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320 Games
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Wolfiexe
For: I wanna be the MMM
For: I wanna be the MMM
As one of Rukito's most difficult games, MMM brings the classic platforming that the maker is known for, interweaving creative and quirky needle design with a sprinkle of questionable gimmick usage and soulcrushing traps.
The game consists of a variety of stages and a couple of bosses. The stages are usually centred around a particular simple gimmick such as water or platforms, although later in the game it becomes less focused and moreso just a combination of everything. I found the vine design to be particularly fun as well as the platform stage, that is when my progress wasn't all undone because of a gotcha moment lurking at the end of the save.
It's natural with Rukito's style but some of the traps really felt overdone and started sapping my enjoyment of the game a little. Perhaps the difficulty combination mixed with the knowledge that you're going to get bungled at the very end and have to redo it all was just demotivating. Still, if you're playing one of his games then you'll know what you're in for, so it's not exactly surprising. The platforming was still for the most part pretty enjoyable, minus the last save of the water area which was by far the worst designed save in not just the game but any of his games that I've played.
The couple of bosses were pretty fun, although I can't say the first boss left a lasting impression. The second (and final) boss was quite memorable, perhaps for a mixture of reasons. It's a very simple boss in concept with an emphasis on multitasking and memorisation. By the time I beat it I found it quite rewarding and fun to play, although double KO'ing it earlier had put a dampener on my patience. Still, it felt for the most part a very fair and fast-paced boss which made for an intense finish to the game.
Overall a fun game, but for me the traps in combination with the hefty difficulty and sometimes questionable design choices started to really eat away at my enjoyment of the game. A good game nonetheless, and if you don't mind some design hiccups and a bit of a grind then you'll probably have some fun with this.
[1] Like
The game consists of a variety of stages and a couple of bosses. The stages are usually centred around a particular simple gimmick such as water or platforms, although later in the game it becomes less focused and moreso just a combination of everything. I found the vine design to be particularly fun as well as the platform stage, that is when my progress wasn't all undone because of a gotcha moment lurking at the end of the save.
It's natural with Rukito's style but some of the traps really felt overdone and started sapping my enjoyment of the game a little. Perhaps the difficulty combination mixed with the knowledge that you're going to get bungled at the very end and have to redo it all was just demotivating. Still, if you're playing one of his games then you'll know what you're in for, so it's not exactly surprising. The platforming was still for the most part pretty enjoyable, minus the last save of the water area which was by far the worst designed save in not just the game but any of his games that I've played.
The couple of bosses were pretty fun, although I can't say the first boss left a lasting impression. The second (and final) boss was quite memorable, perhaps for a mixture of reasons. It's a very simple boss in concept with an emphasis on multitasking and memorisation. By the time I beat it I found it quite rewarding and fun to play, although double KO'ing it earlier had put a dampener on my patience. Still, it felt for the most part a very fair and fast-paced boss which made for an intense finish to the game.
Overall a fun game, but for me the traps in combination with the hefty difficulty and sometimes questionable design choices started to really eat away at my enjoyment of the game. A good game nonetheless, and if you don't mind some design hiccups and a bit of a grind then you'll probably have some fun with this.
Rating: 7.2
Difficulty: 85
Apr 30, 2019
Wolfiexe
For: I wanna be the Locus
For: I wanna be the Locus
Locus is a fairly old adventure with a heavy emphasis on platforming and traps, complemented with some gimmicks here and there and a couple bosses. It stands the test of time as I ended up having a pretty fun time with it, minus some questionable gotcha moments and pseudo-galaxy brain secret placement.
Each stage focuses on a single gimmick, however simple it may be. Perhaps the most well-known of which is the screen wrapping stage (seen in C1) and the green state-changer stage (seen in K2). They're all fairly interesting, although I felt the traps could often take away from the enjoyment of the save design. My favourite was probably the state-changing stage, although the final stage with angled platforming was pretty interestingly designed.
