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160 Reviews!
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251 Games
160 Reviews
voraciousreader
For: I wanna challenge 100 trials!!
For: I wanna challenge 100 trials!!
Overall as a 100 floor beginner friendly game it work, but I didn't really like the visuals and the bosses were either too easy or too slow and long.
[0] Likes
Rating: 6.5 65
Difficulty: 35 35
Jan 19, 2022
voraciousreader
For: Not Another Needle Contest 2
For: Not Another Needle Contest 2
Edit: Clear! Difficulty based on any% clear, including all 35 regular stages, Star stages, final stage and boss. The tl;dr is this: Even if you're not a veteran at gimmicks, don't be intimidated by the high 60s difficulty. Most of the regular stages are in the 50s to low 60s difficulty range, and it's worth playing it just for the sheer quality and variety. Give it a try! Also, final stage and final boss are absolute bangers, but they're certainly a difficulty spike.
(detailed stage review below)
-Stage 35: Random left/right reverse plus VVVVVV gimmick. Alas, one of my least favorites. I know the jank is the point here, but it just felt annoying for me. Thankfully it's very easy and very short.
-Stage 34:Yume Nikki themed level. Not having played Yume Nikki myself, I probably don't appreciate it as much as it deserves, but it does have nice aesthetics and it's easy. It should have been a bit shorter.
-Stage 33: SMW themed level. Not much to say about this, it's short and medium difficulty.
-Stage 32: The alphabet stage. One of the most standout stages, pretty creative and fun. The final maze is a great finisher. The song did grate on me after a while, though.
-Stage 31: Toy themed aesthetics, with dotkid, jump stars, and gravity gimmicks. I really enjoyed this one, it flows very well, and the visuals are very striking.
Stage 30: Ghost themed stage revolving around blocks that switch collision upon shooting. Very well designed, I enjoyed it.
Stage 29: I do love a well designed gimmick needle stage. One of my favorites. Gimmicks include sheep blocks and 180 rotation.
Stage 28: Trigger needle with switching and moving spikes. It was alright; the numbered indicators are a great quality of life touch.
Stage 27: Iterating room gimmick, it was alright.
Stage 26: Ah, the infamous grappling hook stage. Even after the nerf, it's still a very hard stage, but I found that as I got more used to the grappling hook the stage began growing on me. The final few sections in particular were great.
Stage 25: On-jump switching spikes gimmick. One of the hardest stages in the game. I liked it overall, but one of the secrets involves backtracking almost a whole screen with infinite jump, which was very unfun.
Stage 24: The Yoshi stage. What a trip. Just play it.
Stage 23: Trigger shooting gimmick. Nice visuals, short and sweet.
Stage 22:Once you figure out what to do, it's a banger of a stage. Excellent aesthetics too!
Stage 21: Another banger of a gimmick needle stage, with a bunch of See The Moon gimmicks. I especially enjoyed the secret spike.
Stage 20: On the harder side, but I really enjoyed the unique aesthetics and the use of slopes.
Stage 19: A navy themed stage with great aesthetics; I really liked the first half, but the sections after leaving the ship and the boss fell a bit flat for me.
Stage 18:Great idea, not as great execution. Unfortunately the procedural generation often led to pretty clunky saves.
Stage 17: Great visual, but the gameplay felt rough, would've been better if slightly nerfed.
Stage 16: A very creative set of gimmicks, including painting and deleting blocks; the boss is the most fun boss among the regular stages.
Stage 15: Celeste style rhythm based switching blocks: a great gimmick, very well used. one of my favorite stages.
Stage 14: A space themed adventure. I liked the platforming, but not the boss.
Stage 13: A pretty hard but very well made stage, based around sheep blocks, catharsis water, and vines.
Stage 12: Upside down corner lmao. Once you get past that it's a solid gimmick stage, with good visuals and gameplay.
Stage 11: A gorgeous stage. Cycles are a personal favorite among gimmicks, and this stage delivers.
Stage 10: Undoubtedly the hardest regular stage among those I've cleared, but pretty fun. Prepare yourself for a long grind if you're attempting this one. Gimmicks include vines, refresher walls, and a bouncy acceleration block.
Stage 9: Inspired by the Core chapter in Celeste. It's alright.
Stage 8: A descending tower, based around spikes that shoot jump refreshers. Very fun stage.
