YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
276 Ratings!
237 Reviews!
5 Screenshots!
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276 Games
237 Reviews
For: I wanna reach Heaven
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
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I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
For: I wanna tuck you into bed and hold your hand until you fall asleep
I cannot believe how excellently Chyeri has grasped the core tenets of superb needle making. Nearly every safe is nigh-masterpiece levels of good, if I'm being honest. There are four stages and not that many screens per stage, but each save is jam packed full of content and is all fairly difficult, so this is a bit of a hefty undertaking especially for someone who's only just know beginning to get a grasp of difficult needle. The visuals are basic, but impart a cozy feeling; that combined with the lovable title and the cute game over text makes this a homely game, one that doesn't feel malicious or like it's out for your blood. As such, this is one of the more chill needle experiences I've had despite the difficulty
My only gripe is essentially a non-issue. This is all spectacular needle, sure, but it's also all jtool needle. Nothing here really blows me away in the same other, more brilliant games do. Now, that's not really an issue as I wasn't coming into the game looking for that, but it is the reason I don't rate the game higher. It doesn't have the cohesion of a game that genuinely strikes me in a special way. There's no real passion or heart here, despite the high quality. Nonetheless, that's something Chyeri would also get a handle on by the time Crying Myself to Sleep came out.
I heartily recommend this to anyone with some needle experience under the belt as this is certainly worth the grind. It took me nearly six hours to clear it and most of that was in one sitting because I just didn't want to stop playing.
For: Needle Hatena
I was a tester for this game and saw it go through a lot of changes, so I'll admit that I have an undeniable amount of bias for the game; however, I do not believe that changes facts, and it's a fact that this is a genuinely excellent collab.
Before I get into stages, I'll discuss the overall presentation which is excellent. There is no hub area as you're just given a menu screen which lets you choose whichever stage you like, although the extra stages and credits stage are blocked until you've beaten every main stage. Some people seem to take issue with these stages being unlocked, but I personally don't mind it at all. In a typical game featuring an extra stage, you don't just have access to them without clearing the main game first. It's supposed to be a reward for putting in the effort to do everything the game asks of you. Nonetheless, the visuals outside of the stages are excellent. They feel warm and cozy, giving off the nintendo vibe that Dono was clearly going for.
Now, I'll go ahead and organize my stage ratings based on their quality.
Cream of the Crop:
Egg Extra (10/10) - This is one of the best screens of trigger needle I've ever played. The visuals are phenomenal, the music choice great (for this sort of thing), and the gameplay itself? Well, it's not the weakest link, let me assure you. It's a fairly difficult stage, but given that it's only one screen, it doesn't stick out negatively in that respect. I played this three or four times in testing and then again for post-release clear and I never tired of it.
Princeoflight Extra (10/10) - The dopamine-inspired visuals combined with the absolutely banging tune makes this stage my absolute favorite aesthetically. Luckily, it's also a stellar stage gameplay-wise to boot. Like it's normal stage, catharsis water line needle is the norm, though with the added bonus of some killer gravity switch usage. Every screen is one save, but it was easy enough that it didn't feel like much of a grind but just hard enough to be supremely satisfying.
Chrisay (10/10) - A lot of people dunked on this stage for being quite difficult and gimmicky, but I loved it from the start. Sure it's hard as shit, sure it deals exclusively in cycles, but what a satisfying stage to clear! Every save is perfectly crafted to let you feel like a total God on beating them, and though the learning process does take a while, it was all worth it in the end for me.
The Second-best (Though Still Superb):
Egg (9.5/10) - The mood here is just phenomenal, aided by the Crimson Needle 3 type music and jaw-droppingly gorgeous visuals. The needle itself is quite interesting and fun, using at times catharsis water though being more typical needle than not. Nonetheless, it still has that usual Egg feel to it, so you more or less know what you're getting into when going into this stage.
Princeoflight (9.5/10) - Though not as good as extra, this is still one hefty stage, quality-wise. There's no gravity-flippers, so the catharsis water line needle is at it's purest. It's fairly easy, so each save is more about satisfaction than really being a challenge, excluding the last jump of the last save on screen one and the last jump of the last save on screen 3.
