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Wolfiexe
For: I wanna be the Sc2 Italia!
For: I wanna be the Sc2 Italia!
A quirkly little needle/gimmick game with a few bosses sprinkled across the stages. The game is Starcraft themed as the title would suggest, and the bosses all seem to be based off members of the Italian SC2 community. It's quite a zany experience.
The platforming is all relatively simple with some usage of jump refreshers, vines and water, alongside some more original gimmicks such as teleporters and weird pulsating mirror-like things, which I assume is a Starcraft related thing like most things in here. It's all mostly easy and ends up making for a fairly enjoyable ride without any real roadblocks, although a couple of the pulsating mirror things felt awkward due to lingering hitboxes. There's even a little bit of rainbow cherry circles in here which would no doubt make many appearances in Nogard's later games.
There's a nice amount of simple variety in here given it was his first game, and quite impressive to look back on when comparing it to his later works which loom over this in terms of production value and originality. I didn't find it to be anything too special, but it's a nice little time killer if you're not too opposed to shooting some surprised-looking faces and perhaps missing out on a couple of Starcraft related references.
[1] Like
The platforming is all relatively simple with some usage of jump refreshers, vines and water, alongside some more original gimmicks such as teleporters and weird pulsating mirror-like things, which I assume is a Starcraft related thing like most things in here. It's all mostly easy and ends up making for a fairly enjoyable ride without any real roadblocks, although a couple of the pulsating mirror things felt awkward due to lingering hitboxes. There's even a little bit of rainbow cherry circles in here which would no doubt make many appearances in Nogard's later games.
There's a nice amount of simple variety in here given it was his first game, and quite impressive to look back on when comparing it to his later works which loom over this in terms of production value and originality. I didn't find it to be anything too special, but it's a nice little time killer if you're not too opposed to shooting some surprised-looking faces and perhaps missing out on a couple of Starcraft related references.
Rating: 5.8
Difficulty: 30
Aug 11, 2019
Wolfiexe
For: Guy Tower Defense
For: Guy Tower Defense
This is a somewhat short but special little experience made entirely around a Bloons-inspired Tower Defense style of game. It's quite barebones in the sense that there's only one map and no extensive upgrade system minus a couple per tower, but for a short little session it nails the experience pretty nicely. The variety of towers is fun to discover, as are some of the waves (and particular the final wave enemy).
I'd love to see this expanded upon with more maps, tower, enemy types and so on and so forth, as the game ultimately is quite short. A nice addition is that Piece included the GMZ in the download so anyone can see the inner-workings and use this as the foundation for another game of a similar sort, and I'd love to see more of these experimental/special kinds of fangames in the future.
If you're even remotely interested in tower defense and well, presumably fangames, you owe it to yourself to give this a play.
I'd love to see this expanded upon with more maps, tower, enemy types and so on and so forth, as the game ultimately is quite short. A nice addition is that Piece included the GMZ in the download so anyone can see the inner-workings and use this as the foundation for another game of a similar sort, and I'd love to see more of these experimental/special kinds of fangames in the future.
If you're even remotely interested in tower defense and well, presumably fangames, you owe it to yourself to give this a play.
Tagged as: Special
Tower_Defense
[1] Like
Rating: 7.5
Difficulty: 15
Aug 11, 2019
Wolfiexe
For: I dun wanna be Anything
For: I dun wanna be Anything
Dun Wanna be Anything is a monster of an adventure game. It's staggering in both length and difficulty, and often not necessarily in conventional ways, using a huge variety of hazards to drain your soul and test your willpower. Also you're given a pretty good choice at the start of the game with choosing your difficulty (Normal or Hard) and amount of saves (Few, Normal, Many). I played on Hard with Many Saves, and I'd probably strongly recommend against Hard mode as it overbuffs a few bosses to unfair levels, whereas I assume Normal is a much smoother experience.
The game opens up with a few options of your starting stage, each varying pretty wildly in visual theme and the hazards to expect. This made going through them all very fun and often surprising. Bosses are also very abundant across the game which is a testament to the effort put in to create such a wide selection of different boss fights, most of which play very differently. Most bosses are learn-heavy and you'd probably do well not to expect to first try any unless you fluke a bunch of attacks or get some god RNG with attack selection.