There are only a couple of bosses, one normal-sorta-end-boss and then the true final boss (or rather, avoidance) if you collect all the secrets and beat the final stage. Both are pretty fun, with the boss making for some fun barrage dodges and fast thinking whereas the avoidance has a couple of learny segments, although it doesn't last too long which is appreciated.
With a secret in each stage, there are a couple that are pretty easy to spot, often having a visual clue to guide the player. A couple however (particularly one in the water stage) I ended up missing and had to look up a video for. You can revisit the stages but you can't leave until you beat it again, so unless you want to replay stages it might be worth giving ol' Fatalbrain a checkup to see where they're hidden.
A fun adventure overall. So long as you're not put off by traps and a couple of sketchy save designs, it'll scratch your classic fangame adventure itch pretty nicely.
[4] Likes
Each stage focuses on a single gimmick, however simple it may be. Perhaps the most well-known of which is the screen wrapping stage (seen in C1) and the green state-changer stage (seen in K2). They're all fairly interesting, although I felt the traps could often take away from the enjoyment of the save design. My favourite was probably the state-changing stage, although the final stage with angled platforming was pretty interestingly designed.
There are only a couple of bosses, one normal-sorta-end-boss and then the true final boss (or rather, avoidance) if you collect all the secrets and beat the final stage. Both are pretty fun, with the boss making for some fun barrage dodges and fast thinking whereas the avoidance has a couple of learny segments, although it doesn't last too long which is appreciated.
With a secret in each stage, there are a couple that are pretty easy to spot, often having a visual clue to guide the player. A couple however (particularly one in the water stage) I ended up missing and had to look up a video for. You can revisit the stages but you can't leave until you beat it again, so unless you want to replay stages it might be worth giving ol' Fatalbrain a checkup to see where they're hidden.
A fun adventure overall. So long as you're not put off by traps and a couple of sketchy save designs, it'll scratch your classic fangame adventure itch pretty nicely.
Rating: 8.6
Difficulty: 72
Apr 24, 2019
Wolfiexe
For: All I need are things I like
For: All I need are things I like
Consisting of a single avoidance, All I Need are Things I Like is a very flashy game based primarily around pattern, with a few RNG elements sprinkled around to keep for a fun mix.
Lasting around 4:30, it's a fairly lengthy avoidance. This can add a lot of difficulty if the later segments are particularly learny or instagibby, but I found that the most learn-heavy segments were in the first half of the fight, with the ending parts being a bit more simple and first-tryable. This is something I appreciate a lot, and the attack variety felt strong throughout which kept playing it interesting. I also enjoy how the fight makes use of different arenas and uses up the space you have.
I have minor gripes regarding some segments of the fight such as parts of the 2nd verse/chorus, but they're moreso personal distastes than real problems. I particularly enjoyed the infinite jump part in the bridge of the song, so I was hoping that would last a little longer than it did, even with the reprise in the end.
A solid avoidance with very nice visual flair. Definitely worth a play for any avoidance fan. It definitely stands out from a large portion of other pattern avoidances which end up feeling rather jejune™.
Lasting around 4:30, it's a fairly lengthy avoidance. This can add a lot of difficulty if the later segments are particularly learny or instagibby, but I found that the most learn-heavy segments were in the first half of the fight, with the ending parts being a bit more simple and first-tryable. This is something I appreciate a lot, and the attack variety felt strong throughout which kept playing it interesting. I also enjoy how the fight makes use of different arenas and uses up the space you have.
I have minor gripes regarding some segments of the fight such as parts of the 2nd verse/chorus, but they're moreso personal distastes than real problems. I particularly enjoyed the infinite jump part in the bridge of the song, so I was hoping that would last a little longer than it did, even with the reprise in the end.
A solid avoidance with very nice visual flair. Definitely worth a play for any avoidance fan. It definitely stands out from a large portion of other pattern avoidances which end up feeling rather jejune™.
