theTics's Profile
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Ratings are based on my emotion to the games.
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978 Ratings!
164 Reviews!
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978 Games
164 Reviews
theTics
For: I wanna be the TKS
For: I wanna be the TKS
Cleared this 4 times because Reveal Spoilerwarp comes to you after avoidance which is not easy to grab since you're bouncing all the times.
Avoidance alone was pretty fun and partially skill-based.
Avoidance alone was pretty fun and partially skill-based.
Tagged as: Avoidance
[0] Likes
Rating: 5.5
Difficulty: 40
Nov 12, 2022
theTics
For: I wanna be the Point Trap
For: I wanna be the Point Trap
This game has cool concepts for some bosses, but they end up being very annoying for the most part. Final boss is the pinnacle of such bs.
[0] Likes
Rating: 2.0
Difficulty: 70
Nov 12, 2022
theTics
For: I wanna be the kmc
For: I wanna be the kmc
There are three different bosses in this game.
Red: literally nothing before final attack
Green: nothing
Blue: most annoying thing ever
Final boss is just beating these three(with buff) again, and having the blue one as a final makes it even more disgusting.
[0] Likes
Red: literally nothing before final attack
Green: nothing
Blue: most annoying thing ever
Final boss is just beating these three(with buff) again, and having the blue one as a final makes it even more disgusting.
Rating: 2.0
Difficulty: 60
Nov 10, 2022
theTics
For: I wanna be the 罠ばっか
For: I wanna be the 罠ばっか
Apparantly this game is nowhere close to be called a good game. Let alone production value, it has many flaws: poor save balance, invisible saves(I've never seen shit like that) and invisible spikes here and there, and so on. However, all of those drawbacks seemed trivial to me. It felt really good to slowly pass the part I initially considered impossible(I didn't trust the creator), and it felt very rewarding to fight my own patience and finally progress. Honestly, I don't think I'd care about this game if it had reasonable extent of difficulty that I don't have to persevere with. It's rare I deal with this kind of uncreative trap game with patience, and it's ironic that the most brutal trap game I've ever played was the most enjoyable trap game I've seen in a long time. I'm so glad that I rolled this game.
Tagged as: Trap
[2] Likes
Rating: 7.0
Difficulty: 75
Oct 30, 2022
theTics
For: I wanna be a Charr
For: I wanna be a Charr
Rating based on all coins and achievements.
Charr is a game that uses secrets in the best way. The reason is that secrets are optional. We know how bad mandatory secrets are. Unless the secret is obvious, you have to take countless risk deaths to find it, which heavily reduces the fun. But if you make the secret obvious, there's no meaning of finding it.
Charr resolves this dilemma by improving the accessibility to secrets. Sometimes you have to play a stage multiple times if you've missed or couldn't find the secrets at one time. Then normally you might have to play the long stage again, or even the entire game. In Charr, however, you start in a hub with several portals. You can go any portals that you want to find secrets or you can just head out and go back at any time. Most of the stages(portals) are also very short, with 2 or 3 rooms, but secrets are still really hard to find. So in that way, the game maintains the essence of secrets while giving the player a choice whether he will go for the secrets or not.
Before talking about secrets, I'll take a moment to think about the normal part of the game. The first few stages are pretty boring, but it starts to get fun from stage 'Fun'. Every stage from then on has unique concepts. Cherry clock(it reflects the real time), water maze, timed repetition... all of them were unlike anything I've seen before.
Some traps are clever, too. The one in Hurrah where one of the cherry cycles stops when you're about to get the first yellow coin, and the one in Jump where one of the blocks doesn't auto-bounce so you can just fall off and die, were great traps. Can't forget the trap that pushed me into the difficulty select screen when I fell into random holes!
Bosses leave a lot to be desired, though. Apple boss is undoubtedly a substandard boss from default-style bad fangames. Bowser might be mediocre because it's unusual, but none of the Pokemons had an appeal for me. They were eight bosses with just eight ordinary patterns.
If you get all yellow coins, chances are you'll be interested in the red coin you've seen on the menu screen. Charr tells you 'this game has secrets' in a natural way. Many people might find their first red coin in Beginner when they just walk forward after getting the yellow coin. If you couldn't find it, you'll eventually find one in Qualify. If you begin to realize all stages have red coins, you'll find the game new and feel the true beauty of Charr.
There are reasons why I found those secrets so charming. First, most of the red coins are really hard to find but hidden in novel ways. I've cleared the majority of the stages at least 5 times to find them. They were usually in the places where I put as the last options because they're hard to reach. Some secrets are not just hidden by fake blocks, but only accessible if certain conditions are satisfied. Orthodox, Easy, and Lucky red coins are great examples.
Speaking of Lucky, I like how stylish RNG in Charr is. In Lucky, you need some degree of luck no matter what coin you're going for. But not pure luck, you can reduce the risk by doing needle jumps. Even with the setup, I always felt a subtle tension when I go down the holes, and waiting for the slot. There's also an RNG spike in the first screen of Normal that falls so fast that you can't just ignore. The RNG spike is set randomly out of 17 spikes, so you have to run for 1/17 chance every time you reset. These moments gave me good scary feelings.