The platforming in the game is primarily based around traps and cycle-based hazards, manoeuvring through enemies or trying to not get mindread every other save. I can probably count on one hand the amount of gates and/or diagonals there were in this game, which makes for a very fresh experience gameplay wise. You definitely can't call Zanto lazy. The traps are also varied in the sense that they're not all just flying-spike-gotcha moments (although there are a fair share of those), and actually tend to have some humour worked into them.
Alongside all of this variety and creativity though is a lot of soul-crushing heart-breaking segments. Zanto's review summarises it pretty well, but unless you have the patience of a saint then chances are you're going to get upset a fair few times over the course of your journey. Some examples include bosses hanging out of shootable distance for what can feel like an eternity, or very punishing platforming cycles with some scamp-tier traps lying in wait near the end. The traps were amusing in a lot of cases, but at times it did end up getting me pretty frustrated and drained which is a pretty rare thing to accomplish, hence why I would push people away from playing on Hard to alleviate more frustration than is needed.
I had a pretty fun time with this game despite some real rough moments. If there's one thing I can be sure of, it's that I won't forget this game anytime soon. It's a real experience and very impressive piece of work. It's very different in style and flow to its sequel DWBA2, but still very much worth playing if you can get past the heartbreak.
[6] Likes
The game opens up with a few options of your starting stage, each varying pretty wildly in visual theme and the hazards to expect. This made going through them all very fun and often surprising. Bosses are also very abundant across the game which is a testament to the effort put in to create such a wide selection of different boss fights, most of which play very differently. Most bosses are learn-heavy and you'd probably do well not to expect to first try any unless you fluke a bunch of attacks or get some god RNG with attack selection.
The platforming in the game is primarily based around traps and cycle-based hazards, manoeuvring through enemies or trying to not get mindread every other save. I can probably count on one hand the amount of gates and/or diagonals there were in this game, which makes for a very fresh experience gameplay wise. You definitely can't call Zanto lazy. The traps are also varied in the sense that they're not all just flying-spike-gotcha moments (although there are a fair share of those), and actually tend to have some humour worked into them.
Alongside all of this variety and creativity though is a lot of soul-crushing heart-breaking segments. Zanto's review summarises it pretty well, but unless you have the patience of a saint then chances are you're going to get upset a fair few times over the course of your journey. Some examples include bosses hanging out of shootable distance for what can feel like an eternity, or very punishing platforming cycles with some scamp-tier traps lying in wait near the end. The traps were amusing in a lot of cases, but at times it did end up getting me pretty frustrated and drained which is a pretty rare thing to accomplish, hence why I would push people away from playing on Hard to alleviate more frustration than is needed.
I had a pretty fun time with this game despite some real rough moments. If there's one thing I can be sure of, it's that I won't forget this game anytime soon. It's a real experience and very impressive piece of work. It's very different in style and flow to its sequel DWBA2, but still very much worth playing if you can get past the heartbreak.
Rating: 7.8
Difficulty: 80
Aug 4, 2019
Wolfiexe
For: I wanna call me it.
For: I wanna call me it.
Rating based on the main game. Counting the extra avoidance is probably somewhere around 85~90.
Call Me It is a great little adventure with a lot of variety to it. Ranging from line-puzzles to classic vocaloid avoidances and sprinklings of needle, there's something in here for everyone. The visuals and general production value are all pretty solid too, and the final boss makes for quite a strong round-off to the game.
I do wish some stages had lasted a little longer. The horror-esque stage for example would've been interesting to see expanded upon, but it's moreso a very short trap stage serving as a prelude to the Rin avoidance, which could also be a step-up for those not too experienced in avoidance.
Overall a pretty solid adventure and one that most people have played or watched by now. It's definitely worth checking out so long as you're not aversed towards any particular fangame genre, as you'll find most of them in short bursts in here.
[2] Likes
Call Me It is a great little adventure with a lot of variety to it. Ranging from line-puzzles to classic vocaloid avoidances and sprinklings of needle, there's something in here for everyone. The visuals and general production value are all pretty solid too, and the final boss makes for quite a strong round-off to the game.