LemonGH (9/10) - Despite being fairly claustrophobic, Lemon's screen has a sort of airy feel to it, aided by the cave-like visuals. There may not be wide open spaces, but there's still a lot of room to move around in, give or take a couple sections here and there. Each save is quite lengthy, but they're also easy enough that the length is un-noticeable unless you're paying attention.
Artimax (9/10) - During testing, this was my least favorite stage - in fact, I could never will myself to actually complete it, I'm ashamed to say. I let the other testers discuss that stage and I just left it at "I don't like it." Now, I'm happy to say I've seen the error of my ways and know now that this stage (screen) is phenomenal. The core issue of it being uncomfortable to play remains, but otherwise I found this a really fun screen to play through. The vibes too are totally unique, giving off a carnival-esque feeling.
KittyGame (9/10) - The easiest stage by far, but it still is quite good fun to play through. The second screen is more enjoyable due to its length, but overall this is fairly interesting no-frills needle with lovely visuals. I'd like a longer stage of this, but the two screens shall do nicely.
Shign (8.5/10) - If the second save of the final screen were removed or changed heavily, this would be an easy 9. As it stands, that is the one solitary blight on an other-wise excellent stage. This one's about unique usage of most of the core fangame gimmicks (vines, water, jump refreshers), so there's rarely any sections not using these three gimmicks. They're put to use wonderfully, and though it's a hard stage, I felt no stress or irritation with any save (aside from the previously-mentioned one).
The Pretty Good:
TheJPEGDemon (8/10) - This is rightly noted as being generic needle, but people beat it up too much in my eyes. Though it is a bit generic, I find it to be really nice to play through. It's easy, so there's no worry of a grind, and people don't give it enough credit for the novel jumps littered throughout. The visuals are basic, but that's no skin off my back in the end.
Starzor (7/10) - Now THIS is a lot more generic than Demon's stage, being total corridor needle with only a couple interesting jumps here and there; yet, I still do have some love for this stage thanks to the great visuals and my own enjoyment of generic corridor needle. It gets the job done, but that's about it.
KittyGame 2 (7/10) - The second screen is wholly superior to the first and would garner its own little ranking of 8 or 8.5 out of 10. The first screen alright, but a couple jumps really irked me, both being the last jump of both saves, funnily enough. Otherwise, this is fairly generic and without the touch of love that KittyGame's normal screen had.
The Low-tier:
Starzor 2 (5/10) - This is one screen of more or less the same as the normal stage, but now it's a lot more irritating. It ends with a v-string/v-align/whatever the fuck diagonal that really just cuts my grass. Nothing else to say, really.
The credits stage having needle is a nice touch, but I won't rate it amongst the other stages.
All in all, I think this is a highly successful collab, being made up almost entirely of banger stages. Aside from Starzor 2, there's not an ounce of low-quality design to be found for miles - at least, not for the duration of a stage. Dono did an excellent job in organizing this collab, and every one offered something of worth.
For: I want
This game is a disappointing mess of...
Wait.
I Want is a fantastic mess of random brilliance and I don't know why so much effort was put into making this, but God do I love it. I never heard that Egg and Pieceofcheese were working on a new game, so I had no interest in what kind of cool ideas their two minds could create. Little did I not know, however, that their idea of fun is a bunch of random stages that feel like they were too good for the Try A Collab games. I don't know what the goal of all this is, but it just feels like they slapped this together in a genius attempt to make some kind of hereditary baldness inspired game. I think that they were trying to make "art" with this game, like there's a statement to be made about it. They would probably say "figure it out yourself" but its pretty obvious the inner workings and meanings of I Want are far too much for mere mortal's understanding, given to us through creativity and ability to make intelligent and bizarre things. Great job, you can use Audacity to distort music and you can use game maker to distort sprites. Brilliant artwork you have there. And it feels like they are taking inspiration from millions of other sources while still coming up with something unique and substantial. hell, there's even a whole stage that is just NANG but awesome. T his game does so many things new. So basically, it succeeds in every category. It's fun, it's lovely to look at, the music is infectious, it is outrageously funny, it is spectacularly interesting and has so much to say, and the "weirdness" is the super sweet cherry on top. And I keep wondering why two people that clearly know better than us all didn't throw this out their with their names on it earlier to the obvious praise it would have received. They even went as far as to write an ironic readme file trying to mimic a delfruit review as if...
