kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath
For: Extreme Depths 2
For: Extreme Depths 2
Extreme Depths 2 is an interesting game with a bit of an identity crisis.
The production is, as you'd expect from Watson, very polished. The trademark dropshadows and smooth, sharp geometric patterns are all over and comprise almost the entirety of the visual palette for the game, though later on a few exceptions do sprout up to add some more variety. Sound design, a concept often overlooked in fangames, is probably the better part of it, with clear, clean sound effects for basically everything.
The platforming, which is what the game opens up with and initially gives the impression of very much kind of exists. The initial impression of the game is simply a needle game, and not a very interesting one - featuring very ordinary needle for the first 7 stages, thankfully hinting at something more later as otherwise nothing in the initial gameplay is really gripping at all.
It follows this up with a really well executed final boss, and is where the game starts picking up. Visually stunning, well balanced and a lot of fun. Big fan of the combination style of the boss - which can be dangerous if not executed carefully - but this one turned out great.
Following this is the extra, and while it is called extra I'd say its most of the reason to play the game. The secret hunt part of it is very straightforward and not particularly noteworthy. The stages get more interesting mechanics, though I didn't particularly like the first two of them. Still, the changeups were appreciated, both in the aesthetics and gameplay.
Finally, the final boss(es) is the huge deal. These are very extensive boss fights, traversing back through the colors. The first of which is a straightforward, sequential affair - each segment having a distinct identity introduced in the first boss and was well done. The final final boss is a behemoth, taking something like 6-10 minutes per attempt. It is, overall, a real spectacle but also serves as somewhat of a microcosm for the game itself. The earlier phases are decent on their own, but due to the length of the boss and the mechanics, end up serving like the early stages of the game as 'something you just have to do' to progress, which definitely hinders the experience.
All that said, after giving off the impression of being a needle game to begin with, the game is really about the bosses and if you like crazy boss fights, I'd say its a must play, despite the parts that are somewhat just there. The main boss experiences are very fair and the individual phases are very well designed and were generally a lot of fun to figure out and scamper through, and all the visual and aural flair definitely goes a long way.
[1] Like
The production is, as you'd expect from Watson, very polished. The trademark dropshadows and smooth, sharp geometric patterns are all over and comprise almost the entirety of the visual palette for the game, though later on a few exceptions do sprout up to add some more variety. Sound design, a concept often overlooked in fangames, is probably the better part of it, with clear, clean sound effects for basically everything.
The platforming, which is what the game opens up with and initially gives the impression of very much kind of exists. The initial impression of the game is simply a needle game, and not a very interesting one - featuring very ordinary needle for the first 7 stages, thankfully hinting at something more later as otherwise nothing in the initial gameplay is really gripping at all.
It follows this up with a really well executed final boss, and is where the game starts picking up. Visually stunning, well balanced and a lot of fun. Big fan of the combination style of the boss - which can be dangerous if not executed carefully - but this one turned out great.
Following this is the extra, and while it is called extra I'd say its most of the reason to play the game. The secret hunt part of it is very straightforward and not particularly noteworthy. The stages get more interesting mechanics, though I didn't particularly like the first two of them. Still, the changeups were appreciated, both in the aesthetics and gameplay.
Finally, the final boss(es) is the huge deal. These are very extensive boss fights, traversing back through the colors. The first of which is a straightforward, sequential affair - each segment having a distinct identity introduced in the first boss and was well done. The final final boss is a behemoth, taking something like 6-10 minutes per attempt. It is, overall, a real spectacle but also serves as somewhat of a microcosm for the game itself. The earlier phases are decent on their own, but due to the length of the boss and the mechanics, end up serving like the early stages of the game as 'something you just have to do' to progress, which definitely hinders the experience.
All that said, after giving off the impression of being a needle game to begin with, the game is really about the bosses and if you like crazy boss fights, I'd say its a must play, despite the parts that are somewhat just there. The main boss experiences are very fair and the individual phases are very well designed and were generally a lot of fun to figure out and scamper through, and all the visual and aural flair definitely goes a long way.
Rating: 8.3 83
Difficulty: 65 65
Mar 14, 2022
kurath
For: I Wanna Blink
For: I Wanna Blink
Pretty solid game built almost entirely around a single gimmick.