Tagged as: Avoidance
[3] Likes
Rating: 8.2
Difficulty: 70
Apr 24, 2019
Wolfiexe
For: I Wanna Defeat The Robot
For: I Wanna Defeat The Robot
Defeat the Robot is a very well produced game with a heavy focus on fast-paced gameplay and some very intense boss fights, which made it a very fun ride for me. It has some hiccups in design which are certainly questionable, but for me it didn't detract from the overall experience.
The game is split into a series of stages, each with a respective boss to match the stage's theme. As the name suggests, you'll be killing a lot of robots. The platforming is fairly enjoyable with some fun little segments and enemy-based gameplay, although it does have a fair share of weaknesses. Notably, there are saves where upon starting you'll be forced to immediately charge a shot just to kill an enemy by the start, which feels kind of pointless. There's also some sketchy parts in one stage where a visual effect obstructs a save point surrounded by enemies, which can leave you feeling scammed out of victory. The poison blurry visual effect is also a bit much and would be great if there was a toggle or an intensity slider.
Despite these faults, there's still solid platforming to be had. But for me the strength lies with the bosses. Important to note, the vast majority of boss fights (especially the ending few) are very learn heavy. Whilst telegraphing does happen, there is also an abundance of attacks that you'll have to commit to learning after dying. It's not usually my kind of preferred boss, but in this case it was a blast. The fights all flow very nicely once you learn them, and it feels very rewarding to execute everything whilst making use of your dash and stomp mechanics, which both go a long way to making the game feel more fast-paced and engaging.
A special mention goes to the final few bosses. They're substantially more learn-heavy than everything else and pretty tricky too, but for me it was a blast to learn and get consistent at reading their attacks. The final boss in particular has a staggering amount of attacks which makes it even more daunting, but not once did it become unfun for me. Having said that, it's a very divisive style of boss which many people won't find enjoyment with, but for those that do, you're guaranteed a rewarding experience.
My biggest issue in the game for me lies with the hidden stage/boss. To get to the final boss, you're required to find and beat the hidden stage/boss. This stage has some really awkward jumps and segments in it, topped off with a boss that gets kinda silly with some phase 2 attacks in regards to fairness and reactions. I do kind of wish this wasn't required for the normal ending, but it is what it is. I'd probably suggest playing the game without going for the hidden stage, and if you make it to the end and you're invested then go back for it so you can experience the final boss. By then, you'll probably be invested enough.
Overall though, it's a solid game with brilliant production value and very engaging bosses, being dragged down by some questionable design choices here and there. I still had a blast with it though, and would recommend it to any boss lover who doesn't mind a bit of learning and some challenge.
[4] Likes
The game is split into a series of stages, each with a respective boss to match the stage's theme. As the name suggests, you'll be killing a lot of robots. The platforming is fairly enjoyable with some fun little segments and enemy-based gameplay, although it does have a fair share of weaknesses. Notably, there are saves where upon starting you'll be forced to immediately charge a shot just to kill an enemy by the start, which feels kind of pointless. There's also some sketchy parts in one stage where a visual effect obstructs a save point surrounded by enemies, which can leave you feeling scammed out of victory. The poison blurry visual effect is also a bit much and would be great if there was a toggle or an intensity slider.
Despite these faults, there's still solid platforming to be had. But for me the strength lies with the bosses. Important to note, the vast majority of boss fights (especially the ending few) are very learn heavy. Whilst telegraphing does happen, there is also an abundance of attacks that you'll have to commit to learning after dying. It's not usually my kind of preferred boss, but in this case it was a blast. The fights all flow very nicely once you learn them, and it feels very rewarding to execute everything whilst making use of your dash and stomp mechanics, which both go a long way to making the game feel more fast-paced and engaging.
A special mention goes to the final few bosses. They're substantially more learn-heavy than everything else and pretty tricky too, but for me it was a blast to learn and get consistent at reading their attacks. The final boss in particular has a staggering amount of attacks which makes it even more daunting, but not once did it become unfun for me. Having said that, it's a very divisive style of boss which many people won't find enjoyment with, but for those that do, you're guaranteed a rewarding experience.
