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: I wanna craft in space!!
For: I wanna craft in space!!
Fun, short, creative, simple little game. An excellent example of taking a simple idea, running with it and making something self contained and complete in a well wrapped package.
I'd love to see more with the idea but at the same time, the game definitely feels completed. If you're looking for a quick little gameplay experience, this is a good time.
I'd love to see more with the idea but at the same time, the game definitely feels completed. If you're looking for a quick little gameplay experience, this is a good time.
Tagged as: Gimmick
[2] Likes
Rating: 9.0 90
Difficulty: 30 30
Apr 28, 2023
kurath
For: I wanna be the Apprentice
For: I wanna be the Apprentice
Fun, accessible adventure game with some interesting mechanics. Rating based on bad ending because I did not enjoy the method of secrets. That said, there's enough game to enjoy up to this point.
Production is solid, and combined with a story and the ability to pick your paths, the core gameplay experience is interesting enough. The platforming and bosses feel very old fashioned style, but are executed well and are enjoyable as well.
Overall, its just a good adventure game for what I played - not necessarily a standout but absolutely worth playing for anyone who likes the style.
Production is solid, and combined with a story and the ability to pick your paths, the core gameplay experience is interesting enough. The platforming and bosses feel very old fashioned style, but are executed well and are enjoyable as well.
Overall, its just a good adventure game for what I played - not necessarily a standout but absolutely worth playing for anyone who likes the style.
Tagged as: Adventure
[0] Likes
Rating: 8.1 81
Difficulty: 50 50
Apr 23, 2023
kurath
For: Seventh V
For: Seventh V
A needle game highly focused around gravity flipping. It's probably voraciousreader's most ambitious and creative production yet by a good margin. Unfortunately, at least for me, it was also the least fun by the same margin.
It has a lot of good parts, but unfortunately is countered by a sizable amount of bad parts throughout.
Production wise, its mostly good. I found the some of the tilesets (especially the red tileset and the initial tileset) quite busy and hard to look at, but not necessarily problematically so. I'd tend to think dimmer backgrounds and better contrast would've helped here. Music was chill and fit well enough to the game, and sound production did what it needed to do, with audio cues for most important actions (though I'd certainly recommend fixing the renex engine vine sound, its just awful).
The bosses were a nice pacebreaker, but weren't without their flaws. The pink one in both segments felt quite non-interactive, where few things really threaten you but you don't necessarily have a play if they do. Typically though, they did well in utilizing the stage gimmick in a way to make a short avoidance around, but 30 seconds is a long time for a single attack and the fact that none of them were actually 30 seconds tends to just feel bad for the player with no advantage, as every avoidance would continue for a little bit afterwards (not just killers not despawning, but attacks continuing, and frequently would have a 'finishing attack' that happens well after). Just kind of feel bad moments for the players that has no reason to be there - just actually show the correct timer - and unfortunately is not the only instance of this in the game.
The platforming is the bulk of the game, and unfortunately, its a mixed bag. It probably should've been a warning sign when the game starts off with a terrible, tedious and overused first save that there were going to be issues, but nonetheless. Every stage had its high points - some more than others, but most of them had way too many low points to not generally feel bothersome along the way. I appreciate the creativity and really exploring the gimmicks, which it did a lot of, but much of it was not in a fun or engaging way. A huge problem is the game is much harder than advertised (feels like a typical case of maker blindness where they get used their own gimmicks and don't fully realize the difficulty, but that's just speculation), but much of the difficulty comes in bad ways. Firstly, gravity gimmicks I find tend to benefit from having big open spaces - this game has very little of these, but rather has lots of short, precise saves in small tight areas. Because of the precision, even as you're getting used to the gimmick, most segments end up having a very specific set of inputs (which the game leans heavily on complicated inputs) that it feels like you're just learning a pattern each time rather than really just playing with it. There's also just a ton of segments where it feels like extra obstacles are thrown in to use up all the space, making it feel even further cramped and sluggish to progress through. Toggle spikes or the flip blocks and such that are setup to force additional, uninteresting actions is an example of this, or random invisible bullet blockers in the stage with shooting so the player just gets screwed for no reason. All these questionable design decisions really just pile up to dampen the experience and are just feel bad moments for the player.