I do wish some stages had lasted a little longer. The horror-esque stage for example would've been interesting to see expanded upon, but it's moreso a very short trap stage serving as a prelude to the Rin avoidance, which could also be a step-up for those not too experienced in avoidance.
Overall a pretty solid adventure and one that most people have played or watched by now. It's definitely worth checking out so long as you're not aversed towards any particular fangame genre, as you'll find most of them in short bursts in here.
Rating: 8.0
Difficulty: 64
Aug 4, 2019
Wolfiexe
For: Crimson Needle 3
For: Crimson Needle 3
From a platforming standpoint, this is one of the best fangames I've had the pleasure of experiencing. Crimson Needle 3 goes above and beyond what I'd have expected from a 3rd entry in this series, bringing Kale's signature needle style alongside a plethora of often simple yet well-used gimmicks to enhance the gameplay and constantly mix it up to keep me interested and surprised by what the next floor may look and play like. From the cornfields to the final floor, I enjoyed just about every bit of it.
The game starts with a very familiar style as other floor games, making use of a very varied selection of game tilesets and needle styles, all which play very smoothly and have great variation to ease you into the game and hint at the strong departure from just static needle screens. Before long, you'll be whisked away into a very momentous floor where the game really opens up. This is where I was constantly surprised to see what kind of style and gimmicks I would stumble upon next, and it was always a pleasure finding a new stage or twist on a gimmick. I was often surprised as I may not initially warm to a gimmick, only to grow very comfortable with it 10-15 minutes later. The design just always felt very carefully done, never becoming obnoxious or unfun to play around. Some personal highlights were Reveal SpoilerThe Bath House which utilized water and cherries in really interesting ways, and also The Colour Stage, which had different coloured water-like stripes that flew you up, down, gravity flipped etc. which initially I was unsure about, only to grow to love it soon after.
The flow of the game in the second half stays strong and managed to surprise me all the way to the very end, culminating in possibly my favourite needle grind save that I've ever done. It's not very often that I can choke in such ridiculous ways right at the end of a hard save and not be upset, because it meant that I got to play the save more.
The visuals and the music also compliment the design very well all throughout, maintaining a strong sense of variety and quality from start to finish. Sometimes I'd hear a song I wasn't too fond of, but those moments were few and far between (and only natural, given the sheer amount of music in this game). The backgrounds and tilesets always contrasted nicely and left the game looking very polished and clean.
I could ramble longer about which exact floors I loved, my favourite visuals and so on and so forth. Ultimately all that's left to be said is that Crimson Needle 3 is a fantastic piece of work, and is an excellent send-off to the series that shows a lot of passion and hard work from the development team, one that hopefully won't soon be forgotten.
[5] Likes
The game starts with a very familiar style as other floor games, making use of a very varied selection of game tilesets and needle styles, all which play very smoothly and have great variation to ease you into the game and hint at the strong departure from just static needle screens. Before long, you'll be whisked away into a very momentous floor where the game really opens up. This is where I was constantly surprised to see what kind of style and gimmicks I would stumble upon next, and it was always a pleasure finding a new stage or twist on a gimmick. I was often surprised as I may not initially warm to a gimmick, only to grow very comfortable with it 10-15 minutes later. The design just always felt very carefully done, never becoming obnoxious or unfun to play around. Some personal highlights were Reveal SpoilerThe Bath House which utilized water and cherries in really interesting ways, and also The Colour Stage, which had different coloured water-like stripes that flew you up, down, gravity flipped etc. which initially I was unsure about, only to grow to love it soon after.
The flow of the game in the second half stays strong and managed to surprise me all the way to the very end, culminating in possibly my favourite needle grind save that I've ever done. It's not very often that I can choke in such ridiculous ways right at the end of a hard save and not be upset, because it meant that I got to play the save more.
The visuals and the music also compliment the design very well all throughout, maintaining a strong sense of variety and quality from start to finish. Sometimes I'd hear a song I wasn't too fond of, but those moments were few and far between (and only natural, given the sheer amount of music in this game). The backgrounds and tilesets always contrasted nicely and left the game looking very polished and clean.
I could ramble longer about which exact floors I loved, my favourite visuals and so on and so forth. Ultimately all that's left to be said is that Crimson Needle 3 is a fantastic piece of work, and is an excellent send-off to the series that shows a lot of passion and hard work from the development team, one that hopefully won't soon be forgotten.
