cLOUDDEAD's Profile
Send a PMJoined on: Jul 8, 2019
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works in motion
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285 Ratings!
153 Reviews!
19 Screenshots!
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285 Games
153 Reviews
cLOUDDEAD
For: 暇つぶしアイワナ
For: 暇つぶしアイワナ
a mindboggling adventure with twists at every turn
[0] Likes
Rating: N/A
Difficulty: 53 53
Nov 26, 2020
cLOUDDEAD
For: i wanna fix what's wrong
For: i wanna fix what's wrong
i believe the kids call these "bang-her"s nowadays
[2] Likes
Rating: 7.8 78
Difficulty: 62 62
Nov 1, 2020
cLOUDDEAD [Creator]
For: I wanna fly out of this storm
For: I wanna fly out of this storm
I rate my games appropriately (formerly rated 0/10)
EDIT: reuploaded the game and also made a minor update
https://www.mediafire.com/file/rv1tncsjz8ztxys/I_wanna_fly_out_of_this_storm.zip/file
4 screen and fairly easy FTFA-like I made after some discussion about what an easy FTFA-like would be. Comes with a practice mode in case you don’t feel like pulling out jtool for some jumps or if you just want an extra easy mode to play through if it’s still too hard
EDIT: reuploaded the game and also made a minor update
https://www.mediafire.com/file/rv1tncsjz8ztxys/I_wanna_fly_out_of_this_storm.zip/file
4 screen and fairly easy FTFA-like I made after some discussion about what an easy FTFA-like would be. Comes with a practice mode in case you don’t feel like pulling out jtool for some jumps or if you just want an extra easy mode to play through if it’s still too hard
Tagged as: FTFA-like
[3] Likes
Rating: N/A
Difficulty: 62 62
Oct 26, 2020
cLOUDDEAD
For: I Wanna be the Dononite
For: I Wanna be the Dononite
I think the design of the needle here is quite interesting to think about
despite being called a "hades-like" the first 3 screens don't really play much like the needle in hades-like games. Obviously a part of this is because this is much easier than hades-like games, not requiring aligns or cancels or any advanced fangame tech, but I think the more interesting thing that separates it is the design of the needle itself; most jumps here have a lot of interesting left/right movement and small stutters that give the game a feel much like his take-the-L games, but with longer and less precise saves. Almost every jump feels great to pull off because where it lacks in precision or difficulty it exceeds in interesting movement, even without the use of objects like vines or water.
Even more interesting to me however, are how the final 2 screens suddenly adopt a much more hades-like design and are, imo a noticeable downgrade from the first 3 screens. Many jumps suddenly become quite precise (at least, by comparison) and are notably more "linear", and by that I mean many do not involve a change in direction and if they do, its a small matter of wrapping around a spike. While it never devolves into generic or named jumps, it can be hard not to see these sections as merely nerfed versions of their commonly used counterparts (such as ledges or sphincters). I found myself restarting saves over and over because suddenly I was being asked to do certain jumps at a precise height or timing, rather than to do a complex set of movements with leniency. I don't even think the last 2 screens are particularly bad, but when placed next to the other screens (which they quite literally are, being in the same game and all) its clear which one is the winner to me.
I'm completely guessing here, but it feels as though dono made the first 3 screens purely naturally without thinking too hard if it fits a hades-like, and made the last 2 while looking over some hades-like games and taking notes from their design, focusing on the aesthetic of the design of hades-like games and nerfing them to be an appropriate difficulty. While for me that means the game as a whole isnt as good as it would be if it were entirely like the first 3 screens, I think the implications of this are quite good. That Dono has become so excellent in making needle that to more closely copy popular needle styles is a downgrade in comparison to what he makes naturally. While this isn't my favourite dono game or even in my top 3 of his, I think this game, moreso than any of this other solo games, is explicit proof of dono's excellence in needle design.
[1] Like
despite being called a "hades-like" the first 3 screens don't really play much like the needle in hades-like games. Obviously a part of this is because this is much easier than hades-like games, not requiring aligns or cancels or any advanced fangame tech, but I think the more interesting thing that separates it is the design of the needle itself; most jumps here have a lot of interesting left/right movement and small stutters that give the game a feel much like his take-the-L games, but with longer and less precise saves. Almost every jump feels great to pull off because where it lacks in precision or difficulty it exceeds in interesting movement, even without the use of objects like vines or water.
Even more interesting to me however, are how the final 2 screens suddenly adopt a much more hades-like design and are, imo a noticeable downgrade from the first 3 screens. Many jumps suddenly become quite precise (at least, by comparison) and are notably more "linear", and by that I mean many do not involve a change in direction and if they do, its a small matter of wrapping around a spike. While it never devolves into generic or named jumps, it can be hard not to see these sections as merely nerfed versions of their commonly used counterparts (such as ledges or sphincters). I found myself restarting saves over and over because suddenly I was being asked to do certain jumps at a precise height or timing, rather than to do a complex set of movements with leniency. I don't even think the last 2 screens are particularly bad, but when placed next to the other screens (which they quite literally are, being in the same game and all) its clear which one is the winner to me.
I'm completely guessing here, but it feels as though dono made the first 3 screens purely naturally without thinking too hard if it fits a hades-like, and made the last 2 while looking over some hades-like games and taking notes from their design, focusing on the aesthetic of the design of hades-like games and nerfing them to be an appropriate difficulty. While for me that means the game as a whole isnt as good as it would be if it were entirely like the first 3 screens, I think the implications of this are quite good. That Dono has become so excellent in making needle that to more closely copy popular needle styles is a downgrade in comparison to what he makes naturally. While this isn't my favourite dono game or even in my top 3 of his, I think this game, moreso than any of this other solo games, is explicit proof of dono's excellence in needle design.
Rating: 6.5 65
Difficulty: 55 55
Oct 15, 2020
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
cLOUDDEAD.btb-RMXS_v82c.NDL | 68.0 | 7.0 | 2 |
I Wanna be the Fluoxetine | 68.1 | 5.3 | 9 |
I wanna fly out of this storm | 61.5 | 7.1 | 28 |
I Wanna Fly Through Vapor Trails | 70.1 | 6.9 | 21 |
I wanna get up, burst into motion, raise my finger say | 68.3 | 7.4 | 6 |
I Wanna Go The DotIris | 65.3 | 5.4 | 5 |
I wanna be the kirlian fumble | 70.5 | 7.9 | 14 |
I Wanna Melancholia | 55.8 | 6.2 | 11 |
I wanna thank a far away in a crimsonstack | 84.0 | 8.4 | 10 |
I wanna まだダメよ | 43.2 | 7.7 | 14 |
39 Favorite Games
171 Cleared Games