The production is simple but competent.
The platforming is pretty well balanced. The gimmick itself is neat, based around the traditional gaming definition of a blink (short-range teleport) and the platforming does a good job of exploring its possibilities with a few mechanics built around it. Overall it is kinda learny at times, but the saves are short and generally the design is fairly intuitive, though it makes the flow a little uneven as a save is mostly about how quickly you can figure out what is wanted from you rather than executing it.
It ends it up with a little intro of another gimmick and a boss which combines the two. The boss is fairly straightforward too, and is built heavily around the gimmick - which is great. The attacks are simplistic, but the interaction of manipulating the mechanics with the simple attacks makes it fun and interesting, and you can distinctly feel the improvement as you figure out what to do.
Overall, its a fun short game. There's a pretty heavy lean on being able to hit two buttons at the same time (on one hand, so tends to be reliable) or with fairly exact timing after a pause, which can be a little frustrating. Something like being able to buffer jump inputs during the blink could be a good improvement. Its definitely recommended for a straightforward gimmick game built around extending player mechanics and exploring them with some depth.
[1] Like
The production is simple but competent.
The platforming is pretty well balanced. The gimmick itself is neat, based around the traditional gaming definition of a blink (short-range teleport) and the platforming does a good job of exploring its possibilities with a few mechanics built around it. Overall it is kinda learny at times, but the saves are short and generally the design is fairly intuitive, though it makes the flow a little uneven as a save is mostly about how quickly you can figure out what is wanted from you rather than executing it.
It ends it up with a little intro of another gimmick and a boss which combines the two. The boss is fairly straightforward too, and is built heavily around the gimmick - which is great. The attacks are simplistic, but the interaction of manipulating the mechanics with the simple attacks makes it fun and interesting, and you can distinctly feel the improvement as you figure out what to do.
Overall, its a fun short game. There's a pretty heavy lean on being able to hit two buttons at the same time (on one hand, so tends to be reliable) or with fairly exact timing after a pause, which can be a little frustrating. Something like being able to buffer jump inputs during the blink could be a good improvement. Its definitely recommended for a straightforward gimmick game built around extending player mechanics and exploring them with some depth.
Rating: 8.0 80
Difficulty: 55 55
Mar 13, 2022
kurath
For: I wanna be the Blue coin mania saucer fulfill
For: I wanna be the Blue coin mania saucer fulfill
A coin collecting themed game with a focus on mostly needle, in the vein of the red coin mania games. Its moderately entertaining, taking from a lot of other well known old adventures, but it does boil down to mostly needle and isn't particularly interesting design wise. The gimmick does make it a bit more engaging though, with some pathing decisions to be made.
[0] Likes
Rating: 6.0 60
Difficulty: 50 50
Feb 28, 2022
kurath
For: I wanna gameover
For: I wanna gameover
A well executed game with a cute concept. It takes a bit to get going, with the first half or so of the game to not be very interesting, but also its pretty quick. Once it picks up, it carries its momentum to the end and just ends up being a fun time with a lot of variety and very little to hold you up.
If you like the old flashgames its inspired by, or you like fangame references, there's a lot to like here and a good way to spend 30-45 minutes.
[1] Like
If you like the old flashgames its inspired by, or you like fangame references, there's a lot to like here and a good way to spend 30-45 minutes.
Rating: 9.0 90
Difficulty: 40 40
Feb 24, 2022
kurath [Creator]
For: MiniMetroidvania 4
For: MiniMetroidvania 4
A medium length adventure game designed to blend metroidvania style gameplay with some quirky interludes. As those familiar with me will come to expect, there are a fair few thinky elements, so be prepared.
Current ver1.07 - fixing some post release bugs due to my own negligence.
I'd also like to think I've eliminated softlock potential, but if you do encounter any issues, feel free to reach out to me on discord at Kurath#6671.
Current ver1.07 - fixing some post release bugs due to my own negligence.
I'd also like to think I've eliminated softlock potential, but if you do encounter any issues, feel free to reach out to me on discord at Kurath#6671.
Tagged as: Adventure
[0] Likes
Rating: N/A
Difficulty: N/A
Feb 23, 2022
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
User's clear list is empty!