Another reason is the difficulty gap between yellow and red coins. I still remember when I played this game in 2011, I got shocked by the dramatic increase in difficulty after Bowser(30->70). Yet again, I felt so when I was grinding red coins. Jump and Orthodox both took me 20 minutes to beat normally, but they took 12 and 17 hours respectively to get red coins. This kind of gap might be disturbing for someone, but it rather made me excited. It might be the same reason why I found 'I wanna be the Gap' fascinating. For some reason, unexpected change sometimes gives the energy to the game and makes it fun.
I've been using the term 'red coin' instead of 'secret' because the secret is not all about coins. There's the last variety that Charr offers, the achievement. Achievements are even harder than red coins to find; I didn't even know that it existed until I got 9th red coin. There's a fake block in the left wall in the portal room, which leads to the achievement room. When you get achievement, it produces an unusual sound effect and you can check it out in the room. Some of the achievements are quite easy to get, but some of them are extremely difficult to even find. Did you know that there's an achievement for beating the apple boss while standing only in the right down corner? This kind of achievement might be considered unfair, but it is interesting by its existence for anyone seeking achievements.
Playing this game was like looking into an object under a microscope. The actual map always remains the same, but when I peered into the stage, there were far more than meets the eye. I was surprised that the game has more variety than I expected. I was also surprised by the game's high-level platforming and elaborate designs in the earliest fangame era. It was such an astonishing game in many ways.
[9] Likes
Charr is a game that uses secrets in the best way. The reason is that secrets are optional. We know how bad mandatory secrets are. Unless the secret is obvious, you have to take countless risk deaths to find it, which heavily reduces the fun. But if you make the secret obvious, there's no meaning of finding it.
Charr resolves this dilemma by improving the accessibility to secrets. Sometimes you have to play a stage multiple times if you've missed or couldn't find the secrets at one time. Then normally you might have to play the long stage again, or even the entire game. In Charr, however, you start in a hub with several portals. You can go any portals that you want to find secrets or you can just head out and go back at any time. Most of the stages(portals) are also very short, with 2 or 3 rooms, but secrets are still really hard to find. So in that way, the game maintains the essence of secrets while giving the player a choice whether he will go for the secrets or not.
Before talking about secrets, I'll take a moment to think about the normal part of the game. The first few stages are pretty boring, but it starts to get fun from stage 'Fun'. Every stage from then on has unique concepts. Cherry clock(it reflects the real time), water maze, timed repetition... all of them were unlike anything I've seen before.
Some traps are clever, too. The one in Hurrah where one of the cherry cycles stops when you're about to get the first yellow coin, and the one in Jump where one of the blocks doesn't auto-bounce so you can just fall off and die, were great traps. Can't forget the trap that pushed me into the difficulty select screen when I fell into random holes!
Bosses leave a lot to be desired, though. Apple boss is undoubtedly a substandard boss from default-style bad fangames. Bowser might be mediocre because it's unusual, but none of the Pokemons had an appeal for me. They were eight bosses with just eight ordinary patterns.
If you get all yellow coins, chances are you'll be interested in the red coin you've seen on the menu screen. Charr tells you 'this game has secrets' in a natural way. Many people might find their first red coin in Beginner when they just walk forward after getting the yellow coin. If you couldn't find it, you'll eventually find one in Qualify. If you begin to realize all stages have red coins, you'll find the game new and feel the true beauty of Charr.
There are reasons why I found those secrets so charming. First, most of the red coins are really hard to find but hidden in novel ways. I've cleared the majority of the stages at least 5 times to find them. They were usually in the places where I put as the last options because they're hard to reach. Some secrets are not just hidden by fake blocks, but only accessible if certain conditions are satisfied. Orthodox, Easy, and Lucky red coins are great examples.
Speaking of Lucky, I like how stylish RNG in Charr is. In Lucky, you need some degree of luck no matter what coin you're going for. But not pure luck, you can reduce the risk by doing needle jumps. Even with the setup, I always felt a subtle tension when I go down the holes, and waiting for the slot. There's also an RNG spike in the first screen of Normal that falls so fast that you can't just ignore. The RNG spike is set randomly out of 17 spikes, so you have to run for 1/17 chance every time you reset. These moments gave me good scary feelings.
Another reason is the difficulty gap between yellow and red coins. I still remember when I played this game in 2011, I got shocked by the dramatic increase in difficulty after Bowser(30->70). Yet again, I felt so when I was grinding red coins. Jump and Orthodox both took me 20 minutes to beat normally, but they took 12 and 17 hours respectively to get red coins. This kind of gap might be disturbing for someone, but it rather made me excited. It might be the same reason why I found 'I wanna be the Gap' fascinating. For some reason, unexpected change sometimes gives the energy to the game and makes it fun.