Ultimately, its playable, but its way more frustrating than it had any right to be. If you like gravity gimmicks, there's definitely a lot of creativity to be found. Ultimately, I'd hope that the ambition and the creativity shown here goes through a bit more filtering to make for better gameplay in the future.
[4] Likes
It has a lot of good parts, but unfortunately is countered by a sizable amount of bad parts throughout.
Production wise, its mostly good. I found the some of the tilesets (especially the red tileset and the initial tileset) quite busy and hard to look at, but not necessarily problematically so. I'd tend to think dimmer backgrounds and better contrast would've helped here. Music was chill and fit well enough to the game, and sound production did what it needed to do, with audio cues for most important actions (though I'd certainly recommend fixing the renex engine vine sound, its just awful).
The bosses were a nice pacebreaker, but weren't without their flaws. The pink one in both segments felt quite non-interactive, where few things really threaten you but you don't necessarily have a play if they do. Typically though, they did well in utilizing the stage gimmick in a way to make a short avoidance around, but 30 seconds is a long time for a single attack and the fact that none of them were actually 30 seconds tends to just feel bad for the player with no advantage, as every avoidance would continue for a little bit afterwards (not just killers not despawning, but attacks continuing, and frequently would have a 'finishing attack' that happens well after). Just kind of feel bad moments for the players that has no reason to be there - just actually show the correct timer - and unfortunately is not the only instance of this in the game.
The platforming is the bulk of the game, and unfortunately, its a mixed bag. It probably should've been a warning sign when the game starts off with a terrible, tedious and overused first save that there were going to be issues, but nonetheless. Every stage had its high points - some more than others, but most of them had way too many low points to not generally feel bothersome along the way. I appreciate the creativity and really exploring the gimmicks, which it did a lot of, but much of it was not in a fun or engaging way. A huge problem is the game is much harder than advertised (feels like a typical case of maker blindness where they get used their own gimmicks and don't fully realize the difficulty, but that's just speculation), but much of the difficulty comes in bad ways. Firstly, gravity gimmicks I find tend to benefit from having big open spaces - this game has very little of these, but rather has lots of short, precise saves in small tight areas. Because of the precision, even as you're getting used to the gimmick, most segments end up having a very specific set of inputs (which the game leans heavily on complicated inputs) that it feels like you're just learning a pattern each time rather than really just playing with it. There's also just a ton of segments where it feels like extra obstacles are thrown in to use up all the space, making it feel even further cramped and sluggish to progress through. Toggle spikes or the flip blocks and such that are setup to force additional, uninteresting actions is an example of this, or random invisible bullet blockers in the stage with shooting so the player just gets screwed for no reason. All these questionable design decisions really just pile up to dampen the experience and are just feel bad moments for the player.
Ultimately, its playable, but its way more frustrating than it had any right to be. If you like gravity gimmicks, there's definitely a lot of creativity to be found. Ultimately, I'd hope that the ambition and the creativity shown here goes through a bit more filtering to make for better gameplay in the future.
Rating: 6.4 64
Difficulty: 70 70
Apr 15, 2023
kurath
For: BONK: An Interactive Exposition
For: BONK: An Interactive Exposition
Review based on release version, ending C. Updates have already been released that I know address some, if not most, of the more glaring issues I had with the game, such as the ability to traverse areas you've seen or been to before and some of the more awkward balancing.
BONK is an interesting release. It toes the line between embracing its influences and establishing its own identity, and that's a balance I personally love to see. It covers a ton of bases - a narrative with dashes of drama and humor, worldbuilding, well executed and consistent theming and ambience as well as a defined play style.
The production is solid - it serves its purpose and it's clean and capable with a few segments definitely standing out more than others, but none of it feeling lacking, both in visuals and audio work - with a nice balance of ambient music when it suits and more energetic tracks at other times.
