Cthaere's Profile
Send a PMJoined on: May 25, 2020
Bio:
I play fangames or stuff.
I try rating game compared to what they are trying to achieve rather than compared to fangames as a whole, and with knowledge of what you're getting into; If I rate a corridor needle game, I assume the person reading the review wants to play corridor needle, as if they don't they shouldn't bother playing it anyway. With that said, I tend to be very generous on needle ratings while being very skimpy on avoidances (although you likely won't see it as if I'd give it less than a 7 I just won't clear it instead).
with extremely rare exceptions, 9/10+ is reserved to games that have left deep emotional impact, while 10/10 is reserved for games I love unconditionally.
If I reviewed it and the review doesn't say otherwise, it's safe to assume I cleared it. I try adding my clears to df but I never really cared to keep track, so some might be missing.
don't expect diff ratings to be very accurate.
I've submitted:
237 Ratings!
158 Reviews!
9 Screenshots!
237 Games
158 Reviews
For: I Wanna XV Spike
XV spikes is a needle collab where every screen contains at most 15 spikes (or playerkillers in general). Each creator has found their own way to go about this challenge, and it has some very interesting screens. However, working with this restriction requires exceptional accuracy and attention to detail, which some screens miss, and there are definitely areas which could use a bit more polish.
The screens generally tend to go two ways: Long pathing-focused screens, trying to squeeze out as much content out of every spike as possible, and shorter maneuver-focused ones which maximize the effect of each spike and ensuring that each and every one is a deadly obstacle. While screens falling into the second category have been an absolute blast, screens in the first one are unfortunately quite rough around the edges in regards to the jumps you have to do; Overuse of fulljumps and vine needle which is annoying to pull off, unnecessarily long saves with choke segments close to the end, as well as long segments that are full of nothing. This only appears in a few of the screens, but those screens were unfun to play as a result.
There are a few more tidbits that are far less impactful on the experience yet were weird nontheless: Shign screen has a skip by doing a floor invert with a gravity flipper on the bottom of the screen; Huse screen features the only non-jtool+catharsis water element with a moving platform, which sticks out unfavorably to me. that platform also has weird snapping issues; water 1,2 and 3 have no indication at all, and it's practically guesswork as to which is which, especially since the visual style switches in the middle; While this is mostly me being nitpicky, they still made me raise my eyebrow, and I feel like those issues (and a few other, even smaller ones) should have been ironed out before release.
Overall I'd say this game is interesting, and very much worth the play, however I cannot say I'd like to replay it in its current state due to the downfalls, and I would also wait for a future patch and hope the experience is improved. At its core, this game has a lot of potential, and hopefully it could come to be realized.
For: I wanna rost the Car
For: I Wanna Be the Butterfly
Hub 1 top right portal is a great stage full of cycles which takes a turn into gimmicks and triggers near the end, and it's no surprise it's the one featured in nearly every medley. In contrast, the bottom left one is one of the worst experiences I've had in a fangame, featuring the most claustrophobic needle that exist in fangames while being assaulted by cherries. The stage before the hub choice was quite nice, featuring lowgrav and some tight platforming designed around it. Mario stage on the left hub was a poor experience, featuring extremely long saves with the difficult segments being a good distance into the save and always ending with a trap, but at least it ended with a pretty good boss. To contrast it, the Break the Targets stage was a nice break which required a bit of thinking ahead. On the right hub, the final screen of the grasslands area was a huge pain, although the area as a whole was still enjoyable.
I feel like you can't talk about butterfly without talking about the avoidance, which features a few interesting patterns as well as a healthy amount of rng thrown in. Before I do, though, I would like to mention a repeated problem throughout multiple stages: A 10+ seconds long unskippable cutscene that you are required to watch before every attempt. It is present in the chase at the final stage of the left hub, it is present in the target practice "boss", and it is most certainly present in the avoidance, which made that incredible fight a chore to grind at the beginning, and even though it remains one of my favorites I feel like that intro has diminished the experience somewhat.
Overall I would recommend this game, as long as you can slog through the bottom left portal of the first hub, as it does contain a multitude of great stages and one of the best vocaloid avoidances I've played.
For: I Wanna Take the L+
For: I wanna DO the JORNEY
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna Musiclock | 74.7 | 9.3 | 20 |
I wanna Xanadu | 60.7 | 7.7 | 8 |
32 Favorite Games
143 Cleared Games