am going to be keeping track of the amount of times I mention 4 common complaints being generic corridor needle, blind jumps, saves being placed far away from the actual platforming, and waiting for a killer to move up and down. This isn't to be petty, more to illustrate how even though those 4 things seem small, they are issues that plague nearly every section in the game.
Also to clarify, when I say corridor needle i mean boring sections with 64 - 128 pixels of vertical space where the main jumps are diagonals, gates, and almost anything if you only have 64 pixels of vertical space.
Also also far away saves are just a really common example of poor save balancing, MANY of the saves have like really hard / blindish jumps at the end, but its much less subjective to only count the far away saves.
Intro:
Its a good intro. I could do without the diamond but it sets the tone / difficulty for the game right off the bat. I wish the climb to the diamond wasn't as boring but oh well. The visuals are really unique and I think it works well.
Eyes:
I really liked this area. first save is far from the action and has a blocker for some reason (1)? The eyes are interesting to jump through and the lips are also kinda fun. Even though the jumps are a bit bland I wouldn't consider it corridor needle because the eyes makes it feel unique. I also thought the visuals were amazing.
Mario Kart:
Its decent. Fun gimmick (which actually changes the gameplay :D), however it does have the issue of having sections were you awkwardly wait for some marios to move up and down (1). I wouldn't consider this corridor needle as even though it is in a corridor the cycles feel unique for the most part. Poor toads that died :(
Bad Physics:
Loved this section! It mixed up the gameplay in a creative way and was fun to play.
Plastic:
Yikes. The gimmick (screen rotating 45 degrees and inverting the screen every second or so) doesn't improve the gameplay at all. It just forces you to awkwardly wait until you can actually see the jump. All the jumps are like gates and stuff, they aren't complex enough to disincentive the player from just waiting because they all like less than a second. corridor needle (1). I liked the idea of this section but the really generic needle doesn't mesh with the gimmick at all.
Spongebob boss:
Fun first boss! I have no issues. A bit dizzying but that is kinda the point lol
Reimu:
I didn't like this section i am really sorry :(. Excessive screen shake is fine enough but the platforming isn't very interesting. This section has all 4 common issues: corridor needle (2), boring cycles where something goes up and down (2), blind jumps (its really hard to know what killed you on one of the screen transitions) (1), and saves being placed way too far away (2).
Aztec:
Corridor needle (with rng :D) (3). The visuals are fun though!
Glitch:
I like the visuals! Gameplay wise though.... its corridor needle (4) with cherries going up and down (3). also has some annoying blind jumps (2) in the later parts. I don't remember save balancing being a huge issue.
Spaceship:
Loved this section! 0 major complaints as it mixed up the gameplay in a very unique way with fun visuals.
Ufo boss:
Its ok. I am glad you can skip the intro with s and the visuals are fun. Its really annoying that the bullets from the pickle persist if they go off screen preventing you from shooting but oh well. Its also not clear that the pickle doesn't kill you.
Camera:
I liked parts of this section because the gimmick is a lot of fun. Gameplay wise... Far save / poor save balance (3) Boring cycle (bounce up and down) (4) Corridor needle (5) and Blind jumps (3). I liked the part where the things destroyed the camera, and I liked some of the parts of this section as the camera did impact the gameplay in a unique way.
Shifting Screen:
The gimmick didn't really seem to impact the gameplay sadly. Corridor needle (6) but I don't remember much else about it.
Eye Moon Things:
I liked this section even if the walks were super long. It changed up the gameplay in a fun enough way.
Cat and Man Intermission:
No issues. I am not sure if I fully understand the jokes but it was silly and fun.
Fractal:
I really want to say corridor needle but I won't. Its fun and the visuals are super creative :D
Dark Zoomed Cycles:
I liked this section. However.. Corridor Needle (7) Blind jumps (4) The moving spikes made the gameplay pretty interesting :D
Jon:
This section wasn't very fun. Its extremely long, poor jump balancing and like a million blind jumps save issues (4) and blind jumps (5). Isn't corridor needle but very corridor needle core. with fun diagonals and wacky gates.
