Thrice's Profile
Send a PMJoined on: Feb 21, 2015
Bio:
Howdy. My name is ThriceNightly on twitch but people call me Thrice. I like BMX games.
I've submitted:
25 Ratings!
15 Reviews!
23 Screenshots!
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25 Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the My heart goes on | 1.0 | 10.0 |
I wanna stop the MELTDOWN | 70.0 | 9.7 |
I wanna Bread | 38.0 | 9.3 |
I wanna be Minimal | 57.0 | 9.0 |
I wanna be the Boshy | 65.0 | 8.7 |
I wanna make the Novelty | 47.0 | 8.2 |
I wanna go across the Rainbow | 35.0 | 7.6 |
I wanna Trick or Treat | 45.0 | 7.3 |
I wanna be the rushed creation | 53.0 | 7.3 |
I wanna Design | 38.0 | 7.2 |
I wanna get the Yellow Star | 27.0 | 6.5 |
I wanna fa trap | 26.0 | 6.4 |
I wanna be the 3200min | 36.0 | 6.4 |
I wanna be the Dark Blue | 27.0 | 6.4 |
I wanna enjoy the Game2 | 34.0 | 6.3 |
I wanna conquer the blow game 2 | 26.0 | 5.9 |
I wanna be the Experience | 25.0 | 5.4 |
I wanna go to Sky | 38.0 | 5.4 |
I wanna be the Fangame! | 45.0 | 5.3 |
I wanna conquer the blow game | 16.0 | 5.2 |
I wanna kill the Kamilia | 57.0 | 4.7 |
I wanna enjoy the Game | 17.0 | 4.4 |
I wanna be the GGM | 5.0 | 3.2 |
I wanna be the Chokochoko | 5.0 | 0.5 |
I wanna HAA | N/A | N/A |
15 Reviews
Thrice
For: I wanna go across the Rainbow
For: I wanna go across the Rainbow
This has always felt like a great game for new fangame players to me. Sure, the difficulty is a little bit high for a brand new player, but starting fangames off with a very easy game seems counter productive to me, as fangames are about the difficulty. The reason this game is so great for new players is the interesting level progression. As the name suggests you play across 7 different worlds (Red, Orange, Yellow, Green, Blue, Indigo, Violet) Each world is designed completely differently, in a way that new players will get to learn and experience in a closed environment. Red has basic jumps to teach the player the game mechanics and overall feel. Yellow is riddled with traps and triggers, another basic fangame element. Violet has moving spikes, showing new players the way the world around them may change. This simple progression provides as a great learning tool as well as a fun and well designed experience in the end.
[0] Likes
Rating: 7.6 76
Difficulty: 35 35
Feb 21, 2015
Thrice
For: I wanna be the Boshy
For: I wanna be the Boshy
I Wanna be the Boshy has grown to be a phenomenon almost as big as the original game it was based on. For good reason, too, as Boshy makes evident of Solgryn's gift in game design. The game is far from perfect, but as a fangame its unwise to expect as much. Boshy was the first fangame I played. To no surprise I died. A lot. The design of the game encouraged me to keep coming back, though, death after death.
If we begin with the game mechanics themselves, they are far different from any other fangame. Guy physics are floaty in comparison to Boshy's gravity spike. The jumping feels much different, as this game is on Solgryn's engine, as opposed to the I Wanna be the Guy engine most other games use. That being said, the jumping works just fine, and the game is designed with the jumping in mind so it doesn't come off as a problem. The shooting works great as well, allowing for different keybinds at the user's will making the gameplay a custom experience. The game's coding is shotty at times, but it doesn't get in the way of the game too often.
Now we get to the good part; the game design. The different worlds in this game are some of the most enjoyable in any fangame I have played. Each world has a number of different screens, each with its own gimmick. That's right, there is a different gimmick for nearly every screen in the game. This is what makes this game so much fun to play. As great as needle games are, they can grow stale. Boshy is timeless in that it feels like a whole new game every screen you pass. This means the player will have to learn and adapt to the new challenge Solgryn decides to throw at them. The platforming is almost always fair to the player, with only a few trolls thrown in for good measure. No experience in Guy games, or platformers in general, will let you blaze through this game on a first playthrough, you are going to have to play by Solgryn's rules, and learn what he wants you to do.
