Wolfiexe's Profile
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moleYo
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320 Reviews!
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320 Games
320 Reviews
Wolfiexe
For: I wanna be the 超初心者!!
For: I wanna be the 超初心者!!
A pretty pleasant stroll but there are a couple of absolutely bonkers traps which might trip you up.
Tagged as: Adventure
[0] Likes
Rating: 2.8 28
Difficulty: 10 10
Oct 2, 2019
Wolfiexe
For: I Wanna Appreciate the Wolf's Enthusiasm
For: I Wanna Appreciate the Wolf's Enthusiasm
Alright, attempting to be as unbiased as I can to review a game that's made more or less "for me", Wolf's Enthuasism is just all-around a very fun 3-stage needle game with a focus on a lot of the regular needle gimmicks with a couple of twists executed nicely.
I find this sort of difficulty to be the difficulty Skull designs his best needle at, finding a great balance between challenging segments and satisfying manoeuvres, making strong use of water3 especially. As a fan of the ever-growing sideways platform cult I was also a big fan of their usage in this, as well as the catharsis spikes in stage 3 which had some very cool segments to pull off.
I sort of have to give an individual shoutout to the stage 3 song which probably took up half of the filesize of the game itself, being a 30 minute long medley of most of zts's Umineko songs. It's good stuff to the point where I had to stall on the final save just to hear it play out.
All-in-all though I'm quite humbled that someone made a tribute game and overall I just had a very fun time with it. It's the kind of needle I enjoy a lot, and it's also cool to see Skull trying new stuff which makes me excited for any future projects he may work on. If you're a needle fan then I'd strongly recommend giving this one a shot!
I find this sort of difficulty to be the difficulty Skull designs his best needle at, finding a great balance between challenging segments and satisfying manoeuvres, making strong use of water3 especially. As a fan of the ever-growing sideways platform cult I was also a big fan of their usage in this, as well as the catharsis spikes in stage 3 which had some very cool segments to pull off.
I sort of have to give an individual shoutout to the stage 3 song which probably took up half of the filesize of the game itself, being a 30 minute long medley of most of zts's Umineko songs. It's good stuff to the point where I had to stall on the final save just to hear it play out.
All-in-all though I'm quite humbled that someone made a tribute game and overall I just had a very fun time with it. It's the kind of needle I enjoy a lot, and it's also cool to see Skull trying new stuff which makes me excited for any future projects he may work on. If you're a needle fan then I'd strongly recommend giving this one a shot!
Tagged as: Needle
[2] Likes
Rating: 8.4 84
Difficulty: 65 65
Oct 2, 2019
Wolfiexe
For: I wanna shoot the arrow
For: I wanna shoot the arrow
Shoot the Arrow is a gimmick game featuring the shooting of the aforementioned arrow into both enemies and walls alike to traverse through your journey. Before going into more detail and assuming you aren't opposed to a small spoiler than will increase your ease and enjoyment of the game, I'd heavily recommend finding the hidden wall secret in the 2nd screen of the game, giving you the instant arrow-shot upgrade which really feels like it should've just been given to you from the beginning of the game.
The game follows a floor-based format which lets you also easily revisit any old floor you've completed should you wish to look for secrets, of which there are a few and some that feel pretty vital early on. Gameplay mainly consists of enemy gauntlets in different screens which is where I felt the strength of the game lied. Unfortunately it gets weighed down by some pretty lengthy needle screens which keep on reusing the same awkward jump whereby you shoot an arrow at the peak of a sideways spike wall to get around. I really wasn't a fan of these screens and they often felt out of place in comparison to the rest of the game's enemy-focused design.
Still, after a few secrets are found the gameplay became a lot more enjoyable for me (and why I'd recommend my earlier spoiler). The variety in enemies remained pretty fun and combat in general felt very satisfying, maybe due to the sound effect being perfect. The bosses in the game are also all pretty fun, sometimes mixing in regular enemies as well to keep you on your toes. I particularly enjoyed when it combined using your wall-arrows to traverse the arena and deal damage.
The game has a true end, of sorts (or it may just well be the only real end), which requires all secrets and some final screens and honestly I'd recommend it. I felt the further into the game I got, the more fun I was having, so it's worth riding it out all the way to the end to truly test your arrow shooting abilities.
It's a unique game with some drawbacks, but so long as you don't limit yourself by not getting a couple of very important secrets and don't mind a couple of lengthy needle segments, you'll probably have a good time.
[0] Likes
The game follows a floor-based format which lets you also easily revisit any old floor you've completed should you wish to look for secrets, of which there are a few and some that feel pretty vital early on. Gameplay mainly consists of enemy gauntlets in different screens which is where I felt the strength of the game lied. Unfortunately it gets weighed down by some pretty lengthy needle screens which keep on reusing the same awkward jump whereby you shoot an arrow at the peak of a sideways spike wall to get around. I really wasn't a fan of these screens and they often felt out of place in comparison to the rest of the game's enemy-focused design.
Still, after a few secrets are found the gameplay became a lot more enjoyable for me (and why I'd recommend my earlier spoiler). The variety in enemies remained pretty fun and combat in general felt very satisfying, maybe due to the sound effect being perfect. The bosses in the game are also all pretty fun, sometimes mixing in regular enemies as well to keep you on your toes. I particularly enjoyed when it combined using your wall-arrows to traverse the arena and deal damage.
The game has a true end, of sorts (or it may just well be the only real end), which requires all secrets and some final screens and honestly I'd recommend it. I felt the further into the game I got, the more fun I was having, so it's worth riding it out all the way to the end to truly test your arrow shooting abilities.
