kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath
For: I wanna be the Cloudburst
For: I wanna be the Cloudburst
Solid little 2.5 stage trapventure game.
Lots of lily's traditional moving block/flying spike traps that force you to think about what you're doing, and a nice simple gimmick for stage 2. It was pretty solid all around but not particularly memorable.
Highlight is without a doubt the final boss. One attack gets a bit questionable, but otherwise cool, very well produced, interesting interactions with some strategic options which I like to see.
Definitely worth playing if you like Lily's games and looking for more, if you're looking to try his games out though, I'd definitely still recommend outbreak over this.
[0] Likes
Lots of lily's traditional moving block/flying spike traps that force you to think about what you're doing, and a nice simple gimmick for stage 2. It was pretty solid all around but not particularly memorable.
Highlight is without a doubt the final boss. One attack gets a bit questionable, but otherwise cool, very well produced, interesting interactions with some strategic options which I like to see.
Definitely worth playing if you like Lily's games and looking for more, if you're looking to try his games out though, I'd definitely still recommend outbreak over this.
Rating: 8.5 85
Difficulty: 52 52
Aug 11, 2021
kurath
For: JungleKID
For: JungleKID
Rating based on 100%. Any% is far far less substantial and probably rates more like a 40 difficulty. I'm going to come out the gate and say I would recommend anyone interested in secret hunting or platforming heavy adventure games to give this a shot, but don't necessarily commit to 100%. The difficulty does spike up quite substantially in certain parts and there's a couple things that may make one rethink their goals.
Its a great exploration based secret hunting game (primarily) with gorgeous original visuals and art, in a well designed custom engine that still has the fangame feel while being adapted to make the game play smoother.
Out of the gate, it looks beautiful and its all custom made. It's in a 60 fps engine with a smaller field of view for more compact levels but higher detail and it feels smooth (there's one exception to this but alas, more on this later). Contains all the QoL options you'd like to see and just never falters from an art perspective.
The gameplay is designed as a simple adventure game initially, where the player gains some powerups that will allow them to have more gameplay options as they progress and, more importantly, be able to return and explore future areas with the new powerups to find secrets. There's a decent balance of secrets that are immediately accessible with those that need later powerups, giving the player options at any time to decide to progress or to go exploring. The base any% path is pretty easy and smooth and is fun, but far less exceptional.
The bosses are simple and interesting, while staying quite easy. If you're a platforming player primarily, these should not be a problem for you in any capacity and conversely, if you're looking for adventure games to play with epic boss fights, this isn't really up that alley.
The platforming and exploration is, of course, the meat of the game. As its a custom engine, it sticks to its strength and shies away from needle, instead introducing a wide variety of gimmicks and enemies as its obstacles instead and does it pretty well. Expect some traps, though its not a focus, lots of cycles and lots of interactions to feel out. It does this, for the most part, extremely well and every step of the way pretty much introduces cool new interactions to get used to, leading up to a final stage where it continues to introduce new mechanics and bring all the old ones together.
The downside, and where the game falters a bit is partly due to this variety. However, and my issue with the game is when it does this, it doesn't feel like 'oh, i didn't like this stage or screen or save so much' as you might expect and excuse in a game. It really reaches the 'what were they thinking tier' from time to time - and unfortunately enough times that it does hurt the game in the long run. This really hurts the flow of the game, because these are frequently the hardest and longest segments that somehow manage to also have the worst design. Fortunately, none of these are required to enjoy the game, they only gate the final stage (where most of them occur) and you can get a ton out of it confidently being able to bail out of things that you don't want to do.
Overall, its great. Its a beautiful game with a ton of creativity and variety in it and absolutely fills a niche I think the community's been missing out on this year, while still being solid and deep enough to be a game worth playing for new fangamers in the future. Definitely recommend it to anyone who likes adventure game style platforming and/or likes secret hunting, as that's where its core really lies, but its absolutely good enough that I'd recommend anyone atleast give a try to.
[1] Like
Its a great exploration based secret hunting game (primarily) with gorgeous original visuals and art, in a well designed custom engine that still has the fangame feel while being adapted to make the game play smoother.
Out of the gate, it looks beautiful and its all custom made. It's in a 60 fps engine with a smaller field of view for more compact levels but higher detail and it feels smooth (there's one exception to this but alas, more on this later). Contains all the QoL options you'd like to see and just never falters from an art perspective.
The gameplay is designed as a simple adventure game initially, where the player gains some powerups that will allow them to have more gameplay options as they progress and, more importantly, be able to return and explore future areas with the new powerups to find secrets. There's a decent balance of secrets that are immediately accessible with those that need later powerups, giving the player options at any time to decide to progress or to go exploring. The base any% path is pretty easy and smooth and is fun, but far less exceptional.