Stage 7: An icy adventure with a variety of gimmicks. I enjoyed all of it except the red light green light section, which felt out of place in an otherwise great stage.
Stage 6: Terraria themed stage. Another hard stage, but I really enjoyed it, apart from a couple saves that felt too long with a precise cycle in the middle.
Stage 5: I Wanna Design style gimmick stage but more focused on the platforming side than the puzzle side. Pretty cool and enjoyable.
Stage 4: A massive collab. I enjoyed it overall, except for one specific gimmick (looking at you, wind tunnels!)
Stage 3: A tower defense stage? What? Yep, and it's amazing.
Stage 2: Very fun troll stage.
Stage 1: My personal favorite. This could be a standalone gimmick fangame and it would be one of my favorite fangames ever. Incredible use of a wide selection of gravity based gimmicks. Definitely deserving of the top spot.
NANCrew Star stages: They're a highlight of the game. Each star stage combines the gimmicks of the stages on its floor in a surprisingly organic manner, which makes them a great challenge after clearing a floor; the visuals are also some of the best I've ever seen on a fangame.
Final stage: Loved it. Amazing Celeste-inspired visuals, I loved the numbered block gimmick and the dynamic feel of the platforming as you dash around, riding platforms, dodging cycles in your bubble, reacting to chaser clones, screen wrapping segments, and more!
Final boss: An epic final boss to conclude an epic fangame. Great visuals, having the final stage train you a bit on the attacks is a nice touch, well-telegraphed attacks; my favorite phase was the second phase. The one thing to nitpick is that the green attack on the last phase is too unbalanced with respect to the rest, to the point I basically resigned myself to lose 1-2 HP on it and try to clutch the other attacks.
[0] Likes
(detailed stage review below)
-Stage 35: Random left/right reverse plus VVVVVV gimmick. Alas, one of my least favorites. I know the jank is the point here, but it just felt annoying for me. Thankfully it's very easy and very short.
-Stage 34:Yume Nikki themed level. Not having played Yume Nikki myself, I probably don't appreciate it as much as it deserves, but it does have nice aesthetics and it's easy. It should have been a bit shorter.
-Stage 33: SMW themed level. Not much to say about this, it's short and medium difficulty.
-Stage 32: The alphabet stage. One of the most standout stages, pretty creative and fun. The final maze is a great finisher. The song did grate on me after a while, though.
-Stage 31: Toy themed aesthetics, with dotkid, jump stars, and gravity gimmicks. I really enjoyed this one, it flows very well, and the visuals are very striking.
Stage 30: Ghost themed stage revolving around blocks that switch collision upon shooting. Very well designed, I enjoyed it.
Stage 29: I do love a well designed gimmick needle stage. One of my favorites. Gimmicks include sheep blocks and 180 rotation.
Stage 28: Trigger needle with switching and moving spikes. It was alright; the numbered indicators are a great quality of life touch.
Stage 27: Iterating room gimmick, it was alright.
Stage 26: Ah, the infamous grappling hook stage. Even after the nerf, it's still a very hard stage, but I found that as I got more used to the grappling hook the stage began growing on me. The final few sections in particular were great.
Stage 25: On-jump switching spikes gimmick. One of the hardest stages in the game. I liked it overall, but one of the secrets involves backtracking almost a whole screen with infinite jump, which was very unfun.
Stage 24: The Yoshi stage. What a trip. Just play it.
Stage 23: Trigger shooting gimmick. Nice visuals, short and sweet.
Stage 22:Once you figure out what to do, it's a banger of a stage. Excellent aesthetics too!
Stage 21: Another banger of a gimmick needle stage, with a bunch of See The Moon gimmicks. I especially enjoyed the secret spike.
Stage 20: On the harder side, but I really enjoyed the unique aesthetics and the use of slopes.
Stage 19: A navy themed stage with great aesthetics; I really liked the first half, but the sections after leaving the ship and the boss fell a bit flat for me.
Stage 18:Great idea, not as great execution. Unfortunately the procedural generation often led to pretty clunky saves.
Stage 17: Great visual, but the gameplay felt rough, would've been better if slightly nerfed.
Stage 16: A very creative set of gimmicks, including painting and deleting blocks; the boss is the most fun boss among the regular stages.
Stage 15: Celeste style rhythm based switching blocks: a great gimmick, very well used. one of my favorite stages.
Stage 14: A space themed adventure. I liked the platforming, but not the boss.