Rating: 10.0
Difficulty: 91
Jul 19, 2019
Wolfiexe
For: I wanna be the Popularity
For: I wanna be the Popularity
Rating is based on Very Hard, which is the only way to access the true final stage and boss (I imagine Medium would be around the 30-40 range).
Popularity is a very wacky and varied game, boasting a collection of stages centering around a particular theme or game, such as an I Wanna be the Guy stage or a Kirby ball stage. Some stages are very gimmick heavy, and will have you rolling around a Kirby ball by shooting arrow buttons or using your mouse to guide The Kid through a daring selection of hazards, whereas others are more classic platforming orientated with traps sprinkled throughout. Not all of the stages hit the spot, and the mouse stage on hardest difficulty I found to be really unpleasant to go through, although at a glance it seems monumentally simplified on easier difficulties, so probably more enjoyable there. Still, I particularly enjoyed the platforming-centric stages, and I got a chuckle or two out of some of the traps or zany design.
The bosses are pretty interesting, ranging from a Nyan-cat Mario-themed avoidance, a matching memory game and a very peculiar Dragon Quest avoidance-of-sorts with a 1 minute intro, perfect for those minesweeper or GeoGuessr enthusiasts to take a break after each death. Most players will be familiar with Gravity Man, the true final boss of the Very Hard difficulty. It's an incredibly learn-heavy fight that puts a great deal of focus on your shot timing, safe spots and reacting to the many peanuts he has at his disposal. I intended to do this by following a video, but I ended up having a lot of fun learning it with my own strats (which, ended up being close enough to video strats anyway, I guess there's only so much variance you can get if you start on a particular screen side).
It's ultimately a game that I think would probably be much more enjoyable on the Medium or Hard difficulties. Very Hard buffs things to questionable levels to the point where the fun starts to leak out and leave only frustration. Still, it has some high points and a very broad variety of content, and it is cool to see so many changes (and even new screens, a stage and a boss) on the higher difficulties. I appreciate a lot of elements of this game, even if I wasn't the biggest fan of it.
[1] Like
Popularity is a very wacky and varied game, boasting a collection of stages centering around a particular theme or game, such as an I Wanna be the Guy stage or a Kirby ball stage. Some stages are very gimmick heavy, and will have you rolling around a Kirby ball by shooting arrow buttons or using your mouse to guide The Kid through a daring selection of hazards, whereas others are more classic platforming orientated with traps sprinkled throughout. Not all of the stages hit the spot, and the mouse stage on hardest difficulty I found to be really unpleasant to go through, although at a glance it seems monumentally simplified on easier difficulties, so probably more enjoyable there. Still, I particularly enjoyed the platforming-centric stages, and I got a chuckle or two out of some of the traps or zany design.
The bosses are pretty interesting, ranging from a Nyan-cat Mario-themed avoidance, a matching memory game and a very peculiar Dragon Quest avoidance-of-sorts with a 1 minute intro, perfect for those minesweeper or GeoGuessr enthusiasts to take a break after each death. Most players will be familiar with Gravity Man, the true final boss of the Very Hard difficulty. It's an incredibly learn-heavy fight that puts a great deal of focus on your shot timing, safe spots and reacting to the many peanuts he has at his disposal. I intended to do this by following a video, but I ended up having a lot of fun learning it with my own strats (which, ended up being close enough to video strats anyway, I guess there's only so much variance you can get if you start on a particular screen side).
It's ultimately a game that I think would probably be much more enjoyable on the Medium or Hard difficulties. Very Hard buffs things to questionable levels to the point where the fun starts to leak out and leave only frustration. Still, it has some high points and a very broad variety of content, and it is cool to see so many changes (and even new screens, a stage and a boss) on the higher difficulties. I appreciate a lot of elements of this game, even if I wasn't the biggest fan of it.
Rating: 6.1 61
Difficulty: 80 80
Jun 14, 2019
Wolfiexe
For: I wanna know the everlasting stories
For: I wanna know the everlasting stories
Everlasting Stories is a 2 minute barrage-focused avoidance with a couple of learny attacks as well as fun and fast-paced segments. It also features a final attack that's the equivalent of a bus of clowns crashing down your front door and all you can do is cower in the corner and hope they don't recruit you into clown college.
