Cosmoing's Profile
Send a PMJoined on: Dec 18, 2015
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half of the dynamic duo known as the saturday legends, I enjoy fangames except needle
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193 Ratings!
188 Reviews!
138 Screenshots!
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193 Games
188 Reviews
Cosmoing
For: I Wanna Escape The Manor
For: I Wanna Escape The Manor
I figured I should probably write a bit about this game, being probably the only one outside of testers who has done (I think) everything the game has to offer.
Escape the Manor is a 3 stage gimmick needle game that goes pretty far on the wacky side. Familiar gimmicks get pushed to their limit and new insane gimmicks are offered and explored to a great extent as well. On the visual side, everything looks pretty good and stands out in a unique way, with some great hand-drawn stuff that doesn't rely on the usual spikes to make platforming. Each stage is capped off with a boss which is where the game maybe falters a bit for me, I think these could be better. But as a whole the game is excellent and well worth playing.
For a normal game, the review would end there. But this is very far from a normal game indeed, as there is so, so much more to do after you reach the credits. This may be very obvious from the fact that half of the music credits in the game are still blanked out after the any% portion of the game.
Throughout the game, there are many card packs that you may or may not see slightly off the beaten path. These are great collectibles with tons of references to other fangames that everyone will surely appreciate, and going back to collect them is also mostly simple as you can easily jump from save to save (as well as the game indicating which saves have collectibles if you have certain collectibles). There are also moleYos as well in clever spots that players could use to skip parts of saves. Earning enough of these collectibles will unlock more parts of the Manor, revealing even more content and more mysteries that I will not dive into as these are worth exploring on your own. For many people and myself, this postgame trek is the highlight of the game and will probably take longer than the main game in excellent ways. Reaching the true end as well as 100% is well worth it if you ask me.
And this is where the rating ends. Everything past this section is not included in my rating or difficulty and will be spoiled, as the game has even more to offer past this 100% mark. Although the card packs and the moleYos are the 2 main collectibles the Manor has to offer, a third Hidden type is displayed on your save file and may seem unreasonable to discover without hints, but outside of 1 or 2 of them, every single Hidden collectible has a hint in the game and finding these hints is worth the insane journey you might have to take. It's probably also worth saying that some of these Hiddens reach a difficulty of about 90, and aren't very fun to do unless you're into that, which is why I'm not including these in my rating. But the reward of seeing a fully completed save file is pretty worth it.
At the end of the day, Escape the Manor goes well beyond what a typical needle fangame would do both in its more regular content, its execution and all the other insane content that you'll encounter on your way out. Unquestionably one of the fangame highlights of 2021, highly recommended even if you typically don't enjoy needle as I do.
[0] Likes
Escape the Manor is a 3 stage gimmick needle game that goes pretty far on the wacky side. Familiar gimmicks get pushed to their limit and new insane gimmicks are offered and explored to a great extent as well. On the visual side, everything looks pretty good and stands out in a unique way, with some great hand-drawn stuff that doesn't rely on the usual spikes to make platforming. Each stage is capped off with a boss which is where the game maybe falters a bit for me, I think these could be better. But as a whole the game is excellent and well worth playing.
For a normal game, the review would end there. But this is very far from a normal game indeed, as there is so, so much more to do after you reach the credits. This may be very obvious from the fact that half of the music credits in the game are still blanked out after the any% portion of the game.
Throughout the game, there are many card packs that you may or may not see slightly off the beaten path. These are great collectibles with tons of references to other fangames that everyone will surely appreciate, and going back to collect them is also mostly simple as you can easily jump from save to save (as well as the game indicating which saves have collectibles if you have certain collectibles). There are also moleYos as well in clever spots that players could use to skip parts of saves. Earning enough of these collectibles will unlock more parts of the Manor, revealing even more content and more mysteries that I will not dive into as these are worth exploring on your own. For many people and myself, this postgame trek is the highlight of the game and will probably take longer than the main game in excellent ways. Reaching the true end as well as 100% is well worth it if you ask me.