My biggest issue in the game for me lies with the hidden stage/boss. To get to the final boss, you're required to find and beat the hidden stage/boss. This stage has some really awkward jumps and segments in it, topped off with a boss that gets kinda silly with some phase 2 attacks in regards to fairness and reactions. I do kind of wish this wasn't required for the normal ending, but it is what it is. I'd probably suggest playing the game without going for the hidden stage, and if you make it to the end and you're invested then go back for it so you can experience the final boss. By then, you'll probably be invested enough.
Overall though, it's a solid game with brilliant production value and very engaging bosses, being dragged down by some questionable design choices here and there. I still had a blast with it though, and would recommend it to any boss lover who doesn't mind a bit of learning and some challenge.
Rating: 8.0
Difficulty: 75
Apr 15, 2019
Wolfiexe
For: I wanna be the Bingo
For: I wanna be the Bingo
Bingo is a 4-stage long adventure game packed with a variety of content ranging from jazzy avoidances to Noesis-inspired gauntlets. Whilst a mixed bag in parts, it makes for a pretty memorable adventure.
The game starts fairly easy, or at least compared to lategame. There's a fair handful of trap-based platforming segments and Guy Rock shenanigans to settle you into the good ol' fashioned adventure feel, perhaps to a slight detriment as the first impression isn't amazing. The later stages start to expand and show more production value, with some nice ambient backgrounds and music and also a pretty stylish line-needle stage. Stage 2 also features one of my favourite trap-related segments in recent memory, with a song you won't soon forget. I did feel the difficulty spikes a bit in the line-needle stage and also a little on some segments in the 3rd stage, but it remained enjoyable for the most part.
Each stage has a boss, a couple of which are avoidances. The bosses are both pretty fun and not too difficult, serving as nice breaks inbetween stages. I particularly like the second boss, reminding me of a Klein or Mizudori style boss fight. The avoidances are both very SourPls with some catchy jazzy songs to make a nice break from just another vocaloid avoidance. I did feel that the 3rd stage boss would've been better suited as the finale of the game, as it was both harder and more fitting to the game name than the actual final boss. There was also an unfortunate problem with desync which I've heard of a few people suffering from. Thankfully the final avoidance doesn't suffer from this, but it's a shame because it drags the enjoyment down a bit. A couple of gripes I had with the final avoidance is that I felt there was a lot of downtime particularly at the start, and a large number of the attacks consist of you dodging some form of centre pattern whilst you dance around in the corner. A fun avoidance regardless though.
I really warmed to the platforming in this game which I think was at the peak during stage 2 and the earlier parts of stage 4. I was a little put off by the difficulty of the first avoidance due it it taking quite a chunk of time when looking at the bulk of the game, so perhaps it would've flowed nicer if it was a little easier or shorter.
Overall a solid adventure with lots to like. Chances are not everything will click with you, but I think if you play at least the first couple of stages you'll find something to enjoy. Looking forward to what Shinobu brings next!
[2] Likes
The game starts fairly easy, or at least compared to lategame. There's a fair handful of trap-based platforming segments and Guy Rock shenanigans to settle you into the good ol' fashioned adventure feel, perhaps to a slight detriment as the first impression isn't amazing. The later stages start to expand and show more production value, with some nice ambient backgrounds and music and also a pretty stylish line-needle stage. Stage 2 also features one of my favourite trap-related segments in recent memory, with a song you won't soon forget. I did feel the difficulty spikes a bit in the line-needle stage and also a little on some segments in the 3rd stage, but it remained enjoyable for the most part.
