YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
276 Ratings!
237 Reviews!
5 Screenshots!
Report this user
276 Games
237 Reviews
For: I wanna clear 50 neon floors
For: I wanna be the Arcfox Needle
I Wanna be the Arcfox Needle is a 100-floor needle game (featuring probably 110 or so floor, perhaps more) that manages quite a lovely experience for a majority of its runtime. From floor 1 to 75, you're getting quite a nice gaming experience, one that most people should be able to handle. Beyond that, the design grows a few canines, develops a bit more bite than might have been expected at first. I didn't have any issue with this until I hit floor 85, which was up to that point my least favorite room by far; in fact, I quit at this room and didn't come back for a couple weeks. After coming back and getting through this room, I really didn't have any issues. The archfoe screens are unpopular, but I more or less enjoyed them. The only true problem save was one where I made it harder on myself without realizing, and so I cannot fault the game for that. 97 is where things took a turn.
Up to this point, the design had developed in a negative way, I felt, but it wasn't so bad as to truly detract from my overall enjoyment. By the time 97 comes in, all I liked about this game became a distant memory. To be frank, I can barely remember anything because I quit at the second save of 97 and didn't truly come back to it until a month and some change later. I would open it again every now and then, but I could never get up the dedication to actually grind out this awful save. Today, however, I did! And was greeted by more of the same sort of irritating, user-unfriendly design. Truly, the ride from 97 to 100, a ride that lasts 7 screens for some God-less reason, was one of the least enjoyable endings to a game I've ever played.
As for critiques that don't involve the final screens, there are almost none - except the ?? screens. Those screens I felt killed the flow of the game, and these screens too felt worse than the surrounding rooms; if they were totally cut from the game, I would surely have not minded a bit.
So, could I recommend this game? Absolutely! With untainted ideals and a pure heart, I would recommend anyone give this game a go - with a caveat: don't expect the quality to persist.
For: I wanna Relax with Needle 2
I was actually surprised with how interesting the needle was. Every screen was highly interesting, holding high levels of creativity within their folds. As moogy said, there was nothing totally mind-blowing about this game, but the unique and creative platforming on display here is something of a rarity within beginner needle games.
The visuals too were pretty good, fitting the mood and being nice to look at for three stages. Give this one a go, whether you're a veteran or a beginner with some wins under their belt.
For: I wanna shiver
Nearly every stage was brilliant, every creator had something to offer and not once did I feel like there was any real filler. Of the stages I loved, I could not put into any particular order, and the best that I can do is discuss the stages that I didn't like quite as much. Now, this is not to single out any one creator, and I must add that though I didn't like these stages quite as much as the others, I concede totally that it's a personal thing and that they were still more than good enough to be here.
pieceofcheese87 - This one was a bit surprising for me, if I'm honest. The needle itself is based more around shorter saves, reminding one of the classic needle collab stages of time long past. This is itself, not a flaw, however. My issue was that not every save was consistently fun. This stage was also something of a difficulty jump, though that itself is not problematic either as this is the penultimate stage. Nonetheless, when the saves were on, I quite liked them, but when they were off, it felt tiring to try and grind through them.
Plasmanapkin - Now, this one I think was far more about my mood when I played than about the actual quality of the gameplay, however, I still had some issues that I felt were genuine. For one, there was the same issue of inconsistency as with pieceofcheese's stage, though this time with long saves rather than short ones. Given that it's the final stage, I expected the platforming to be more difficult, but it was far and away the toughest stage in the game, raising the difficulty by a fair bit. This combination of a difficulty spike with longer saves when I was more or less ready to be done (a fault of my own) made for a bit of an irritating grind. Some saves were really fun, showing the strengths of Plasma's design, but others felt confusing and overlong. I had to have a video on hand because for a lot of the time, I just was not sure where to go (if there was a button to access a map, then ignore this and call me a dumbass). Many of the longer saves too felt overly precise for my liking at their lengths. This, again, is something of a personal issue, one that deals with my own relative inadequacy.
The final save of Plasma's stage, however, totally redeemed his offerings, in my opinion. It's one long save, yes, but due to being the final save in the game, the gravity of the situation made it feel so much more right that the save would be long. Every jump offered some level of tension, and though not every jump was at the same level of difficulty, everything felt similarly hard to tackle thanks to the synergy between each jump. I wasn't too hot on the save when I first grinded it out, but by the end I was enjoying every attempt quite a lot.
I'd like to offer a similar sort of more in-depth look at every other stage, but I also think there's no real need. In my eyes, they were all similarly brilliant and impeccably designed. Thanks to this consistent quality, Shiver felt like a totally cohesive game that happened to have several different creators behind it, something that cannot be said of many collab games. Huge shoutouts to Plasma for organizing this, as well as to every creator behind the game. This was some of the most fun I've had playing needle in a while, and I would wholly recommend this game to anyone who hasn't yet tried their hand at the game for some reason.
For: I wanna be the Neon 3
Platforming - I mean come on, the very core of the game is naturally going to be an aspect that people love about the game. Nader's ability to create buttery-smooth saves is unmatched by almost anyone. Never does any one save get too difficult, never is there a small catch in any given set of jumps, never did I feel like I played even an ounce of a fifth of a filler save.
Music Choices - Nader always makes top class choices for his games, and this is certainly his best showing so far, musically.
Gimmicks - There's a mixture of both original and unoriginal gimmicks in Neon 3, but original or not, they're used masterfully either way. Perhaps my absolute favorite is the Transmutation stage. Nader implements a spin on the idea of changing from normal kid to dotkid, using retrievable objects that change you on pick-up. The way these objects were integrated into the gameplay felt so right, so absolutely natural, that it's a wonder it took anyone this long to hit upon such a brilliant concept.
Visuals - The Neon series has always been known best for its visuals; however, they were always fairly basic in this same department: cool, sleek, simplistic, and above all chill, but never did they deliver any sort of wow factor. Not so with Neon 3. Now, there's an additional level of luxury, an extra dollop of detail, just a little something to really make the visuals pop. The most visually impressive stage, however, and perhaps my favorite stage in all fangames, is the final stage. The way the colors change, the way they're synced to the music, the way it all culminates in this brilliant finale, it's just a thing of beauty that has to be seen to be believed.
Heart - This, I think, is the most important aspect of the game. I got into a conversation with Chatran about fangames yesterday, and something he brought up about what he wants most out of a game is to be able to see the heart in it, the life that makes the game more than just something to pass the time. Neon 3 has that heart, something that previous Neon games were in short supply of. Though they were great games, and you could still feel the passion within the design, they were missing just a little something. Neon 3 has that little something. The passion is in full showing, the care put into making everything feel perfect, the work put into making this game feel special, it's all palpable. The love and soul within this game makes it more than just your typical fangame, it is an all out journey, a promenade through the beauty of a brilliant creator's mind.
I need not say anything more.
9 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
A Sky Blue Denouement | 88.8 | 8.4 | 10 |
April is the Cruelest Month | 84.8 | 8.8 | 19 |
I Wanna Flying Disc | 91.5 | 9.3 | 4 |
Frankie Teardrop | 2.2 | 6.0 | 10 |
I Don't Wanna Dwell | 69.2 | 7.3 | 14 |
Nebulous Thoughts | 80.0 | 9.1 | 32 |
Strewn Detritus | 69.0 | 7.3 | 14 |
The Sunken Cathedral | 69.5 | 8.2 | 28 |
I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games