Wait.
I Want is an intense look into the twisted minds of two phenomenal creators, Egg and Pieceofcheeese. In putting their wrinkle-heavy brains together, they've concocted one of the finest pieces of art ever before seen. There's so much to unpack, so much to glean from each screen, there's... well there's just so much!
Let's take it from the top.
For one, the top varies from playthrough to playthrough. So far as I know, the order of the game is random up to a certain point, although that's merely an assumption. For all I know, you could play the last stage first, which itself would be fitting too. Whatever first screen you get, however, it'll leave one hell of an impression on you. First, you'll be hit with some wacky visuals, wacky to the point that they're an aspect of the challenge itself. Then, you'll find your ears assaulted by some of the more peculiar music to fill the auditory voids of fangames. Finally, and this is the biggest treat, you'll be forced to sink your teeth into some seriously screwed gameplay. Every screen is a little fucked in its own way, no one gimmick feels like it would belong in a "serious" or "typical" game. In fact, not a single moment of this game was normal or typical, though it was all quite serious to me.
Indeed, there are many strong and notable themes to delve into in I Want, none more so than those to do with culture, both in general and in the fangame community. Nearly every screen is a reference to something, whether it's an inside joke in the fangame community or just a reference to something in the real world. For example, there's a boss in which you fight the Burger King himself. This combined with the total onslaught on all fronts that I Want is, one is reminded of modern life and how it feels on a daily basis to be bombarded with various forms of culture and modernity. There is no peace and quiet, as far as today is concerned. Taking a mere drive to the park leads to your seeing billboards galore for fast food and "fine dining," and if you're listening to the radio, then your ears too are not safe. There's people everywhere, humans with their own lives and beliefs, encroaching on your space and filling your mind with everything that is irrelevant to you. To get away from it all, you'd have to totally isolate yourself, to a larger point than most are willing to go.
This, in essence, is what I Want gets at. It is a sensory overload, filling you to the brim with noise and pictures and feelings and everything it can fit into itself. There is no peace, no respite, nothing at all to allow yourself any sort of freedom from this mass cacophony of life. As time passes, you find yourself going insane because you need that escape, you need that freedom, and when that freedom never arrives, your brain is faced then with two choices: give in to the chaos, or give up. I Want, however, takes even that away from you, forcing you to give in to its pandemonium, and every second in this house of demons is a second closer towards a meaningless and un-noticeable end, one that could never fittingly end this hell-ward ride.
So, as is to be expected, your journey ends with a crash.
Entropy's measure is something we cannot claim to understand. The purpose and goal behind an intrinsic force of the Universe could never be totally understood. So, when we try to harness that energy, when we decide to take chaos to its limit, we're met with the cold hand of death.
Of course, perhaps there's nothing here. Perhaps there is no meaning, nothing to be learned or taken from I Want. Perhaps it is itself a purpose-less game meant only for a laugh. It is a simple task to create something without meaning, but to create something that cannot have meaning derived from it is not within human's grasp. When faced with utter absurdity, the human mind searches for and attributes meaning to it. When we look in the sky and see a cloud whose existence was by mere chance, we see butterflies and bunnies, patterns where there were no patterns meant. Maybe that's what I Want is about, the human tendency to apply meaning to the meaninglessness.
Whatever it may be about, the journey is one of unintelligible gasps and mutters. The end differentiates itself from the beginning only in that nothing comes after it. The flow is non-existent, the timeline is scattered and irrelevant. No screen has any particular right to come next because they're all next and they all came before. In every way, I Want...
Wait.