A large majority of the attacks are very RNG-heavy, most of which become very improved-upon over the course of the grind. A good example is the white-bouncing orb attack which despite how questionable it can be, begins to feel weirdly readable with good strats to help alleviate the hijinks it gets up to. The long lines attack before the blue pinwheel pattern also becomes very consistent and is something I felt was one of the most balanced attacks in the entire fight, utilizing a nice mix of pattern, aimed and RNG as well as manoeuvring around the arena within a short space of time. The patterns such as the blue pinwheel are also pretty fun to execute, although slightly daunting to learn initially.
The last 30 seconds of the avoidance are a complete clown show. The diagonal-shifting attack can just often be way too dense and unreasonable even with different strats which feels very unrewarding. The following couple of barrages can also very easily be a mess given you're forced to change position fast but some bad RNG can more or less block off your timing, making you rely on good luck to get out.
As for the final attack, it consists of 4 different bullet bursts, some of which home in on you, one curves and the last one is just a fiesta of the highest degree. It's intense and adrenaline pumping, but the more I died here the more I realised even despite a few reads I was making, I had to rely on at least some luck to carry me through it which just sapped the enjoyment out of the grind.
Still, I did have fun grinding this, and as an avoidance it's really well made to the song with a variety of very pretty and interesting attacks. I just wish some elements of the fight were less fiesta-like because it started to dampen the fun for me.
[2] Likes
A large majority of the attacks are very RNG-heavy, most of which become very improved-upon over the course of the grind. A good example is the white-bouncing orb attack which despite how questionable it can be, begins to feel weirdly readable with good strats to help alleviate the hijinks it gets up to. The long lines attack before the blue pinwheel pattern also becomes very consistent and is something I felt was one of the most balanced attacks in the entire fight, utilizing a nice mix of pattern, aimed and RNG as well as manoeuvring around the arena within a short space of time. The patterns such as the blue pinwheel are also pretty fun to execute, although slightly daunting to learn initially.
The last 30 seconds of the avoidance are a complete clown show. The diagonal-shifting attack can just often be way too dense and unreasonable even with different strats which feels very unrewarding. The following couple of barrages can also very easily be a mess given you're forced to change position fast but some bad RNG can more or less block off your timing, making you rely on good luck to get out.
As for the final attack, it consists of 4 different bullet bursts, some of which home in on you, one curves and the last one is just a fiesta of the highest degree. It's intense and adrenaline pumping, but the more I died here the more I realised even despite a few reads I was making, I had to rely on at least some luck to carry me through it which just sapped the enjoyment out of the grind.
Still, I did have fun grinding this, and as an avoidance it's really well made to the song with a variety of very pretty and interesting attacks. I just wish some elements of the fight were less fiesta-like because it started to dampen the fun for me.
Rating: 7.0 70
Difficulty: 88 88
Jun 7, 2019
Wolfiexe
For: I wanna defeat the Discord Makers CN side
For: I wanna defeat the Discord Makers CN side
Discord Makers CN Side is a mammoth of a needle game consisting of a whopping 28 stages! With such a wide range of makers, each stage differs greatly from the last, making for a very varied needle ride. Even if you're not committed to clearing everything in the game, chances are you're going to find some stages to like here.
The stages are split into 3 categories, these being 'Easy', 'Hard' and 'Special'. Despite this, I found the stages to be moreso just an Easy -> Medium -> Hard sort of range. A number of stages in the 'Special' category don't feel particularly special. That's not to say the needle isn't good or interesting, but whilst stages like Shimmer's L-needle stage or Shadow's Rukito-esque trap needle stage stand out as very unique, stages like seVens or Q123's are moreso just very difficult albeit creatively designed needle.
In regards to needle enjoyment, I enjoyed a vast chunk of the platforming in this game. I gather from infern0's review that a lot of testing was put into it which is very appreciable given just how much needle there is to work through. Some of my personal standouts include the aforementioned Shadow's stage which was a very creative Rukito+ style challenge, Bootstrap's high-quality 32px heavy stage and Flames stage which whilst being one of the easier ones remained a fun challenge throughout. Even some of the ones I didn't expect to like such as Shimmer's L stage turned out to be surprisingly enjoyable, as it didn't require any cancels or 1f's.