Michael Jackson Boss:
Yikes. I have a lot of issues with this fight, why can't you skip the intro ;-; you could on the ufo and this one is also super long.... The enemies it summons have way too small hitboxes the bullets just go through them. ;-; idk.
Oke! So that was the first 3 areas. I might not play any more sadly, and while the highs were really fun, some of the lows really impacted the overall experience.
Of the 14 main gameplay sections that weren't bosses (sorry if I miscounted / missed some)
3/14 of them had boring cycle issues,
4/14 of them had major save issues,
5/14 of them had issues with blind jumps,
7/14 of them were corridor needle focused.
I really wish there was more in the game to make the actual gameplay more unique. When half of the sections I played can be boiled down to corridor needle with fun visuals, that is a big issue lol. Blind jumps being prevalent make the experience a bit frustrating. I really wish more was done with cycles as well. I think the mario one had some interesting parts cycle wise, but having 3 of the few cycle based sections have the "awkward wait for something that moves up and down" issue, it doesn't help the corridor needle feel of the game. Save issues are more me not liking to walk lol, it could be me being lazy.
On to the positives:
I like how every section is short and sweet. Even if the difficulty is all over the place, it is super fun to see what will happen in the next section as they all feel pretty different from each other. The amount of super impressive visual effects is staggering, the game excels in creating fun wacky environments (even if at times they hurt a bit). The effort put into the little things, like the transition into going to space or the pick the cute friend section is something I love as well.
This game wasn't for me, but I am positive those who enjoy these sort of games will love this! Excited to see more from moo moo.
Rating: N/A
Difficulty: N/A
Jul 24, 2024
4 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| Mio Pokes The Carmine Needle | 37.5 | 8.0 | 14 |
| My Fanthology | 53.4 | 8.8 | 6 |
| Seven Nights At Series Z | 63.8 | 9.3 | 7 |
| The Worst Collab Ever 2 | 41.8 | 6.9 | 7 |
8 Favorite Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I Wanna Vibe With The Gods | N/A | 9.8 |
| The Maker Medley | N/A | 9.5 |
| Crusher's Curse | N/A | 9.2 |
| BONK: An Interactive Exposition | N/A | 10.0 |
| I wanna collapse the Versum | N/A | 9.8 |
| I Wanna Escape The Poolrooms | N/A | 9.6 |
| I Wanna Recap The Twourney | N/A | 10.0 |
| MKey Medley v1.0 | N/A | 8.3 |
26 Cleared Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna be the Animus | N/A | N/A |
| I wanna be the Little runner | N/A | N/A |
| I wanna get the Rainbow feather | N/A | N/A |
| I wanna be the Octophobia | N/A | N/A |
| I wanna kill the Kamilia | N/A | N/A |
| Not Another Needle Game | N/A | N/A |
| I wanna be the Aura | N/A | N/A |
| I wanna go the Spook House | N/A | N/A |
| I wanna be the Strongest Fairy | N/A | N/A |
| I wanna be the Machinary | N/A | N/A |
| I wanna be the Steak Temple | N/A | N/A |
| I wanna Can't Stop | N/A | N/A |
| I Wanna WandWandWand | N/A | N/A |
| I Wanna Step Outside the Needle | N/A | 8.1 |
| I Wanna Kami2Kami2Kami2 | N/A | 8.5 |
| I Wanna Change A Lightbulb | N/A | N/A |
| I Wanna Retrace My Steps | N/A | N/A |
| I Wanna MedlMedlMedl | N/A | N/A |
| I wanna Kikkai Kettai | N/A | N/A |
| Crusher's Curse | N/A | 9.2 |
| I wanna craft in space!! | N/A | 9.5 |
| I Wanna Eat the Slop | N/A | 9.3 |
| I wanna WhineWhineWhine | N/A | N/A |
| I Wanna Escape The Poolrooms | N/A | 9.6 |
| I Wanna Follow The World | N/A | 8.0 |
| I Wanna Slowly Go Quickly | N/A | 8.8 |
Delicious Fruit