I Want is a sudoku fangame which tries its very best to deliver to you an experience unlike any other. And in every way possible, it succeeds. There is no game like I Want, no absurd journey quite as wacky as this one, no sudoku game which reaches the heights of ludicrousness that I Want operates at. Not every screen is great fun, but it almost doesn't matter. Nothing is too hard to hold you back, so I was never caught up on that aspect of the game. Instead, I was just excited to see what came next, what den of madness I would find myself in. Don't let that fool you, however. There's quite a lot of fun to be had here from a gameplay perspective as well. Sure a few screens here and there are infuriatingly obtuse, but that's apart of the fun too.
There's so much you can say about I Want, but words don't do this game justice - at least, not to those who will like the game. If you don't like the game, then here's all the words you need:
"This game is a disappointing mess of
I'm not actually going to do that.
Whether you love it or you hate it, there's no denying that I Want is an experience unlike any other. Personally, I loved it.
"We pass through grass behush the bush to. Whish! A gull. Gulls. Far calls. Coming, far! End here. Us then. Finn, again! Take. Bussoftlhee, mememormee! Till thousendsthee. Lps. The keys to. Given! A way a lone a last a loved a long the..."
For: i've promulgated the clandestine needle
Anyways...
I've Promulgated the Clandestine Needle tells a tragic and abstract look into the mind of a depressed and anxious person. It does so succinctly and vaguely, but in a concrete enough fashion to be understandable.
There are three stages, though the final stage is quite short. The first sees the beginning of the day: static. This is the way you're welcomed into this cruel little world, with a twisted and dark song as well as an emotionless, noisy background to drown out anything else you could possibly feel. The saves are buried in the ground and make no noise when used, so there's this loss of triumph with the passing of each save. As such, there's a sickness prevalent with every stage, one in which there is no feeling of progress nor any feelings of success. Every change in scenery is merely that and nothing more. The final cherry on top is the text that greets you on death: "get well soon!"
This phrase, dripping in sarcasm and bile, is the world's jest. On death, all it can muster for me is a throwaway line you could say to anyone. There's no real meaning to it, it is the bare minimum that has long since become an empty set of words parroted by people who don't really care, people that don't know what you're going through or how painful every day feels; they don't feel the weight of every day, every week, every month, every year, every single second of the life you live, and somehow they believe a "get well soon" is just what the doctor ordered.
Nonetheless, there's a sort of guilt associated with that feeling. Perhaps you will get well soon, perhaps you can do something to make that faraway "soon" come closer than it ever has, and so the second stage comes in. The background has changed to that of a church; yet, the picture wobbles and moves to and fro, as if you're a drunkard just wandering into some warm place to hide away from the rain. You're trying to be better, but the picture never becomes clear, you never find yourself feeling as if this is right. You sit in the pews and listen to senseless words that you refuse to attribute meaning to, you try to become better but your mind won't let it happen, you won't change and will never change.
And so, the final stage comes in. It's shrouded in darkness, but you can clearly make out a broken and messy room, like someone tore through it looking for any shred of happiness they could find: the aftermath of a drunk night. This is the great mistake, that ineffable wrong spoken of in the final screen, that thing which you can never make right. You'll never see the full picture because your mind refutes it, trying to hide it away as best you can, but you see it nonetheless. You see your wrong, and in spite of everything, you can not make up for it.
AND THERE'S NOTHING YOU CAN DO ABOUT IT
YOU CAN'T CHANGE THE PAST
STOP TRYING
These words are what await you at the end of your journey, not some false platitude telling you "good job," or "what an incredible journey, look how you've changed and what your life has led to!" No, it is merely what you knew before you set out on this path to begin with.
9 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
A Sky Blue Denouement | 88.8 | 8.4 | 10 |
April is the Cruelest Month | 84.8 | 8.8 | 19 |
I Wanna Flying Disc | 91.5 | 9.3 | 4 |
Frankie Teardrop | 2.2 | 6.0 | 10 |
I Don't Wanna Dwell | 69.2 | 7.3 | 14 |
Nebulous Thoughts | 80.0 | 9.1 | 32 |
Strewn Detritus | 69.0 | 7.3 | 14 |
The Sunken Cathedral | 69.5 | 8.2 | 28 |
I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games