The bosses are simple and interesting, while staying quite easy. If you're a platforming player primarily, these should not be a problem for you in any capacity and conversely, if you're looking for adventure games to play with epic boss fights, this isn't really up that alley.
The platforming and exploration is, of course, the meat of the game. As its a custom engine, it sticks to its strength and shies away from needle, instead introducing a wide variety of gimmicks and enemies as its obstacles instead and does it pretty well. Expect some traps, though its not a focus, lots of cycles and lots of interactions to feel out. It does this, for the most part, extremely well and every step of the way pretty much introduces cool new interactions to get used to, leading up to a final stage where it continues to introduce new mechanics and bring all the old ones together.
The downside, and where the game falters a bit is partly due to this variety. However, and my issue with the game is when it does this, it doesn't feel like 'oh, i didn't like this stage or screen or save so much' as you might expect and excuse in a game. It really reaches the 'what were they thinking tier' from time to time - and unfortunately enough times that it does hurt the game in the long run. This really hurts the flow of the game, because these are frequently the hardest and longest segments that somehow manage to also have the worst design. Fortunately, none of these are required to enjoy the game, they only gate the final stage (where most of them occur) and you can get a ton out of it confidently being able to bail out of things that you don't want to do.
Overall, its great. Its a beautiful game with a ton of creativity and variety in it and absolutely fills a niche I think the community's been missing out on this year, while still being solid and deep enough to be a game worth playing for new fangamers in the future. Definitely recommend it to anyone who likes adventure game style platforming and/or likes secret hunting, as that's where its core really lies, but its absolutely good enough that I'd recommend anyone atleast give a try to.
Rating: 9.0 90
Difficulty: 70 70
Aug 11, 2021
kurath
For: I Wanna Super Ability
For: I Wanna Super Ability
Pretty solid little adventure style game utilizing some frequently seen gimmicks initially and then building a second segment around a fairly well executed color toggling gimmick.
Music and visuals are very clean and despite the risk of the gimmick getting cluttered or confusing, the maker did a good job ensuring that never happened.
Platforming wise, its mostly your standard trap/needle fare with a couple thinkers along the way and unfortunately a couple really confusing and questionable saves that function as an unfortunate speedbump in getting through and enjoying it, but for the most part was solid.
There's two bosses and two avoidances as well, which really stand out from one another for better or for worse. Enjoyed 3 of 4, but one of the avoidances was mostly unpleasant. The final boss for this is pretty much the main reason to play the game, in my opinion, and if you like cool gimmicky bosses, I would say is a good enough reason to play the game alone. So recommendation for that.
Overall, its mostly good with a handful of rough spots that unfortunately end up being some of the harder things in the game but I enjoyed it. As previously said, if you like creative gimmick bosses and are willing to work a bit to get there, its very recommended, otherwise its a solid package but not a must-play.
[0] Likes
Music and visuals are very clean and despite the risk of the gimmick getting cluttered or confusing, the maker did a good job ensuring that never happened.
Platforming wise, its mostly your standard trap/needle fare with a couple thinkers along the way and unfortunately a couple really confusing and questionable saves that function as an unfortunate speedbump in getting through and enjoying it, but for the most part was solid.
There's two bosses and two avoidances as well, which really stand out from one another for better or for worse. Enjoyed 3 of 4, but one of the avoidances was mostly unpleasant. The final boss for this is pretty much the main reason to play the game, in my opinion, and if you like cool gimmicky bosses, I would say is a good enough reason to play the game alone. So recommendation for that.
Overall, its mostly good with a handful of rough spots that unfortunately end up being some of the harder things in the game but I enjoyed it. As previously said, if you like creative gimmick bosses and are willing to work a bit to get there, its very recommended, otherwise its a solid package but not a must-play.
Rating: 7.5 75
Difficulty: 60 60
Aug 7, 2021
kurath
For: I wanna be the Angewel
For: I wanna be the Angewel
Pretty neat, really long adventure game with an explorable map. You're trying to find 48 different items (one per room in pretty much every room). Lots of gimmick rooms with interesting mechanics, but also a lot of questionable stuff. A -lot- of items just in fake walls or invisible trigger chasing.
Production wise, its old and out of date - restarting music, a lot of default tilesets (though they're short lived and mixed in with a ton of other ones) so that bit never gets too tiresome.
Platforming wise, tons of variety - mixing up doing gimmick rooms with secret hunting usually is interesting though sometimes confusing (and the game includes textfiles in japanese for hints if needed). The map definitely helps, without that it'd be a truly rough time (M to activate since its only detailed in the textfiles). There's some puzzles, some cycle stuff, traps, needle and so on.