The production value also deserves a shoutout, which is really polished and well done. The interface resembles that of a mobile rhythm game (Voez I believe?) and the style works really well as you navigate the clean menu and aesthetically pleasing arrangement of stages. My only complaint was sometimes after scrolling along I couldn't click a stage until I'd scroll more, as if the page was desynced with where the buttons were. Maybe it's an issue with my bigger window, who knows.
Very worth mentioning that you can back out of any stage at any time and it will save your progress should you want to return later. For a game with such a large amount of stages and variety, this is hugely appreciated and a really great feature of the game.
I did have some gripes with a few stages regarding either design or difficulty. One thing that comes to mind is the water screen in TheWWworld's stage which had some kinda questionable jumps, and a few parts of Coffee's stage were a bit on the unpleasant side. Obviously with a game of this size nobody is going to like everything, and I was still able to appreciate every stage despite some hiccups along the way.
If you're a needle fan then I'd strongly recommend giving this game a shot. 100% completion can be demanding if a number of the stages aren't to your liking, but I'd still push you to give the stages a try and see which ones appeal to you, because there's a lot of high quality needle in here packed inside a very pretty package.
[2] Likes
The stages are split into 3 categories, these being 'Easy', 'Hard' and 'Special'. Despite this, I found the stages to be moreso just an Easy -> Medium -> Hard sort of range. A number of stages in the 'Special' category don't feel particularly special. That's not to say the needle isn't good or interesting, but whilst stages like Shimmer's L-needle stage or Shadow's Rukito-esque trap needle stage stand out as very unique, stages like seVens or Q123's are moreso just very difficult albeit creatively designed needle.
In regards to needle enjoyment, I enjoyed a vast chunk of the platforming in this game. I gather from infern0's review that a lot of testing was put into it which is very appreciable given just how much needle there is to work through. Some of my personal standouts include the aforementioned Shadow's stage which was a very creative Rukito+ style challenge, Bootstrap's high-quality 32px heavy stage and Flames stage which whilst being one of the easier ones remained a fun challenge throughout. Even some of the ones I didn't expect to like such as Shimmer's L stage turned out to be surprisingly enjoyable, as it didn't require any cancels or 1f's.
The production value also deserves a shoutout, which is really polished and well done. The interface resembles that of a mobile rhythm game (Voez I believe?) and the style works really well as you navigate the clean menu and aesthetically pleasing arrangement of stages. My only complaint was sometimes after scrolling along I couldn't click a stage until I'd scroll more, as if the page was desynced with where the buttons were. Maybe it's an issue with my bigger window, who knows.
Very worth mentioning that you can back out of any stage at any time and it will save your progress should you want to return later. For a game with such a large amount of stages and variety, this is hugely appreciated and a really great feature of the game.
I did have some gripes with a few stages regarding either design or difficulty. One thing that comes to mind is the water screen in TheWWworld's stage which had some kinda questionable jumps, and a few parts of Coffee's stage were a bit on the unpleasant side. Obviously with a game of this size nobody is going to like everything, and I was still able to appreciate every stage despite some hiccups along the way.
If you're a needle fan then I'd strongly recommend giving this game a shot. 100% completion can be demanding if a number of the stages aren't to your liking, but I'd still push you to give the stages a try and see which ones appeal to you, because there's a lot of high quality needle in here packed inside a very pretty package.
Rating: 8.0 80
Difficulty: 82 82
Jun 7, 2019
Wolfiexe
For: I wanna Elecspike
For: I wanna Elecspike
Elecspike is a needle game consisting of a variety of stages and climaxing with a very intense and fun barrage avoidance, which for me was definitely the highlight of the game.
Each stage brings something a little different visual-wise, although the needle style for the most part doesn't really change a great deal. I found the earlier stages to be the most fun (although I could've lived without the memey weed visual effect plotline), and it felt generally pleasant to go through. The later stages however (most notable the one before the barrage) I didn't have a great time with. It felt like the needle got even more corridory and cramped than before with a lot of generic unfun jumps like sphincters, corners, diagonals and so on. The more open rooms I liked a bit more, but ultimately I wasn't really a fan of the platforming towards the end.