Stage 13: A pretty hard but very well made stage, based around sheep blocks, catharsis water, and vines.
Stage 12: Upside down corner lmao. Once you get past that it's a solid gimmick stage, with good visuals and gameplay.
Stage 11: A gorgeous stage. Cycles are a personal favorite among gimmicks, and this stage delivers.
Stage 10: Undoubtedly the hardest regular stage among those I've cleared, but pretty fun. Prepare yourself for a long grind if you're attempting this one. Gimmicks include vines, refresher walls, and a bouncy acceleration block.
Stage 9: Inspired by the Core chapter in Celeste. It's alright.
Stage 8: A descending tower, based around spikes that shoot jump refreshers. Very fun stage.
Stage 7: An icy adventure with a variety of gimmicks. I enjoyed all of it except the red light green light section, which felt out of place in an otherwise great stage.
Stage 6: Terraria themed stage. Another hard stage, but I really enjoyed it, apart from a couple saves that felt too long with a precise cycle in the middle.
Stage 5: I Wanna Design style gimmick stage but more focused on the platforming side than the puzzle side. Pretty cool and enjoyable.
Stage 4: A massive collab. I enjoyed it overall, except for one specific gimmick (looking at you, wind tunnels!)
Stage 3: A tower defense stage? What? Yep, and it's amazing.
Stage 2: Very fun troll stage.
Stage 1: My personal favorite. This could be a standalone gimmick fangame and it would be one of my favorite fangames ever. Incredible use of a wide selection of gravity based gimmicks. Definitely deserving of the top spot.
NANCrew Star stages: They're a highlight of the game. Each star stage combines the gimmicks of the stages on its floor in a surprisingly organic manner, which makes them a great challenge after clearing a floor; the visuals are also some of the best I've ever seen on a fangame.
Final stage: Loved it. Amazing Celeste-inspired visuals, I loved the numbered block gimmick and the dynamic feel of the platforming as you dash around, riding platforms, dodging cycles in your bubble, reacting to chaser clones, screen wrapping segments, and more!
Final boss: An epic final boss to conclude an epic fangame. Great visuals, having the final stage train you a bit on the attacks is a nice touch, well-telegraphed attacks; my favorite phase was the second phase. The one thing to nitpick is that the green attack on the last phase is too unbalanced with respect to the rest, to the point I basically resigned myself to lose 1-2 HP on it and try to clutch the other attacks.
Rating: 9.8 98
Difficulty: 67 67
Jan 9, 2022
voraciousreader
For: I Wanna Temporal Spire
For: I Wanna Temporal Spire
Mostly fun,very interesting jumps using vines and water. Last screen is a significant difficulty spike, though.
[0] Likes
Rating: 7.5 75
Difficulty: 47 47
Jan 7, 2022
voraciousreader
For: I Wanna Duloxetine -Caravan Mix-
For: I Wanna Duloxetine -Caravan Mix-
If you're wondering whether it's worth your time to try this after having cleared Duloxetine in either difficulty, the answer is YES. Almost every edit made with respect to the originals is an improvement (except the ridiculously long save between stages 1 and 2 ).
[0] Likes
Rating: 8.8 88
Difficulty: 57 57
Dec 31, 2021
voraciousreader [Creator]
For: I Wanna Rewrite the Past
For: I Wanna Rewrite the Past
A collection of 15 of my needle levels on I Wanna Maker, organized into three stages and with each screen revised and polished for a smooth experience. Enjoy!
v1.02 update: a bug with certain downward facing spikes was patched.
v1.01 update: a skip was patched in the last screen. Debug mode disabled (thanks Koffins!)
[1] Like
v1.02 update: a bug with certain downward facing spikes was patched.
v1.01 update: a skip was patched in the last screen. Debug mode disabled (thanks Koffins!)
Rating: N/A
Difficulty: 55 55
Dec 26, 2021
6 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Eppur Si Muove | 61.5 | 7.5 | 7 |
Retrospective | 60.5 | 7.3 | 4 |
I Wanna Rewrite the Past | 55.2 | 7.7 | 18 |
Seventh V | 67.5 | 7.2 | 5 |
I Wanna Step Outside the Needle | 57.8 | 8.1 | 19 |
I Wanna Triplethink | 60.1 | 7.5 | 10 |
80 Favorite Games
252 Cleared Games