Each stage has a boss, a couple of which are avoidances. The bosses are both pretty fun and not too difficult, serving as nice breaks inbetween stages. I particularly like the second boss, reminding me of a Klein or Mizudori style boss fight. The avoidances are both very SourPls with some catchy jazzy songs to make a nice break from just another vocaloid avoidance. I did feel that the 3rd stage boss would've been better suited as the finale of the game, as it was both harder and more fitting to the game name than the actual final boss. There was also an unfortunate problem with desync which I've heard of a few people suffering from. Thankfully the final avoidance doesn't suffer from this, but it's a shame because it drags the enjoyment down a bit. A couple of gripes I had with the final avoidance is that I felt there was a lot of downtime particularly at the start, and a large number of the attacks consist of you dodging some form of centre pattern whilst you dance around in the corner. A fun avoidance regardless though.
I really warmed to the platforming in this game which I think was at the peak during stage 2 and the earlier parts of stage 4. I was a little put off by the difficulty of the first avoidance due it it taking quite a chunk of time when looking at the bulk of the game, so perhaps it would've flowed nicer if it was a little easier or shorter.
Overall a solid adventure with lots to like. Chances are not everything will click with you, but I think if you play at least the first couple of stages you'll find something to enjoy. Looking forward to what Shinobu brings next!
Rating: 8.2
Difficulty: 77
Apr 15, 2019
Wolfiexe
For: I Wanna Be the FE
For: I Wanna Be the FE
A fun Rukito-style game with Wonderful's own flavoured touches applied to it.
The game consists of a handful of stages, each hovering around a particular gimmick. The majority of these are your standard needle gimmicks, although there is a unique one in the final stage which I think lends itself to the style of the game very nicely. The bosses are pretty fun too, with the final boss being particularly intense to finish on.
Definitely worth your time if you're a fan of Wonderful's needle, Rukito-style needle or just some quality platforming.
[1] Like
The game consists of a handful of stages, each hovering around a particular gimmick. The majority of these are your standard needle gimmicks, although there is a unique one in the final stage which I think lends itself to the style of the game very nicely. The bosses are pretty fun too, with the final boss being particularly intense to finish on.
Definitely worth your time if you're a fan of Wonderful's needle, Rukito-style needle or just some quality platforming.
Rating: 8.2 82
Difficulty: 70 70
Apr 15, 2019
Wolfiexe
For: I Wanna Be the Unknown
For: I Wanna Be the Unknown
Unknown features a whole bunch of bosses amidst a series of short platforming stages, each with an often simple but effective gimmick, making for a varied adventure. I wasn't too fond of a few elements of the game, but I still had a good time.
The platforming is definitely the highlight for me. I particularly liked the angled stage which people will no doubt recognise from K2, which had some interesting segments and just looked visually slick. The Tower of Heaven segment was also kinda cool, although some of the rules were a bit unclear (I believe Fatalbrain has the rules written in English on his video, for those who get confused on it). There was one segment near the end involving flipping controls on every jump which got a bit galaxy brain for my liking, partly due to the traps weighing it down a bit.
The bosses are definitely a mixed bag. Whilst there's a fair share of simple yet charming bosses, a couple were pretty frustrating for me, with the most notorious example being the ice boss in the small corridor. The sudden flipping of gravity mixed with the quick attack speed made for some very . I did quite like the infinite jump cherry boss, which utilized the same concept all fight but with a few changes and twists. There are also a couple of avoidances, one of which is fairly short and a bit different whereas the other is a more traditional avoidance. I wasn't too crazy about either, but they're not too demanding or complicated and generally pattern-heavy.
Overall quite a mixed bag in terms of enjoyment but I appreciate the variety of bosses and stage designs, however short they may be. Chances are you'll find something you'll enjoy during your time with this.
[0] Likes
The platforming is definitely the highlight for me. I particularly liked the angled stage which people will no doubt recognise from K2, which had some interesting segments and just looked visually slick. The Tower of Heaven segment was also kinda cool, although some of the rules were a bit unclear (I believe Fatalbrain has the rules written in English on his video, for those who get confused on it). There was one segment near the end involving flipping controls on every jump which got a bit galaxy brain for my liking, partly due to the traps weighing it down a bit.
