Shinobu's Profile
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226 Ratings!
166 Reviews!
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226 Games
166 Reviews
Shinobu
For: I wanna be the Crimson Collab
For: I wanna be the Crimson Collab
I really liked the level design and the original quality of the graphics, but some floors were way too easy or too hard compared to the rest of the game. If you don't really mind about the difficulty curve and like grinding some hard needle, I highly recommend you should play this one. Hardest game I've ever cleared up to this date.
Death : 16332
Time : 14:54:54
[0] Likes
Death : 16332
Time : 14:54:54
Rating: 8.7 87
Difficulty: 75 75
Mar 27, 2017
Shinobu
For: I wanna be the Miracle
For: I wanna be the Miracle
The zip file is crashed. From what I seen on the youtube, this game is old long adventure game with a lot of ups and downs.
[0] Likes
Rating: N/A
Difficulty: N/A
Mar 18, 2017
Shinobu
For: I wanna thread the Needle
For: I wanna thread the Needle
It was fun, but nader's stage was too short and easy compared to the rest of the game. Wish it was longer.
Tagged as: Needle
[0] Likes
Rating: 8.8 88
Difficulty: 75 75
Mar 9, 2017
Shinobu
For: I wanna avoid the anxious
For: I wanna avoid the anxious
Very old avoidance game. This is apparently the first game doruppi has made. The game consists of single hub, allows you to beat the first 2 avoidance, and the next 2 harder ones, and the final miku, which is by far the hardest. I'm going to write this review in order of my first clears.
The first miku has simple attacks mixed with player-aimed attacks and disappearing blocks that is an insta-kill which forces you to memorize it. The song is a little long, but the attacks are very simple to learn so it's not bad. Next avoidance I beated was very short, (Steins;Gate Opening) but consists of many insta-kill attacks that seems very hard and can't be easily dodged. But all the attacks are fixed or player-aimed, so it's alright I guess. This one is very hard compared to the first miku, so a lot of patience is required to beat this. (The first 2 avoidances has 0 random attacks.)
The 3rd one I beated was Pop'n Music, which the music was great at my taste. This time there are pattern attacks, random attacks, player-aimed attacks, all the basic attacks are here. The fixed attacks are simple to dodge since there are some save places, but the avoidance makes you to memorize that save places, and added with simple random attacks, it becomes a pretty good avoidance. The 4th one was horror-themed gumi music, and it is SUPER well made. The music is great, forces you to move to different locations (especially the spotlight section. This part was SO great.) and the patterns are almost consists of player-aimed and fixed ones. The fixed patterns seems hard to dodge at first glance, but once you know how to do it, it becomes incredibly easy. If you have built your skills up before this one, you can clear this avoidance in no time. (spend 5 hours beating up to this point.)
And the last miku is the true heart of this game. The patterns are now consists of beautiful player-aimed attacks and many random attacks that is SUPER RNG that can't be easily dodged in first try. Grinding this boss was very fun since I loved the music, but can block many players from clearing this game. (The final attack is an insta-kill if you don't know how to dodge it, so I recommend you should watch a video of it before challenging this boss. Otherwise it can cause mental breakdown.) Beating the final avoidance requires luck and a lot of patience and skills so if you managed to beat this, you will now realize that your avoidance skill is highly improved. (spend 10 hours.)
It's obvious that doruppi spend a lot of time making this game, since almost all of the tile sets in this game are original, and the difficulty curve is close to flawless. (except the Steins;Gate Opening which I beated in 2nd.) The last miku is very hard compared to the rest of the avoidance, but the visuals and the production value and the music makes this game highly worth it.
The game introduces you of teaching basic avoidance attacks that gradually becames harder. (fixed attacks -> fixed patterns and player-aimed -> random) This game is VERY old (2011 December), but the gameplay is magnificent and holds up very well to this day. The rating was going to be 8, but added 1 point more since it's very old. Highly recommended to any levels of avoidance players, especially if you are going to improve your avoidance skills.
The first miku has simple attacks mixed with player-aimed attacks and disappearing blocks that is an insta-kill which forces you to memorize it. The song is a little long, but the attacks are very simple to learn so it's not bad. Next avoidance I beated was very short, (Steins;Gate Opening) but consists of many insta-kill attacks that seems very hard and can't be easily dodged. But all the attacks are fixed or player-aimed, so it's alright I guess. This one is very hard compared to the first miku, so a lot of patience is required to beat this. (The first 2 avoidances has 0 random attacks.)