And this is where the rating ends. Everything past this section is not included in my rating or difficulty and will be spoiled, as the game has even more to offer past this 100% mark. Although the card packs and the moleYos are the 2 main collectibles the Manor has to offer, a third Hidden type is displayed on your save file and may seem unreasonable to discover without hints, but outside of 1 or 2 of them, every single Hidden collectible has a hint in the game and finding these hints is worth the insane journey you might have to take. It's probably also worth saying that some of these Hiddens reach a difficulty of about 90, and aren't very fun to do unless you're into that, which is why I'm not including these in my rating. But the reward of seeing a fully completed save file is pretty worth it.
At the end of the day, Escape the Manor goes well beyond what a typical needle fangame would do both in its more regular content, its execution and all the other insane content that you'll encounter on your way out. Unquestionably one of the fangame highlights of 2021, highly recommended even if you typically don't enjoy needle as I do.
Rating: 9.8 98
Difficulty: 65 65
Dec 26, 2021
Cosmoing
For: I wanna enjoy Holy Christmas
For: I wanna enjoy Holy Christmas
Great little adventure game for Christmas. Visually, it might leave a bit to be desired, but the theme is there for sure so I can't complain much. Stages are pretty short and have a decent amount of variety. Bosses are good, although on the harder side. Not much to say but I enjoyed it.
Tagged as: Adventure
[0] Likes
Rating: 7.0 70
Difficulty: 30 30
Dec 12, 2021
Cosmoing
For: I Wanna Be Wacky
For: I Wanna Be Wacky
arzztt told us all that his next work was gonna be radically different from what we would normally expect from him, and boy oh boy, he sure wasn't wrong. The goal of this game is to rack up as little deaths as possible which sounds weird when you first hear it, but it very quickly starts making sense as you begin your journey. Don't want to go into too many details as I think it's better experienced blind but expect exactly what the game promises: wacky hijinks are awaiting and no matter how ready you think you are, you're not ready. Enjoyed and enjoy.
[3] Likes
Rating: 9.0 90
Difficulty: 30 30
Nov 19, 2021
Cosmoing
For: I wanna Outline
For: I wanna Outline
As I was writing this review, I found it difficult to put into words exactly why I didn't enjoy this game. So I'm gonna try to list out positive and negative things I can think about instead.
On the positive side:
The game looks great! Every stage stands out from the rest and looks cohesive, there's even nice little details such as snow piling up on the correct side of spikes. The widescreen effect with the top and bottom black bars is something I also quite like seeing. And I like how you go between stages. It's not super unique but it looks interesting and feels cohesive in a weird way.
One of the later stages had really great traps and progression. It nearly always felt like the traps were there to change your route and make you perform fun platforming maneuvers which is a great way to use traps if you ask me. And the way the stage changed as you advanced was also great!
On the negative side:
Most of the other traps in the game ranged from either boring to very unpleasant. It didn't feel like there was any sort of thought put into these traps, just that the maker needed to hit a per-save trap counter and decided to make some spikes move. Where they are in the save feels completely random, ranging from all at the start to all over the place to all at the end. As the game goes on, it does change from just spikes to other things, but the concept remains the same and my thoughts too.
Although the game looks great visually with lots of detail, the audio side leaves a lot to desire. I know this isn't something a lot of people consider with most fangames and that's because you don't need to most of the time! 90% of fangames have very little in terms of audio requirements outside of the BGM. But when you have a fangame this reliant on traps, you really need to think about sound effects for these traps, otherwise your simple flying spike will remain a simple flying spike. In fact, I would argue good sounds is more important than good visuals in a trap game. A brown block or default spike visual is probably something most people don't even get bothered by nowadays, but I'm sure hearing sndSpikeTrap over and over again is probably a lot more grating to the average player. Even the simple addition of a custom sound on a trap is a lot more likely to make your players not feel annoyed but instead amused. All that to say this game uses very little in terms of non-standard sound effects which I think played a major part in why a lot of these traps felt frustrating.