The bosses are definitely a mixed bag. Whilst there's a fair share of simple yet charming bosses, a couple were pretty frustrating for me, with the most notorious example being the ice boss in the small corridor. The sudden flipping of gravity mixed with the quick attack speed made for some very . I did quite like the infinite jump cherry boss, which utilized the same concept all fight but with a few changes and twists. There are also a couple of avoidances, one of which is fairly short and a bit different whereas the other is a more traditional avoidance. I wasn't too crazy about either, but they're not too demanding or complicated and generally pattern-heavy.
Overall quite a mixed bag in terms of enjoyment but I appreciate the variety of bosses and stage designs, however short they may be. Chances are you'll find something you'll enjoy during your time with this.
Rating: 7.3 73
Difficulty: 72 72
Apr 14, 2019
Wolfiexe
For: I wanna get crimsoned 2
For: I wanna get crimsoned 2
Crimsoned 2 is a very solid 50-floor needle game, using the visuals/flow of Cultured 2 alongside Piece's creative needle style making for a pretty challenging but enjoyable experience.
Throughout the 50 floors, there's a very noticeable difficulty increase which feels mostly well done, with only a few sore spots in difficulty being noticeable. The needle stays mostly vanilla although there's the odd usage of vines, water and perhaps some other traditional gimmicks on rare occasions. A couple parts near the start of stage 5 feel a bit bumpy in comparison to the end of the stage, which seems to have been caused by nerfing some early-version hard spots. It never felt designed in an unpleasant or unfun sort of way, so I enjoyed it regardless.
Despite each screen making use of a background/tileset from Cultured 2, the actual needle doesn't appear to be influenced with perhaps the exception of a couple screens here and there. It would've been cool to see things like the SSR2 screen have Rukito-esque triggers or the Forehead screen have the jump-changers, although that would stray away from a needle game and moreso a custom-medley-of-sorts, but it's an interesting what-if.
Each stage is also capped off with the appropriate boss from Cultured 2, only with HP. They make for a nice break and the HP ensures you won't be stumped for too long. Oh, and the boss visuals (and all screen titlecards) are custom-drawn by Piece which is a pretty cool addition. I imagine a fair amount of time went into Crimsoned-ifying all the graphics and it just makes for a nice finishing touch.
Overall a solid needle game that definitely picks up the challenge towards the end. Would recommend.
[0] Likes
Throughout the 50 floors, there's a very noticeable difficulty increase which feels mostly well done, with only a few sore spots in difficulty being noticeable. The needle stays mostly vanilla although there's the odd usage of vines, water and perhaps some other traditional gimmicks on rare occasions. A couple parts near the start of stage 5 feel a bit bumpy in comparison to the end of the stage, which seems to have been caused by nerfing some early-version hard spots. It never felt designed in an unpleasant or unfun sort of way, so I enjoyed it regardless.
Despite each screen making use of a background/tileset from Cultured 2, the actual needle doesn't appear to be influenced with perhaps the exception of a couple screens here and there. It would've been cool to see things like the SSR2 screen have Rukito-esque triggers or the Forehead screen have the jump-changers, although that would stray away from a needle game and moreso a custom-medley-of-sorts, but it's an interesting what-if.
Each stage is also capped off with the appropriate boss from Cultured 2, only with HP. They make for a nice break and the HP ensures you won't be stumped for too long. Oh, and the boss visuals (and all screen titlecards) are custom-drawn by Piece which is a pretty cool addition. I imagine a fair amount of time went into Crimsoned-ifying all the graphics and it just makes for a nice finishing touch.
Overall a solid needle game that definitely picks up the challenge towards the end. Would recommend.
Rating: 8.1 81
Difficulty: 70 70
Apr 9, 2019
Wolfiexe
For: Not Another Falling Game
For: Not Another Falling Game
Rating based on version 1.049, which addresses various rough spots and problems.
