Wolfiexe's Profile
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moleYo
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320 Ratings!
320 Reviews!
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320 Games
320 Reviews
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
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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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107 Cleared Games