The platforming forms the bulk of the game, as the game is heavily platforming focused. As the title suggests, there's a propensity towards bonk jumps. It builds its gimmicks largely around it, and is related a fair bit to parts of the design. Like many, they aren't my favorite jumps, and the game certainly leans into that (many of the gimmicks are intended to mitigate their problems) and while it does sometimes inflict them upon you in large quantities, it doesn't really feel like it goes overboard on the idea. Most of the platforming is fun and varied, and does a good job incorporating its different mechanics and different styles. That said, there are some hits to the pacing here, I felt, as the balance both in terms of difficulty and depth of any particular mechanic seemed to vary quite heavily. The former definitely stood out with the autoscroller segments which were particularly abundant in one stage but present in a couple others - these were pretty much across the board my least favorite segments and also seemed disproportionately more difficult, longer and more awkwardly designed than most of their regular platforming counterparts. I'm led to believe these have and are being adjusted to be easier, but that only covers part of the problem. Nonetheless, as the platforming is the majority of the game, it definitely does well for the majority of the time with a couple standout ideas (like the gym).
The bosses are quite sparse for the size of the game, but the ones that do appear do shine in their creativity and relevance to the rest of the game, which I always appreciate. They have diverse interactions and complex battlegrounds, two concepts I greatly appreciate, but unfortunately lean heavily into a consistency style - which I don't favor - and tend to feel a bit repetitive over time. Still, they are a net positive for the game and were enjoyable change-ups.
Overall - BONK is a great game, especially for a first major project. It does a ton of things great and covers a lot of bases, and does a good job of allowing the player some decisions in how much they want to put in and get out of it, as it has numerous endings and tons of additional optional stuff. I'd pretty strongly recommend this for anyone who is relatively experienced and enjoys more a nice batch of chaos in their game.
[1] Like
BONK is an interesting release. It toes the line between embracing its influences and establishing its own identity, and that's a balance I personally love to see. It covers a ton of bases - a narrative with dashes of drama and humor, worldbuilding, well executed and consistent theming and ambience as well as a defined play style.
The production is solid - it serves its purpose and it's clean and capable with a few segments definitely standing out more than others, but none of it feeling lacking, both in visuals and audio work - with a nice balance of ambient music when it suits and more energetic tracks at other times.
The platforming forms the bulk of the game, as the game is heavily platforming focused. As the title suggests, there's a propensity towards bonk jumps. It builds its gimmicks largely around it, and is related a fair bit to parts of the design. Like many, they aren't my favorite jumps, and the game certainly leans into that (many of the gimmicks are intended to mitigate their problems) and while it does sometimes inflict them upon you in large quantities, it doesn't really feel like it goes overboard on the idea. Most of the platforming is fun and varied, and does a good job incorporating its different mechanics and different styles. That said, there are some hits to the pacing here, I felt, as the balance both in terms of difficulty and depth of any particular mechanic seemed to vary quite heavily. The former definitely stood out with the autoscroller segments which were particularly abundant in one stage but present in a couple others - these were pretty much across the board my least favorite segments and also seemed disproportionately more difficult, longer and more awkwardly designed than most of their regular platforming counterparts. I'm led to believe these have and are being adjusted to be easier, but that only covers part of the problem. Nonetheless, as the platforming is the majority of the game, it definitely does well for the majority of the time with a couple standout ideas (like the gym).
The bosses are quite sparse for the size of the game, but the ones that do appear do shine in their creativity and relevance to the rest of the game, which I always appreciate. They have diverse interactions and complex battlegrounds, two concepts I greatly appreciate, but unfortunately lean heavily into a consistency style - which I don't favor - and tend to feel a bit repetitive over time. Still, they are a net positive for the game and were enjoyable change-ups.
Overall - BONK is a great game, especially for a first major project. It does a ton of things great and covers a lot of bases, and does a good job of allowing the player some decisions in how much they want to put in and get out of it, as it has numerous endings and tons of additional optional stuff. I'd pretty strongly recommend this for anyone who is relatively experienced and enjoys more a nice batch of chaos in their game.
Rating: 9.0 90
Difficulty: 65 65
Mar 14, 2023
kurath
For: I wanna get memories
For: I wanna get memories
Alright little game but doesn't ever really quite get going. Some simple generic traps, some off the wall bizarre antics and then a boss. Its amusing and there's the foundation for something more, but it doesn't go that far.
Oh yeah, but there's a bus gimmick, and that's probably enough reason to play it.
[0] Likes
Oh yeah, but there's a bus gimmick, and that's probably enough reason to play it.
Rating: 5.5 55
Difficulty: 30 30
Feb 19, 2023
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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!