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 Off party2 !!
For: I Wanna Make Some Terrible Needle
Other games would serve as a better use for your time, but this was still decently fun, so I can't recommend you refrain from it either.
For: I Wanna Go Back To Basics
29th: It feels a bit unrefined currently, and is quite short compared to the other stages, but there's definitely potential. Just gotta practice more needle making, and I hope we can get a fully fledged game by you. For now though, I have to give this stage a rate based on its merit alone. 5.5/10
AlexBrogan: Cool pathing and enjoyable gameplay, but gets a bit too fulljumpy and annoying to pull off at a few points. As a fan of gameplay over pathing, this wasn't my favorite stage, but it's a solid one. 7.5/10
Artimax: An outstanding story of improvement, this and the needle hatena stage are night and day. This stage features every bit of clever pathing that could be tucked in while providing stellar gameplay. One of my favorite stages from this collab. 9.5/10
Cloch: One of the less memorable stages for me, not sticking out as particularly excellent or terrible, and reminds me a bit of Discord Makers style. 6.5/10.
Clouddead: A stumble-inspired stage with quite a few unusual yet great maneuvers. Has some really cool stuff and a few dick moves. A bit too fulljumpy at times, but very fun even still. 9/10
Me: Can't rate myself, obviously. I will say that I meant to have 3 screens of completely different styles, but due to being unsatisfied with my first two I replaced them but forgot to check they're actually different enough. Oh well, can't say I'm fully satisfied with the result, but I am more than content with them, and the fault rests fully on me.
Dono: Needle in the more modern style with a distinct interpretation of it, which remains easier than what is usually made in that style. Play dono needle. Not just this stage, just play dono games, especially the more recent releases. 8.5/10.
EZ: I don't like the visual style, nor do I like giant water patches in needle, but aside from those two minor things the stage is pretty great and has some pretty solid movements. 8/10.
Wasabi: it had a few annoying points, but overall I liked it and secretly kinda wished there were more stages in a similar, "basic" style. 7/10.
Gordon: Everybody starts somewhere. I hope you can find needle that inspires you to make great things in the future. Despite the nature of this stage (10 difficulty should tell you all you need to know) I am glad it made it in, as it makes the game as a whole feel more complete.
Ian: One of my favorite combos of music and visuals, with great needle in a complementary style to boot. I wish to see more of this. 9/10
Kii: monkaS stage where if you had a "graze" counter it'd go into the double digits for each save. The movements in it are solid and the style is unique, and aside from playing great I admire the courage to put it into a massive collab like this. 8.5/10.
Kittygame: One of the big misses in this collab, the needle feels extremely claustrophobic and many jumps feel just a bit too precise. 4/10.
Komachi: First screen looked promising as a somewhat easier 32 px needle stage that would end up being decent and a fix of something that is missing in the collab imo, but the subsequent screens all had a lot of bizzare design choices that took away a lot of the fun. Still decent though. 5/10.
Lemon: Only complaint is the first save on the final screen requiring kinda obscure tech. Otherwise, a very fun mini-align maze which made me want more, especially since it's far less intimidating than your two fully fledged ones. 8.5/10.
Near: Very experimental and one of the hardest stages is not a good mix. A lot of highs and lows in this one, but we all make mistakes sometimes, and in my state I can't really point fingers at anyone else. 7.5/10.
Prince: Very fun needle focused around water drops and vspeed changes with a few semi-precise weaves. There are a few neat setups scattered in here, some of which are also valign dependent which was unfortunate. Still a very solid stage. 8/10.
Randomchaos: As always, Randomchaos has a very distinct type of needle which I am glad was featured in the collab (especially with the vast amount of people going for experimental or extremely modern types of needle) which is coupled with a great atmosphere to create an immersive experience. 9/10.
Shign: The only instance of dotkid needle, which while a tad too precise at times is certainly a refreshing stage from the rest due to just how different it is. 8/10.
Skulldude: funnily enough, while the stage is still great, I'm surprised at just how much it kinda got lost in the rest of the stages, considering the experience gap between the makers. A very solid stage in Skull's usual style, and I've got no complaints. 8.5/10.
Taprus: Another one for the "neat but fulljumpy" list, a stage focused entirely around jump refreshers in open space. I've played this as one of the last stages in a very long session, and so may have gotten more frustrated at it than I would if I played it fresh. The song is funny for the first 3 minutes and kinda annoying afterwards. 6.5/10.
Very cool: Very cool. 8/10.
Wspr: One of the more polarizing stages for me, which again is a problem when it's also the hardest one. The first jump of the first save of screen one sucks unless there's a consistent setup I haven't found, and the second screen had a few overly precise segments, but overall I like the style and the first save of screen 3 is one of my favorites in the game. 8.5/10.
YBMA: I wanted to make a "strewn detritus director's cut" joke, but this feels like there's a bit of a difference in the nuance. Perhaps this got changed in testing, but this is a slightly modified take on the detritus style, and I'm not entirely sure which one I like more. 8.5/10.
For: I wanna caress your heart
Visually, the avoidance looks great, and has a plethora of special effects that enhance the atmosphere which might not be obvious while playing (or even watching if you're not looking for it) but add a nice subconscious touch anyway. While it is not as extravagant as some other avoidances, the effects are still very pleasant and give a clean look which I appreciate rather than an over-the-top one.
The song pick is top tier (as are many other songs by the same artist, which I'd love to see an avoidance to) and the avoidance comes in harmony with it: Not only are the attacks timed to the music, but most of them are designed in a way that makes the player jump/move in sync as well, which is both satisfying and makes for great audio cues throughout the avoidance. The transition between Miku and Gumi when they take their turns is also a very nice detail thrown in and helps with the arena variety as well as providing excellent transition/breaking points.
The pattern attacks are well designed, providing a generous window of time to complete and keeping the player moving, and are the highlight of the avoidance. The choruses (particularly the first) are where the magic happens, with extremely satisfying patterns and some that made me scratch my head as to how they work, despite doing them consistently many times.
Unfortunately, there are two problems that deserve notice, which seem to be linked to each other. The first is the RNG design: Out of every instance of RNG between the start and the end, I can only think of a handful of attacks I liked, out of over a dozen. Many attacks fail due to space constraints, making you dodge in an extremely small space and sometimes making for a complete wall. The standard 5-4 layout is a major hinderance in this regard, as well as the numerous attacks that send projectiles in a completely horizontal or vertical direction. Others deal with extremely fast projectiles that can get you if you don't instantly react, and even then you need to make the right decision with no time to process.
The other issue, which seems like a failed bandaid to the RNG problem, is the transitions. Usually when people complain about transition is due to the transition having you deal with the residue of the previous attack in addition to the current one, but here it's the opposite: The transitions are far too generous, to the point of nearly eliminating certain attacks. The most egregious example is with the Gumi bit before chorus 2, which can be completely skipped by walking to the right and waiting for invincibility. The reliance on invincibility makes for an RNG design that can barely get to you in time to be threatening, which makes multiple attacks fall into the category of "almost always completely free, but once in a while will kill you".
With that said, do not let this discourage you from playing this game, as the RNG is only a small portion of the gameplay (and there are some good rng attacks in there) and the patterns themselves are excellent. Definitely recommended to anyone who doesn't mind a bit of downtime or seemingly-bs deaths, as a short-ish chill grind.
For: I wanna Galvanize 82 mermaids
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