The following segment however was a blast! The orange barrage is a great 3~ minute avoidance featuring a bunch of very fun to read attacks often synced up pretty well to the music. It puts a heavy focus on maintaining consistency as attacks will have you dodging it for a fair amount of time, making you really improve at what's there. A big example is the white curving attack after the TIS rain, which initially felt incredibly hard only for it to become surprisingly consistent and very satisfying to go through. I have little complaints about the barrage, with the only attack I wasn't crazy about being the red bouncing orb attack, but that's generally just my distaste anyway.
This review is based off v1.0. I believe the most recent version is v1.5 which has an additional needle stage and avoidance. I can't really comment on these as I haven't played them, but I'm sure there are videos floating out there if you're curious.
All-in-all a pretty fun game. I wasn't a huge fan of a handful of the needle segments, particularly the further on in the game it got. I think it could've benefited from less usage of the generic difficult sort of jumps and maybe implementing a gimmick or two to mix up the needle style a bit, although I do get the Sunspike style influence. The main selling point of the game for me is the avoidance, which I'd easily recommend to any barrage lover.
[0] Likes
Each stage brings something a little different visual-wise, although the needle style for the most part doesn't really change a great deal. I found the earlier stages to be the most fun (although I could've lived without the memey weed visual effect plotline), and it felt generally pleasant to go through. The later stages however (most notable the one before the barrage) I didn't have a great time with. It felt like the needle got even more corridory and cramped than before with a lot of generic unfun jumps like sphincters, corners, diagonals and so on. The more open rooms I liked a bit more, but ultimately I wasn't really a fan of the platforming towards the end.
The following segment however was a blast! The orange barrage is a great 3~ minute avoidance featuring a bunch of very fun to read attacks often synced up pretty well to the music. It puts a heavy focus on maintaining consistency as attacks will have you dodging it for a fair amount of time, making you really improve at what's there. A big example is the white curving attack after the TIS rain, which initially felt incredibly hard only for it to become surprisingly consistent and very satisfying to go through. I have little complaints about the barrage, with the only attack I wasn't crazy about being the red bouncing orb attack, but that's generally just my distaste anyway.
This review is based off v1.0. I believe the most recent version is v1.5 which has an additional needle stage and avoidance. I can't really comment on these as I haven't played them, but I'm sure there are videos floating out there if you're curious.
All-in-all a pretty fun game. I wasn't a huge fan of a handful of the needle segments, particularly the further on in the game it got. I think it could've benefited from less usage of the generic difficult sort of jumps and maybe implementing a gimmick or two to mix up the needle style a bit, although I do get the Sunspike style influence. The main selling point of the game for me is the avoidance, which I'd easily recommend to any barrage lover.
Rating: 7.6 76
Difficulty: 80 80
Jun 7, 2019
Wolfiexe
For: I wanna be the One
For: I wanna be the One
Trap game consisting of a few short stages, all using generic engine music and visuals with some trickery mixed in to throw you off guard. A few traps were funny but it's all really basic stuff and it ends fairly quickly.
Tagged as: Trap
[1] Like
Rating: 1.5 15
Difficulty: 40 40
Jun 5, 2019
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 77 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 114 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 99 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.7 | 7.6 | 19 |
Hydrohomies | 72.0 | 8.2 | 21 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.5 | 9.3 | 130 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the C/O/S/M/O | 88.0 | 9.2 |
I wanna kill the Guy | 50.0 | 9.5 |
I wanna make a Sandwich | 55.0 | 9.2 |
Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
I wanna be the Farewell | 70.0 | 9.1 |
Not Another Magic Tower Game | 80.0 | 10.0 |
if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver | 90.0 | 10.0 |
I Wanna Get Cultured 2 | 70.0 | 9.7 |
I wanna be the Overlord | 55.0 | 9.8 |
I wanna be the Ocean Princess | 68.0 | 10.0 |
I wanna reach the Moon | 45.0 | 9.8 |
I Wanna Ponder | 80.0 | 10.0 |
Crimson Needle 3 | 91.0 | 10.0 |
I Wanna Eclipse | 60.0 | 9.5 |
107 Cleared Games