This brings me to the next part of Boshy, the bosses. Solgryn shines when it comes to bosses. As you can see by Electric's screenshots, no two bosses look the same, and as you will soon find out, they don't play the same either. The bosses are designed so that the player will have to fight each one in a slightly different way. Hello Kitty separates the player from the boss, forcing you to attack and dodge from a distance. Ryu demands the player get close and personal with him in order to get the damage you need. Biollante may not have the strongest attacks, but his huge health bar proves taxing. In contrast, Sonic won't take too many shots to kill (Only 90 in his attack mode compared to Biollante's 220) but his attack will take incredible patience and understanding to overcome. Each boss is designed in a way so that you improve slowly over time until you are able to finally defeat them hours later. The problem with the bosses comes in from a few bosses in particular (Shang Tsung, Skeleton King, Missigno, and Solgryn) which are brought down by their RNG elements, which in a few cases are actually impossible to dodge. This can make beating them a matter of trial and error until the game decides to make it easy for you.
Boshy has a few downfalls however. Despite the poor programming and RNG bosses, the game suffers from a lack of congruence. The worlds don't mesh well, as they are all taken from different platformers from the NES and SNES era. This turns Boshy from what could have been an adventure as a player, into a simple challenge game. The game design sets itself up for an experience as a player. You beat the seemingly impossible bosses, you jumped the seemingly impossible jumps, you became the Boshy. The game does nothing but take away from this experience. It constantly reminds you that this is a video game. A fangame, no less. There is nothing wrong with a game that doesn't take itself too seriously, but as a player it becomes a pile of tough jumps and difficult bosses. With every lame attempt at meme based humor, with every reference to another game, it loses a little bit of the experience. It doesn't feel like you are experiencing the adventure, it feels like you are walking through a museum.
I Wanna be the Boshy is a game I will remember for years and years to come. Completing this game felt like a triumph as a button pusher, but it could have felt like a triumph as a person, had the game been crafted a little differently. Nonetheless, if you want to experience a game with some of the most variety I have seen in a video game to date, Boshy will meet every expectation you hold.
[8] Likes
If we begin with the game mechanics themselves, they are far different from any other fangame. Guy physics are floaty in comparison to Boshy's gravity spike. The jumping feels much different, as this game is on Solgryn's engine, as opposed to the I Wanna be the Guy engine most other games use. That being said, the jumping works just fine, and the game is designed with the jumping in mind so it doesn't come off as a problem. The shooting works great as well, allowing for different keybinds at the user's will making the gameplay a custom experience. The game's coding is shotty at times, but it doesn't get in the way of the game too often.
Now we get to the good part; the game design. The different worlds in this game are some of the most enjoyable in any fangame I have played. Each world has a number of different screens, each with its own gimmick. That's right, there is a different gimmick for nearly every screen in the game. This is what makes this game so much fun to play. As great as needle games are, they can grow stale. Boshy is timeless in that it feels like a whole new game every screen you pass. This means the player will have to learn and adapt to the new challenge Solgryn decides to throw at them. The platforming is almost always fair to the player, with only a few trolls thrown in for good measure. No experience in Guy games, or platformers in general, will let you blaze through this game on a first playthrough, you are going to have to play by Solgryn's rules, and learn what he wants you to do.
This brings me to the next part of Boshy, the bosses. Solgryn shines when it comes to bosses. As you can see by Electric's screenshots, no two bosses look the same, and as you will soon find out, they don't play the same either. The bosses are designed so that the player will have to fight each one in a slightly different way. Hello Kitty separates the player from the boss, forcing you to attack and dodge from a distance. Ryu demands the player get close and personal with him in order to get the damage you need. Biollante may not have the strongest attacks, but his huge health bar proves taxing. In contrast, Sonic won't take too many shots to kill (Only 90 in his attack mode compared to Biollante's 220) but his attack will take incredible patience and understanding to overcome. Each boss is designed in a way so that you improve slowly over time until you are able to finally defeat them hours later. The problem with the bosses comes in from a few bosses in particular (Shang Tsung, Skeleton King, Missigno, and Solgryn) which are brought down by their RNG elements, which in a few cases are actually impossible to dodge. This can make beating them a matter of trial and error until the game decides to make it easy for you.
Boshy has a few downfalls however. Despite the poor programming and RNG bosses, the game suffers from a lack of congruence. The worlds don't mesh well, as they are all taken from different platformers from the NES and SNES era. This turns Boshy from what could have been an adventure as a player, into a simple challenge game. The game design sets itself up for an experience as a player. You beat the seemingly impossible bosses, you jumped the seemingly impossible jumps, you became the Boshy. The game does nothing but take away from this experience. It constantly reminds you that this is a video game. A fangame, no less. There is nothing wrong with a game that doesn't take itself too seriously, but as a player it becomes a pile of tough jumps and difficult bosses. With every lame attempt at meme based humor, with every reference to another game, it loses a little bit of the experience. It doesn't feel like you are experiencing the adventure, it feels like you are walking through a museum.