The 3rd one I beated was Pop'n Music, which the music was great at my taste. This time there are pattern attacks, random attacks, player-aimed attacks, all the basic attacks are here. The fixed attacks are simple to dodge since there are some save places, but the avoidance makes you to memorize that save places, and added with simple random attacks, it becomes a pretty good avoidance. The 4th one was horror-themed gumi music, and it is SUPER well made. The music is great, forces you to move to different locations (especially the spotlight section. This part was SO great.) and the patterns are almost consists of player-aimed and fixed ones. The fixed patterns seems hard to dodge at first glance, but once you know how to do it, it becomes incredibly easy. If you have built your skills up before this one, you can clear this avoidance in no time. (spend 5 hours beating up to this point.)
And the last miku is the true heart of this game. The patterns are now consists of beautiful player-aimed attacks and many random attacks that is SUPER RNG that can't be easily dodged in first try. Grinding this boss was very fun since I loved the music, but can block many players from clearing this game. (The final attack is an insta-kill if you don't know how to dodge it, so I recommend you should watch a video of it before challenging this boss. Otherwise it can cause mental breakdown.) Beating the final avoidance requires luck and a lot of patience and skills so if you managed to beat this, you will now realize that your avoidance skill is highly improved. (spend 10 hours.)
It's obvious that doruppi spend a lot of time making this game, since almost all of the tile sets in this game are original, and the difficulty curve is close to flawless. (except the Steins;Gate Opening which I beated in 2nd.) The last miku is very hard compared to the rest of the avoidance, but the visuals and the production value and the music makes this game highly worth it.
The game introduces you of teaching basic avoidance attacks that gradually becames harder. (fixed attacks -> fixed patterns and player-aimed -> random) This game is VERY old (2011 December), but the gameplay is magnificent and holds up very well to this day. The rating was going to be 8, but added 1 point more since it's very old. Highly recommended to any levels of avoidance players, especially if you are going to improve your avoidance skills.
Tagged as: Avoidance
[1] Like
Rating: 9.1 91
Difficulty: 67 67
Feb 21, 2017
Shinobu
For: I Wanna Hope the End Of
For: I Wanna Hope the End Of
Rating based on beating the final boss by using the glitch.
Amazing fangame that gets progressively getting harder with having different gimmicks and atmosphere. The 1st stage is consists of simple needle with moving obstacles and platforming and some clouds that roughly blocks your view. Doesn't harm the stage too much. 2nd stage has a yellow water that doesn't allows you to jump inside of it, and this creates some interesting platforming.
3rd stage is castle themed, and has some traps and trolls that makes you search through certain spots. Those spots are not hard to find them, so it's okay. The needle also gets hard slightly. The 4th stage is themed as a puzzle with pushing buttons that allows you to open certain doors to escape it. Certainly one of the best stage in the game. Difficulty increases from here, blocking mediocre players.
Next stage has a wind gimmick that blows for a limited time, and this is where the difficulty really ramps up. The atmosphere is great with the music, but the wind blocks you many times because you have to jump at the right place, and at the right time. Some parts makes you only jump when the wind blows. I liked it, but this part would be frustrating to most of the players. The 6th stage only consists of 2 screens, which were obviously featured in Kamilia 3. The moving spikes with tilting screen is very original and interesting, creating a great platforming. The music is also fitting. Wish it was longer.
The 7th stage is a sort of buffed version of stage 2, but you have to travel through different rooms to unlock certain places to go through it. The path is just straight line, so this part can make you quickly become bored. Final stage consists of many moving spikes, which the difficulty become harsh at this part. It's very hard, especially in the first and the last few screens. Also, there are obstacles that moves when you shoot. The moving seems random since it moves left and right randomly, so sometimes the player has to mash through it. Wasn't really a satisfying part, even it was an interesting platforming.
And the first and final boss is well, simply a middle finger to the player. The boss is like a cyborg kid, which dodge your bullets very easily like another player, and follows you every time in order to kill you. There is simply no way to react some of the attacks in the fight, and getting insta-gibbed is incredibly easy. Although the boss concept is great, it's way, WAY too hard for this kind of game. Beating this boss requires you a lot of luck to do it, including your sudden reactions to the boss's attack. If you can't have the mind to spend the time on this boss more then 2~10 hours, you can use the glitch. When you go to the very top of the platform in the room and jump over the boss (since it follows you to the top) there is a chance of making the boss hit the wall. If you don't move after that, the boss also stops moving and starts to shoot in the opposite direction. You can simply stand behind the boss and shoot him to death, but be careful of the added attacks of the boss. It's directed to the player even if the boss doesn't move. (Rating is 7.5 and the difficulty is 83 when the glitch is not used)
This game is old (2013 March) and has restarting music, but there are originality that keeps this game great even nowadays. The difficulty curve is nice and the production value is great. Although there are some parts that can bother the player a lot including the huge drawbacks of the final boss, it's worth it. Simply the best game carua has made. Highly recommended.
(The game can be found somewhere at axfc.net. Search through it. It's not hard.)