A more minor complaint is the amount of backtracking through screens. And I know this is gonna sound like a weird thing to point out, but there's genuinely just so many screens where you get to the end and you have to go back through a large part of the screen again at least once for no good reason. Even in the first stage it stood out, and it didn't really get much better at the game went on.
There's also a couple small gameplay nitpicks I could make, such as the gravity flipping in the V6 stage being different if you're upside down or not, or saves not working while you're standing on them, or the gravity flippers in stage 2 obviously changing the room and not saving your position. These may seem like very small details, but in a game as visually good looking as this, these blemishes stand out like a sore thumb and started to wear on me as I discovered them.
I think I'm out of things to say. It's often difficult to peer inside your own mind and find out why you think what you think, so I apologize for the poor structure of this review. But I wanted to try to elaborate as much as possible on why this game left a poor taste in my mouth, especially since I was surprised myself by it.
[0] Likes
On the positive side:
The game looks great! Every stage stands out from the rest and looks cohesive, there's even nice little details such as snow piling up on the correct side of spikes. The widescreen effect with the top and bottom black bars is something I also quite like seeing. And I like how you go between stages. It's not super unique but it looks interesting and feels cohesive in a weird way.
One of the later stages had really great traps and progression. It nearly always felt like the traps were there to change your route and make you perform fun platforming maneuvers which is a great way to use traps if you ask me. And the way the stage changed as you advanced was also great!
On the negative side:
Most of the other traps in the game ranged from either boring to very unpleasant. It didn't feel like there was any sort of thought put into these traps, just that the maker needed to hit a per-save trap counter and decided to make some spikes move. Where they are in the save feels completely random, ranging from all at the start to all over the place to all at the end. As the game goes on, it does change from just spikes to other things, but the concept remains the same and my thoughts too.
Although the game looks great visually with lots of detail, the audio side leaves a lot to desire. I know this isn't something a lot of people consider with most fangames and that's because you don't need to most of the time! 90% of fangames have very little in terms of audio requirements outside of the BGM. But when you have a fangame this reliant on traps, you really need to think about sound effects for these traps, otherwise your simple flying spike will remain a simple flying spike. In fact, I would argue good sounds is more important than good visuals in a trap game. A brown block or default spike visual is probably something most people don't even get bothered by nowadays, but I'm sure hearing sndSpikeTrap over and over again is probably a lot more grating to the average player. Even the simple addition of a custom sound on a trap is a lot more likely to make your players not feel annoyed but instead amused. All that to say this game uses very little in terms of non-standard sound effects which I think played a major part in why a lot of these traps felt frustrating.
A more minor complaint is the amount of backtracking through screens. And I know this is gonna sound like a weird thing to point out, but there's genuinely just so many screens where you get to the end and you have to go back through a large part of the screen again at least once for no good reason. Even in the first stage it stood out, and it didn't really get much better at the game went on.
There's also a couple small gameplay nitpicks I could make, such as the gravity flipping in the V6 stage being different if you're upside down or not, or saves not working while you're standing on them, or the gravity flippers in stage 2 obviously changing the room and not saving your position. These may seem like very small details, but in a game as visually good looking as this, these blemishes stand out like a sore thumb and started to wear on me as I discovered them.
I think I'm out of things to say. It's often difficult to peer inside your own mind and find out why you think what you think, so I apologize for the poor structure of this review. But I wanted to try to elaborate as much as possible on why this game left a poor taste in my mouth, especially since I was surprised myself by it.
Rating: 4.0 40
Difficulty: 60 60
Nov 10, 2021
3 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I wanna fly with a friend | N/A | N/A | 2 |
| No one can hear you turn in space | 55.3 | 6.0 | 5 |
| Shortventure 3 - Resources | N/A | 10.0 | 5 |
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