I Wanna be the Boshy is a game I will remember for years and years to come. Completing this game felt like a triumph as a button pusher, but it could have felt like a triumph as a person, had the game been crafted a little differently. Nonetheless, if you want to experience a game with some of the most variety I have seen in a video game to date, Boshy will meet every expectation you hold.
Rating: 8.7 87
Difficulty: 65 65
Feb 21, 2015
Thrice
For: I wanna Design
For: I wanna Design
This game sets up it's gimmick from the very beginning. You have the ability to change the world around you with paint bullets. Cool idea, right? You use your new painting ability to navigate a screen and complete your task.
Things are changing now as different paint colors are thrown into the mix. Each paint color changes the world in a different way. The pacing is impeccable. You learn as a player how to balance your different abilities, to use your paints methodically. The game grows slowly to grand sizes, numerous paints at your disposal you must look at your world in an entirely new way. Obstacles are now pathways, spikes now bridges. Planning the order of your new skills must be thought out entirely or you will have to start all over again.
Semi-ironically, the design of the game has some flaws to it. The painting system becomes over complicated in the last level as multiple paints accomplish similar goals. This means you must try out different paints on the same spike until you figure out which paint you won't need later in the level. This trial and error becomes frustrating as it makes the puzzle game feels like you put extra pieces in the box. Sure the puzzle is still going to get made, but you are going to end up spending a lot of time finding the unwanted pieces.
The other major flaw is in the second to last level in which the design is simply boring and uninspired. The other worlds, however are all very interesting and exciting to work through.
When puzzle games come to mind, this game will forever a favorite for me, despite to problems it has.
[0] Likes
Things are changing now as different paint colors are thrown into the mix. Each paint color changes the world in a different way. The pacing is impeccable. You learn as a player how to balance your different abilities, to use your paints methodically. The game grows slowly to grand sizes, numerous paints at your disposal you must look at your world in an entirely new way. Obstacles are now pathways, spikes now bridges. Planning the order of your new skills must be thought out entirely or you will have to start all over again.
Semi-ironically, the design of the game has some flaws to it. The painting system becomes over complicated in the last level as multiple paints accomplish similar goals. This means you must try out different paints on the same spike until you figure out which paint you won't need later in the level. This trial and error becomes frustrating as it makes the puzzle game feels like you put extra pieces in the box. Sure the puzzle is still going to get made, but you are going to end up spending a lot of time finding the unwanted pieces.
The other major flaw is in the second to last level in which the design is simply boring and uninspired. The other worlds, however are all very interesting and exciting to work through.
When puzzle games come to mind, this game will forever a favorite for me, despite to problems it has.
Rating: 7.2 72
Difficulty: 38 38
Feb 21, 2015
Thrice
For: I wanna be the My heart goes on
For: I wanna be the My heart goes on
"Video Games can never be art." ~Roger Ebert.
Look at us now, Roger. Look at us now.
Look at us now, Roger. Look at us now.
Tagged as: Special
[66] Likes
Rating: 10.0 100
Difficulty: 1 1
Feb 21, 2015
Thrice
For: I wanna be the 3200min
For: I wanna be the 3200min
As far as spike games go, this game fits right into the mold. While it rarely dares to go outside of the norm, it does what it does as well as you can expect. This game is very straightforward in terms of spike jumps and newcomers will be able to know what to do with ease, while performing said jumps may prove challenging. While I feel this game doesn't dare to do the unexpected, it does the expected incredibly well, often making incredible use of the entire screen in great ways. The path for each screen winds incredibly well, seeming complicated to the eye, but natural as a player. Those who enjoy the idea of spike jumping games or want an introduction before attempting any hardcore needle games will find this game fantastic. Those who expect it bring something new to the table will be disappointed.
Tagged as: Needle
[0] Likes
Rating: 6.4 64
Difficulty: 36 36
Feb 21, 2015
User's games list is empty!
11 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna Design | 38.0 | 7.2 |
I wanna go across the Rainbow | 35.0 | 7.6 |
I wanna make the Novelty | 47.0 | 8.2 |
I wanna be the Boshy | 65.0 | 8.7 |
I wanna be the Catharsis | N/A | N/A |
I wanna be the My heart goes on | 1.0 | 10.0 |
I wanna be Minimal | 57.0 | 9.0 |
I wanna play an Adventure game | N/A | N/A |
Not Another Needle Game | N/A | N/A |
I wanna stop the MELTDOWN | 70.0 | 9.7 |
I wanna try a Collab | N/A | N/A |
51 Cleared Games