Not Another Falling Game is a very long game, clearly inspired by Not Another Needle Game in terms of the overall flow and design. You'll travel from stage to stage, each consisting of 20 floors with a secret in each and allowing for a few different endings, which expand the content depending on your secret collection.
The stages are very varied, ranging from your typical standard needle or trigger-heavy stages to much more creative ones, such as Portal-inspired or one where the aim is to kill a clone which mirrors your movements. With such a large number of stages and screens, there's definitely a mixed bag of stuff here. Some segments can be quite puzzly or tricky in nature, whereas other screens can fly by with just a few jumps. That isn't a bad thing necessarily, as it makes for a nice break here and there. One complaint is that the platforming can sometimes get a bit too diagonal or 16px heavy. I wasn't too bothered by it, but it's definitely noticeable.
The secrets all compliment their stage fairly well. A couple of stages suffered from some sore spots in difficulty compared to the rest (namely the Portal and arrow conveyor stages), but these were recently patched by Yome in the latest version to flow much more nicely and alleviate the difficulty. This left me with very little problems in regards to the secrets, and a couple even mix it up by throwing some boss/avoidance challenges to keep things fresh. These can sometimes feel a bit long, but in a few cases you're given a good chance to build up shields (HP), making it not so rough.
The game features a story too, wacky as it may be. Whilst it gets a bit zany and at times silly, I enjoyed following along with it. It gave the game that bit more memorability, which I feel fangame stories tend to do. The production value whilst not incredibly polished is pretty cool too, with some custom hand-drawn sprites near the True Ending.
After getting the True End, you can warp through rooms and go collect the achievements which you're given hints before, in order to unlock Extra if you so desire. Extra has a few stages each very different from one another, and I had fun with all of them despite some minor gripes (which I believe Yome is working on fixing). Beating this lets you get the Magical Ending which I guess is just a fancy way of saying 100% clear.
All in all it's a pretty long game with a ton of content. It's not without it's flaws, but I was pretty impressed by the effort put into it and was left feeling pretty satisfied. I'd recommend this if you're looking for something lengthy to sink your teeth into and don't mind a bit of craziness on the side.
[0] Likes
Not Another Falling Game is a very long game, clearly inspired by Not Another Needle Game in terms of the overall flow and design. You'll travel from stage to stage, each consisting of 20 floors with a secret in each and allowing for a few different endings, which expand the content depending on your secret collection.
The stages are very varied, ranging from your typical standard needle or trigger-heavy stages to much more creative ones, such as Portal-inspired or one where the aim is to kill a clone which mirrors your movements. With such a large number of stages and screens, there's definitely a mixed bag of stuff here. Some segments can be quite puzzly or tricky in nature, whereas other screens can fly by with just a few jumps. That isn't a bad thing necessarily, as it makes for a nice break here and there. One complaint is that the platforming can sometimes get a bit too diagonal or 16px heavy. I wasn't too bothered by it, but it's definitely noticeable.
The secrets all compliment their stage fairly well. A couple of stages suffered from some sore spots in difficulty compared to the rest (namely the Portal and arrow conveyor stages), but these were recently patched by Yome in the latest version to flow much more nicely and alleviate the difficulty. This left me with very little problems in regards to the secrets, and a couple even mix it up by throwing some boss/avoidance challenges to keep things fresh. These can sometimes feel a bit long, but in a few cases you're given a good chance to build up shields (HP), making it not so rough.
The game features a story too, wacky as it may be. Whilst it gets a bit zany and at times silly, I enjoyed following along with it. It gave the game that bit more memorability, which I feel fangame stories tend to do. The production value whilst not incredibly polished is pretty cool too, with some custom hand-drawn sprites near the True Ending.
After getting the True End, you can warp through rooms and go collect the achievements which you're given hints before, in order to unlock Extra if you so desire. Extra has a few stages each very different from one another, and I had fun with all of them despite some minor gripes (which I believe Yome is working on fixing). Beating this lets you get the Magical Ending which I guess is just a fancy way of saying 100% clear.