[0] Likes
Amazing fangame that gets progressively getting harder with having different gimmicks and atmosphere. The 1st stage is consists of simple needle with moving obstacles and platforming and some clouds that roughly blocks your view. Doesn't harm the stage too much. 2nd stage has a yellow water that doesn't allows you to jump inside of it, and this creates some interesting platforming.
3rd stage is castle themed, and has some traps and trolls that makes you search through certain spots. Those spots are not hard to find them, so it's okay. The needle also gets hard slightly. The 4th stage is themed as a puzzle with pushing buttons that allows you to open certain doors to escape it. Certainly one of the best stage in the game. Difficulty increases from here, blocking mediocre players.
Next stage has a wind gimmick that blows for a limited time, and this is where the difficulty really ramps up. The atmosphere is great with the music, but the wind blocks you many times because you have to jump at the right place, and at the right time. Some parts makes you only jump when the wind blows. I liked it, but this part would be frustrating to most of the players. The 6th stage only consists of 2 screens, which were obviously featured in Kamilia 3. The moving spikes with tilting screen is very original and interesting, creating a great platforming. The music is also fitting. Wish it was longer.
The 7th stage is a sort of buffed version of stage 2, but you have to travel through different rooms to unlock certain places to go through it. The path is just straight line, so this part can make you quickly become bored. Final stage consists of many moving spikes, which the difficulty become harsh at this part. It's very hard, especially in the first and the last few screens. Also, there are obstacles that moves when you shoot. The moving seems random since it moves left and right randomly, so sometimes the player has to mash through it. Wasn't really a satisfying part, even it was an interesting platforming.
And the first and final boss is well, simply a middle finger to the player. The boss is like a cyborg kid, which dodge your bullets very easily like another player, and follows you every time in order to kill you. There is simply no way to react some of the attacks in the fight, and getting insta-gibbed is incredibly easy. Although the boss concept is great, it's way, WAY too hard for this kind of game. Beating this boss requires you a lot of luck to do it, including your sudden reactions to the boss's attack. If you can't have the mind to spend the time on this boss more then 2~10 hours, you can use the glitch. When you go to the very top of the platform in the room and jump over the boss (since it follows you to the top) there is a chance of making the boss hit the wall. If you don't move after that, the boss also stops moving and starts to shoot in the opposite direction. You can simply stand behind the boss and shoot him to death, but be careful of the added attacks of the boss. It's directed to the player even if the boss doesn't move. (Rating is 7.5 and the difficulty is 83 when the glitch is not used)
This game is old (2013 March) and has restarting music, but there are originality that keeps this game great even nowadays. The difficulty curve is nice and the production value is great. Although there are some parts that can bother the player a lot including the huge drawbacks of the final boss, it's worth it. Simply the best game carua has made. Highly recommended.
(The game can be found somewhere at axfc.net. Search through it. It's not hard.)
Rating: 8.5 85
Difficulty: 72 72
Feb 21, 2017
35 Games
46 Favorite Games
30 Cleared Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the 3200min | N/A | N/A |
I wanna be the Gap | N/A | N/A |
I wanna be the MMM | 92.0 | 8.9 |
I wanna be the Resistance | 53.0 | 9.7 |
I wanna be the RZ | 87.0 | 7.6 |
I wanna be Charm | 48.0 | 6.7 |
I wanna be Charon | 52.0 | 7.8 |
I wanna N | 47.0 | 6.7 |
I wanna Troublesome | 60.0 | 5.0 |
針ゲ | 60.0 | 8.3 |
I wanna be the Boshy | N/A | N/A |
I wanna be the Fodomia | 77.0 | 8.3 |
I wanna be the My heart goes on | 0.0 | 0.0 |
I wanna kill the Guy | N/A | N/A |
Not Another Needle Game | N/A | N/A |
I wanna be the Purple Zone | 41.0 | 9.1 |
I Wanna be the TsuTaMao | N/A | N/A |
I wanna be the Venus | N/A | N/A |
I Wanna Uhuhu Spike | N/A | N/A |
I Wanna Uhuhu Spike 2 | N/A | N/A |
Serial Experiments Kid | 55.0 | 9.7 |
I Wanna Make It Breaking Out | 75.0 | 7.3 |
I Wanna be the Scapegoat | 68.0 | 9.5 |
I wanna be the NMN II | N/A | N/A |
I wanna get the gold ribbon | 40.0 | 8.9 |
I wanna Breathing | 70.0 | 9.6 |
I wanna avoid the anxious | 67.0 | 9.1 |
I Wanna be the Multiplicity | 50.0 | 7.7 |
I wanna be the Mars | N/A | N/A |
I wanna be the Brown animal | 41.0 | 8.7 |