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 GO the 森
For: I Wanna Pointillism
tl;dr: As someone who hasn't been around for the CN3 day 1 magic, playing this blind was the closest thing I had to that experience; The game features multiple mindblowing screens scattered around in such a way you can get amazingly surprised at any moment, and they should not be missed out on. However, I would say playing stuff in order (while occasionally skipping screens you'd rather do later) resulted in a very good pace for the game, and so I'd recommend doing everything so long as you enjoy the base gameplay.
Pointilism is a densely-packed 50 rooms dotkid needle game that stands out in nearly every aspect, from production value, attention to detail, and atmosphere through gimmick exploration and mindblowing ideas to intricate and satisfying needle design. The game features multiple customization options tied to your progression, a multiple-sections spanning hub allowing access to levels at a nonlinear order as well as the option to allow for skipping certain levels while still getting the clear, as well as a save system that allows making partial progress through a screen, quit, then come back to the save you just left, giving it one of the best quality of life set of features I've seen in any game.
For the atmosphere, the game takes place in an art museum, and it's encompassed in every aspect of the game: The story, though simplistic, has to do with the kid looking for inspiration in the museum; The game features exclusively classical music, mostly pieces for the piano; The hub feels exactly like a museum, with the place for unlocking customization being the museum's "gift shop"; Even the readme is written in a complementary way. Pointilism managed to give me the kind of shock that Kermit 2 gave me with its own themes and unusual music choice, albeit in a different way: As someone who has been playing the piano since childhood but hasn't listened to modern western music that much, this was a far more special experience.
As for the needle, the game has relatively short saves, 3-4 jump usually, but they tend to be far more precise than the usual for dotkid needle. With that said, the sheer variety of screens makes for quite a few that are more consistency based, and even some that get more precise. Nearly every screen has a distinctive theme or idea, which makes for a unique identity. However, due to the general preciseness, you will encounter countless variants of squished diagonals, corners, gates, 16 px and planes, but they are strung together in ways that force intricate weaving maneuvers in various spaces rather than being crammed tightly in corridors. Multiple gimmicks, including the engine default ones, make an appearance here and there, but while they may be the focus of any particular screen they are not the focus of the entire game.
While I would like to have a paragraph on the gimmicks (and a few of the screens that aren't really "gimmicks", but are special in much the same way), I wouldn't want to spoil anything. I'm just going to say that some of the things in here wowed me in a way comparable to the gimmicks and creativity in Morning Dew, with far less of the unpleasantness associated with the special parts in that game.
Overall Pointilism has managed to shake me up to the point where I had to question what my favorite needle game of the year was again, despite Morning Dew and Hydrate looking like they were clearly the only choices. It is a must-play so long as you are patient enough to get to the amazing parts without losing faith, as it takes time to get going, but when it does it's an outstanding game.
For: The Small Fall Collab
For: I Wanna XD
XD is a spiritual sequel to EP and SC in that it is one giant square room of needle, that functions as a maze. Whereas EP is 2x2 and SC is 3x3, XD is 4x4, making it larger than those two combined, and more ambitious. Despite that, the game doesn't take itself too seriously, as can be seen from the large amount of intentional dumb skips as well as a few of the saves (top left room and the bottom left section come to mind).
So what can you expect? The majority of the game will deal with 32px needle that utilizes the standard engine gimmicks fairly heavily, and apply them to make for interweaving paths. The jumps are for the most part not precise and tend to stay away from the generic, although some of the saves are quite lengthy to compensate. Scattered around the map are a few saves that could only be described as "shitposts", which tend to be very inoffensive as they're vastly easier than the rest of the game, and as such make for a good laugh when you see them. Due to the 4x4 maze aspect, you'll have to do a few screen transition jumps, but luckily you're provided with a scouter that allows you to see the entire map, so while you're still going to have to react, you'll at least know where you're going.
While I generally skimp over the atmosphere when writing reviews, xd has one that deserves special mention: With clean black & white visuals, a soft effect in the background, and one of the most chill songs you can find, combined with the nature of this looping path maze with seemingly no start nor end and needle that doesn't require much effort for an experienced player, you'll quickly lose your sense of time in the mindless act of pressing buttons correctly, and be surprised when you get to the end, thinking it took far less time than it actually did.
Overall this was a fun game and I would recommend it if you're looking for a chill needle game to go through. Do take this with a grain of salt though, as again, I'm involved in this project.
For: I wanna go 100 Layers Downstair
tl;dr: Feels like bootleg nang except much much worse.
That was going to be my entire review, with a small added paragraph about my problems lay with the long back and forth trigger screens, how the walkoff thing Kurath complains about only really comes about in a few screens that have like 8 each, and that I found the random stupid jumps (super F, ceiling dj diamond) to be funny.
However, there's a very important fact that is not mentioned in any review, which you should know if you want to clear this: This game does not end after floor 100. Typical of 100f games, but this one has its own twist: After beating floor 100, you'll have to do a 4.5 to get to a warp, which will ask for an answer, which I'll provide later. Upon doing so, you'll be thrown back to floor 58, and all the screens will receive buffs. Clear again for true end and an actual clear screen. This is probably not worth going for, but sunk cost fallacy is a hell of a drug.
password is 17268337
Can't recommend playing unless you read the spoilers above as well as Kurath's review and acknowledge what it means. Even if you do, this is still not a good game, but you will be able to use your own judgement as for whether or not you want to play it.
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