I've been using the term 'red coin' instead of 'secret' because the secret is not all about coins. There's the last variety that Charr offers, the achievement. Achievements are even harder than red coins to find; I didn't even know that it existed until I got 9th red coin. There's a fake block in the left wall in the portal room, which leads to the achievement room. When you get achievement, it produces an unusual sound effect and you can check it out in the room. Some of the achievements are quite easy to get, but some of them are extremely difficult to even find. Did you know that there's an achievement for beating the apple boss while standing only in the right down corner? This kind of achievement might be considered unfair, but it is interesting by its existence for anyone seeking achievements.
Playing this game was like looking into an object under a microscope. The actual map always remains the same, but when I peered into the stage, there were far more than meets the eye. I was surprised that the game has more variety than I expected. I was also surprised by the game's high-level platforming and elaborate designs in the earliest fangame era. It was such an astonishing game in many ways.
Rating: 9.6
Difficulty: 92
Jul 26, 2020
theTics
For: I wanna be the 192連
For: I wanna be the 192連
Gate jump
Tagged as: Needle
[1] Like
Rating: 2.0 20
Difficulty: 25 25
Jul 25, 2020
theTics
For: Chile Game
For: Chile Game
Chile Game is a floor needle game with few trolls and gimmicks. It starts out very easy, but there are some points that dramatically increased the difficulty.
The biggest gripe I had with this game was the trigger. Most of the triggers are in unsafe spots, and you might not see exactly what spikes they trigger. So it's just a required death.
Also, floor 99 and 100 completely ruined the experience. Floor 99 maximized the problem I had with triggers by making them invisible. It was such a nasty feeling of progress playing the screen over and over again just to see what next trigger is about. Invisible block traps didn't help either.
Floor 100 consists of 3 screens like some other floor games, and it is easily the worst part of the game. The reason why floor 100 in CN2 was bearable was because all 3 screens were much easier than the previous floors. But here, all 3 screens have the exact same difficulty as floor 90s, so they just felt like floor 100,101,102 with no saves. Besides, they were not pure needles, but with gimmicks like conveyor, refresher, and reversed gravity. Those gimmicks need practice to get consistent by a bit of muscle memory, but I'm pretty sure you would not want to do screen 1 and 2 hundred times to get used to screen 3.
Overall though, I could say I had fun with 40% part of the game. The second half of the game was nice, especially Jtool screens were quite enjoyable. However, this game has some of the worst platforming part I had with floor games which cancels out the advantage to below average.
The biggest gripe I had with this game was the trigger. Most of the triggers are in unsafe spots, and you might not see exactly what spikes they trigger. So it's just a required death.
Also, floor 99 and 100 completely ruined the experience. Floor 99 maximized the problem I had with triggers by making them invisible. It was such a nasty feeling of progress playing the screen over and over again just to see what next trigger is about. Invisible block traps didn't help either.
Floor 100 consists of 3 screens like some other floor games, and it is easily the worst part of the game. The reason why floor 100 in CN2 was bearable was because all 3 screens were much easier than the previous floors. But here, all 3 screens have the exact same difficulty as floor 90s, so they just felt like floor 100,101,102 with no saves. Besides, they were not pure needles, but with gimmicks like conveyor, refresher, and reversed gravity. Those gimmicks need practice to get consistent by a bit of muscle memory, but I'm pretty sure you would not want to do screen 1 and 2 hundred times to get used to screen 3.
Overall though, I could say I had fun with 40% part of the game. The second half of the game was nice, especially Jtool screens were quite enjoyable. However, this game has some of the worst platforming part I had with floor games which cancels out the advantage to below average.
Tagged as: x_Floor
[2] Likes
Rating: 4.0 40
Difficulty: 70 70
Jul 24, 2020
theTics
For: Chill Needle 2
For: Chill Needle 2
Amusing game. I could feel how delicately the creator designed the levels. Thanks to that, the gameplay was really chill and fun.
[0] Likes
Rating: 9.0 90
Difficulty: 52 52
Jul 23, 2020
theTics
For: はい、これ。
For: はい、これ。
Rating includes extra.
Tagged as: Needle
[0] Likes
Rating: 7.0 70
Difficulty: 61 61
Jul 20, 2020
theTics
For: I wanna be the ebin
For: I wanna be the ebin
I felt this game's platforming kinda okay. Traps are in a bearable extent, and platforms are mostly timed well with the save. Bosses were fine, but some of them have repetitive patterns so they all look the same.
The biggest problem of this game is a constantly changing resolution. The game pumps up vertical window size in the long tower area, and most of the time, the resolution just changes randomly every other map.
Even with the flaws, I might say the game is still 'playable'. But that's it.
[0] Likes
The biggest problem of this game is a constantly changing resolution. The game pumps up vertical window size in the long tower area, and most of the time, the resolution just changes randomly every other map.
Even with the flaws, I might say the game is still 'playable'. But that's it.
Rating: 3.0 30
Difficulty: 43 43
Jul 20, 2020
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