All in all it's a pretty long game with a ton of content. It's not without it's flaws, but I was pretty impressed by the effort put into it and was left feeling pretty satisfied. I'd recommend this if you're looking for something lengthy to sink your teeth into and don't mind a bit of craziness on the side.
Rating: 8.7 87
Difficulty: 70 70
Mar 28, 2019
Wolfiexe
For: I wanna qoqoqo 300 EasyVer
For: I wanna qoqoqo 300 EasyVer
When it comes to cleverly pathed needle games, this is probably the best of the best. Sunlao is a master of interesting design when it comes to your route around a screen (or screens), and combining this with a variety of gimmicks and segments spanning multiple screens, I'd say this is his peak.
Important to note that despite this being called 'EasyVer', I'm of the opinion that this should be the normal version and the normal version should be called 'HardVer' or something. This game is by no means easy and putting aside the galaxy brain pathing, the platforming itself will prove to be a fair challenge for any needle player. The original version seems to be very over the top at times in difficulty, which I feel gets in the way of Sunlao's design. Still, I have only watched pieces of it so I can't form a solid opinion on it, but regardless I believe this to be the superior of the two versions.
QoQoQo 300 spans 100+ floors, some of which stretch across multiple screens and make use of gimmicks such as gravity changing, screen-wrapping and other classic gimmicks such as vines and water. You'll be tested in a lot of areas of needle here, but most importantly your attention towards pathing. Many times you'll have to question where you're headed, and take caution as to not save somewhere you've already been.
Thankfully, this version provides maps in the game folder to assist you with. These are pretty helpful although not necessary, but I'd say the final maze of the game is immensely aided with the provided map. The final maze took almost half of my playtime, and features some paths that ascended beyond galaxy brain.
In regards to the negatives, some of the vine segments are a bit awkward to pull off and on the vine-centric floors, a couple of saves were really not fun to play. This isn't always the case, but it's the part I noticed the most frustration with. Parts of the cube stage were also a bit unpleasant, either in regards to save length or transitional-drops. Still, the highlights far outshone the downsides.
A definite recommendation to any needle fan who doesn't mind putting some brain power into their play session.
[1] Like
Important to note that despite this being called 'EasyVer', I'm of the opinion that this should be the normal version and the normal version should be called 'HardVer' or something. This game is by no means easy and putting aside the galaxy brain pathing, the platforming itself will prove to be a fair challenge for any needle player. The original version seems to be very over the top at times in difficulty, which I feel gets in the way of Sunlao's design. Still, I have only watched pieces of it so I can't form a solid opinion on it, but regardless I believe this to be the superior of the two versions.
QoQoQo 300 spans 100+ floors, some of which stretch across multiple screens and make use of gimmicks such as gravity changing, screen-wrapping and other classic gimmicks such as vines and water. You'll be tested in a lot of areas of needle here, but most importantly your attention towards pathing. Many times you'll have to question where you're headed, and take caution as to not save somewhere you've already been.
Thankfully, this version provides maps in the game folder to assist you with. These are pretty helpful although not necessary, but I'd say the final maze of the game is immensely aided with the provided map. The final maze took almost half of my playtime, and features some paths that ascended beyond galaxy brain.
In regards to the negatives, some of the vine segments are a bit awkward to pull off and on the vine-centric floors, a couple of saves were really not fun to play. This isn't always the case, but it's the part I noticed the most frustration with. Parts of the cube stage were also a bit unpleasant, either in regards to save length or transitional-drops. Still, the highlights far outshone the downsides.
A definite recommendation to any needle fan who doesn't mind putting some brain power into their play session.
Rating: 9.0 90
Difficulty: 70 70
Mar 26, 2019
10 Games
Game | Difficulty | Average Rating | # of Ratings |
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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 |
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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