It's a unique game with some drawbacks, but so long as you don't limit yourself by not getting a couple of very important secrets and don't mind a couple of lengthy needle segments, you'll probably have a good time.
Rating: 7.8 78
Difficulty: 65 65
Oct 2, 2019
Wolfiexe
For: I Wanna Go To The Otherside
For: I Wanna Go To The Otherside
Otherside is a needle game consisting of a few stages all with an emphasis on triggers and usually accompanied with a gimmick to liven up the platforming. It has some clear inspiration from the Rukito-style strand of needle with Random's own magic mixed in.
I really like how the platforming feels consistently dynamic, with moving objects or triggers as opposed to just a static screen of platforming. It makes the experience feel a bit more engaging and fun, and the catharsis water stage in particular I found kind of cool. I'd be curious to see it used in a stage where the screens aren't completely flooded, as it would probably lead to interesting trigger manoeuvres. The final stage was also particularly pretty cool in visual design and made for a good finale.
It did feel like sometimes there were triggers that opened up spikes ahead of you which you couldn't have reached yet anyway, making them feel somewhat redundant as it wasn't really changing the platforming or your intended path in any way. Of course this is a minor issue but just something small that I noticed.
The bosses are all pretty bizarre in their accompaniment with the music, although relatively simple in design, with a heavy focus on some RNG-related hijinks. I had fun with all of them, although I'm not so much a fan of refreshing i-frames. A special shoutout to the final boss music too.
I had a good time with this game, and I'd like to see Random make more of this kind of stuff, mixing together some weird themes with nicely designed platforming and a colourful mixture of music. I can certainly always get behind some Sultans of Swing if you're not opposed to re-using music in the future.
[1] Like
I really like how the platforming feels consistently dynamic, with moving objects or triggers as opposed to just a static screen of platforming. It makes the experience feel a bit more engaging and fun, and the catharsis water stage in particular I found kind of cool. I'd be curious to see it used in a stage where the screens aren't completely flooded, as it would probably lead to interesting trigger manoeuvres. The final stage was also particularly pretty cool in visual design and made for a good finale.
It did feel like sometimes there were triggers that opened up spikes ahead of you which you couldn't have reached yet anyway, making them feel somewhat redundant as it wasn't really changing the platforming or your intended path in any way. Of course this is a minor issue but just something small that I noticed.
The bosses are all pretty bizarre in their accompaniment with the music, although relatively simple in design, with a heavy focus on some RNG-related hijinks. I had fun with all of them, although I'm not so much a fan of refreshing i-frames. A special shoutout to the final boss music too.
I had a good time with this game, and I'd like to see Random make more of this kind of stuff, mixing together some weird themes with nicely designed platforming and a colourful mixture of music. I can certainly always get behind some Sultans of Swing if you're not opposed to re-using music in the future.
Rating: 8.1 81
Difficulty: 60 60
Oct 2, 2019
Wolfiexe
For: I wanna be the Sicher Beste 2
For: I wanna be the Sicher Beste 2
Sicher Beste 2 is a game featuring two different paths, one primarily needle-focused and one with a gimmick-focus, with sprinklings of avoidance in-between.
The gimmick path features a teleporting gimmick used to traverse throughout a seemingly giant room full of moving platforms, spinny blades and other hazards. The level design was mostly fun although there were a couple of sore spots where I felt like having an indicator for where you'd teleport to would've been very helpful in easing the flow of the stage. I also suffered from some lag issues where the stage was running at a lower FPS, which was unfortunate. I'm unaware if other people have had this problem.
The needle path had some pretty cool design and in general I had more fun with, although perhaps going back to a stable framerate had a part in that. I particularly liked seeing slopes get used as angled spikes are always memorable for me. The visuals as well felt very nice in this area, with a pretty little spike effect and good contrast.
The avoidance elements of the game I found to be fun and I'm a fan of breaking apart a big platforming stage with small snippets of avoidance-elements. The final boss also takes the HP approach making it a little easier to learn and get through. It was a shame that despite the HP there were still a few one-hit-KO attacks which felt like the sort you'd have to die to once. The final attack also felt like a mess to me, although I think had I chosen a different gap I might've had an easier time, although this wasn't apparent to me when playing.
There's some cool ideas in here such as the mid-stage avoidance snippets and fun level design, and as a fan of variety I'd look forward another game of this style if Genesis ever decides to take another stab at it. Fun stuff!
[0] Likes
The gimmick path features a teleporting gimmick used to traverse throughout a seemingly giant room full of moving platforms, spinny blades and other hazards. The level design was mostly fun although there were a couple of sore spots where I felt like having an indicator for where you'd teleport to would've been very helpful in easing the flow of the stage. I also suffered from some lag issues where the stage was running at a lower FPS, which was unfortunate. I'm unaware if other people have had this problem.
The needle path had some pretty cool design and in general I had more fun with, although perhaps going back to a stable framerate had a part in that. I particularly liked seeing slopes get used as angled spikes are always memorable for me. The visuals as well felt very nice in this area, with a pretty little spike effect and good contrast.
The avoidance elements of the game I found to be fun and I'm a fan of breaking apart a big platforming stage with small snippets of avoidance-elements. The final boss also takes the HP approach making it a little easier to learn and get through. It was a shame that despite the HP there were still a few one-hit-KO attacks which felt like the sort you'd have to die to once. The final attack also felt like a mess to me, although I think had I chosen a different gap I might've had an easier time, although this wasn't apparent to me when playing.
There's some cool ideas in here such as the mid-stage avoidance snippets and fun level design, and as a fan of variety I'd look forward another game of this style if Genesis ever decides to take another stab at it. Fun stuff!
Rating: 7.4 74
Difficulty: 55 55
Oct 2, 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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