Cthaere's Profile
Send a PMJoined on: May 25, 2020
Bio:
I play fangames or stuff.
I try rating game compared to what they are trying to achieve rather than compared to fangames as a whole, and with knowledge of what you're getting into; If I rate a corridor needle game, I assume the person reading the review wants to play corridor needle, as if they don't they shouldn't bother playing it anyway. With that said, I tend to be very generous on needle ratings while being very skimpy on avoidances (although you likely won't see it as if I'd give it less than a 7 I just won't clear it instead).
with extremely rare exceptions, 9/10+ is reserved to games that have left deep emotional impact, while 10/10 is reserved for games I love unconditionally.
If I reviewed it and the review doesn't say otherwise, it's safe to assume I cleared it. I try adding my clears to df but I never really cared to keep track, so some might be missing.
don't expect diff ratings to be very accurate.
I've submitted:
237 Ratings!
158 Reviews!
9 Screenshots!
237 Games
158 Reviews
For: I wanna be the Bomberman
For: I Wanna Be The Dreamroamer
For: I Wanna Kill The Kamilia 3 EZ
For: I wanna be the pinacol
Visually, the avoidance is very clean, with monochromatic projectiles and backgrounds, one dominant type of particle trail, a few simple particle effects aside from that, and instances of nonintrusive flashes & view manipulation. However, the beauty comes just as much from the attack design as it does from the production value, with extremely fluid attacks, elegant symmetrical patterns, and of course the surfaces capturing the most hectic transitions and putting them side to side.
As for the downsides, there are a few instances of rng attacks that can and will "kill" you without warning. The HP nature of the fight allows you to survive them relatively unscathed, but when you get to the point where a good attempt will be able to mostly tank through the last minute to win, every unnecessary hit matters. Another issue I had was the pacing and difficulty balance. While I'm sure a big part of the perceived difficulty imbalances comes from the fact that it is not required to master the attacks 3 minutes into the fight, they still felt much harder than their earlier counterparts. While I did not mind replaying the period of time from 30 seconds to 3 minutes in despite seeming very easy in comparison to the last minute, the first 30 seconds are insanely boring to do, something that I would usually loathe but since every attempt gets very far in anyway due to the nature of HP and the accelerated learning pace that comes with it, it was tolerable, although I would still rather see the first part of the fight be improved, especially since it is the only instance of "stay in the corner and stand at designated safespots from time to time" attack.
A final note about difficulty: Due to the HP nature of the avoidance, it would seem exponentially easier the better you are, and putting an exact difficulty on it is extremely hard. Do not let the difficulty rating deceive you, as this would take much, much longer than you might suspect if you've never cleared an avoidance of this difficulty rating.
All in all this was a blast to learn and very fun to execute, although I feel like with a few more hours it might have overstayed its welcome. Would wholeheartedly recommend to experienced pattern avoidance players.
For: Panasonic Bluray
Panasonic Bluray is an adventure game structured as an x_floor game, with 8 stages consisting of 9 platforming screens and a boss. Aside from the change in visuals and theme between stages, each of them brings up a few unique and simple gimmicks introduced in the first half and then combined in the second half to create varied yet never overwhelming platforming. The needle wrought together around this gimmick concoction is great and complementary to it, getting easier around new and unfamiliar gimmicks while ramping up on the simpler and familiar ones to create a difficulty curve that feels very smooth (with the exception of the 40s that make for an abrupt minor difficulty spike). The bosses for the most part constitute of 2 "layers" of attacks, with one major attack out of a big pool happening on an interval, complemented by either an ongoing passive attack or a small minor attack that ties the major ones together. All of the bosses without exception have been a joy to play, and all felt extremely fair and appropriate in difficulty.
Unfortunately, there were a couple of downsides that I feel are worth mentioning: While I have not docked points for it since I was informed it would be patched soon, the avoidance represents the biggest difficulty spike in the game with attacks that involve extremely fast moving projectiles and can feel like a lucky unfair grind. Another, smaller issue I had was the quiz, that for the most part devolved into a guess-and-then-memorize-the-answer task. I would recommend that you look past these and continue, as the rest of the content is well worth it.
Overall a great adventure game on the easy side with comfortable needle & bosses and a huge amount of care and production. Would definitely recommend.
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna Musiclock | 74.7 | 9.3 | 20 |
I wanna Xanadu | 60.7 | 7.7 | 8 |
32 Favorite Games
143 Cleared Games