Boss-wise, there's a few and they're in random chambers, so they are somewhat unpredictable which is neat. They're usually short and simple outside of the final boss which is a fairly long avoidance (I didn't actually beat it, 2 minutes of free intro into a one minute long final was just not that interesting, but not beating a final boss doesn't bother me so much).
Overall, its rough, very rough at times, but the variety and exploration is pretty interesting. If you don't mind beating games (since finding all the items is pretty tough), its fun to just run around in for a while.
Production wise, its old and out of date - restarting music, a lot of default tilesets (though they're short lived and mixed in with a ton of other ones) so that bit never gets too tiresome.
Platforming wise, tons of variety - mixing up doing gimmick rooms with secret hunting usually is interesting though sometimes confusing (and the game includes textfiles in japanese for hints if needed). The map definitely helps, without that it'd be a truly rough time (M to activate since its only detailed in the textfiles). There's some puzzles, some cycle stuff, traps, needle and so on.
Boss-wise, there's a few and they're in random chambers, so they are somewhat unpredictable which is neat. They're usually short and simple outside of the final boss which is a fairly long avoidance (I didn't actually beat it, 2 minutes of free intro into a one minute long final was just not that interesting, but not beating a final boss doesn't bother me so much).
Overall, its rough, very rough at times, but the variety and exploration is pretty interesting. If you don't mind beating games (since finding all the items is pretty tough), its fun to just run around in for a while.
Tagged as: Adventure
[2] Likes
Rating: 6.7 67
Difficulty: 60 60
Jun 20, 2021
kurath
For: I Want to Meet Miki
For: I Want to Meet Miki
Fairly sizable adventure game with a lot of neat ideas. Definitely recommended towards players who enjoy abstract or surreal environments, or players who like diverse, constantly changing gameplay as those are definitely its two strengths, but it is a solid adventure game overall.
The theming is generally very abstract and disjointed by design, making transitions between areas very surprising and certainly giving the player the feeling of being unsure whats coming next. This creates a lot of varied, interesting environments and mixes it up just as often with the gameplay mechanics. There's a ton of detail and depth in these decisions (not like areas are just being slapped together or anything), but it was a bit hit or miss for me. Still, the changeups are frequent and diverse and you'll always encounter something new to experience.
The platforming likewise is very varied, with a lot of different mechanics in shorter bursts. This works well in the game, as the stages are all quite short and the novelty never really wears off. If you like seeing new things, then it has you covered.
The bosses are very concentrated, which is a curious decision and somewhat of a disappointment for me because I happened across most of them early and then they were just... gone. With a taste for nonstandard fights, these were really fun and creative takes on the standard fangame boss formula, thus the disappointment was not with the fights themselves, but just that they stopped happening.
Overall, I enjoyed the majority of it but there were definitely weak spots. I didn't have much appreciation for the 'artistic' aspects as a lot of the visual design doesn't really appeal to my tastes so there was a lot more focus on the gameplay. This was, for the most part, quite good but some segments really just dragged on, or felt like a waste of time then - and as an unfortunate side effect of the ability to go different paths is that the game ended up somewhat anticlimactic to me.
The theming is generally very abstract and disjointed by design, making transitions between areas very surprising and certainly giving the player the feeling of being unsure whats coming next. This creates a lot of varied, interesting environments and mixes it up just as often with the gameplay mechanics. There's a ton of detail and depth in these decisions (not like areas are just being slapped together or anything), but it was a bit hit or miss for me. Still, the changeups are frequent and diverse and you'll always encounter something new to experience.
The platforming likewise is very varied, with a lot of different mechanics in shorter bursts. This works well in the game, as the stages are all quite short and the novelty never really wears off. If you like seeing new things, then it has you covered.
The bosses are very concentrated, which is a curious decision and somewhat of a disappointment for me because I happened across most of them early and then they were just... gone. With a taste for nonstandard fights, these were really fun and creative takes on the standard fangame boss formula, thus the disappointment was not with the fights themselves, but just that they stopped happening.
Overall, I enjoyed the majority of it but there were definitely weak spots. I didn't have much appreciation for the 'artistic' aspects as a lot of the visual design doesn't really appeal to my tastes so there was a lot more focus on the gameplay. This was, for the most part, quite good but some segments really just dragged on, or felt like a waste of time then - and as an unfortunate side effect of the ability to go different paths is that the game ended up somewhat anticlimactic to me.
Tagged as: Adventure
[2] Likes
Rating: 8.5 85
Difficulty: 45 45
Jun 5, 2021
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
User's clear list is empty!