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320 Games
320 Reviews
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
Difficulty: 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.
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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
Difficulty: 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.
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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
Difficulty: 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.
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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
Difficulty: 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
Difficulty: 70
Mar 26, 2019
Wolfiexe
For: I wanna be the Sorrow
For: I wanna be the Sorrow
Sorrow is another game with the classic Azure touch, featuring a variety of wacky design choices and that good old adventure atmosphere.
Like many of his other games, you have a hub and a variety of portals to go tackle, all fairly different in their design. Some examples include a Donkey Kong stage with plenty of barrels and bees, a tricky needle stage with some very satisfying manoeuvres and a stage where triggers are visible in a small room, making for almost a puzzle-like segment. They're all pretty interesting, although in some segments the platforming can get a bit unpleasant and unfun to execute. In addition, the visuals on the Donkey Kong stage especially felt really noisy and just kind of a mess, but virtually all the other stages are drastically simpler in visual design.
Each stage also features a boss, most of which are fairly fun. A couple have some questionable choices, such as the trigger-stage boss which has long bullets coming from somewhere very close to The Kid, making for some seemingly unfair situations. The Phantom Train boss is also...something. Expect a clown fiesta of sorts across the game, but they mostly stay fun.
A pretty fun Azure game, although I worry I'm somewhat biased as I like his quirky style and design. I don't think this is his strongest game, but it's one that I enjoyed nonetheless. If you don't mind a bit of weird design and questionable difficulty here and there, you'll likely have fun with this.
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Like many of his other games, you have a hub and a variety of portals to go tackle, all fairly different in their design. Some examples include a Donkey Kong stage with plenty of barrels and bees, a tricky needle stage with some very satisfying manoeuvres and a stage where triggers are visible in a small room, making for almost a puzzle-like segment. They're all pretty interesting, although in some segments the platforming can get a bit unpleasant and unfun to execute. In addition, the visuals on the Donkey Kong stage especially felt really noisy and just kind of a mess, but virtually all the other stages are drastically simpler in visual design.
Each stage also features a boss, most of which are fairly fun. A couple have some questionable choices, such as the trigger-stage boss which has long bullets coming from somewhere very close to The Kid, making for some seemingly unfair situations. The Phantom Train boss is also...something. Expect a clown fiesta of sorts across the game, but they mostly stay fun.
A pretty fun Azure game, although I worry I'm somewhat biased as I like his quirky style and design. I don't think this is his strongest game, but it's one that I enjoyed nonetheless. If you don't mind a bit of weird design and questionable difficulty here and there, you'll likely have fun with this.
Rating: 7.0
Difficulty: 65
Mar 21, 2019
Wolfiexe
For: I wanna be the チェス
For: I wanna be the チェス
Three very short stages, each with a chess-related boss. The bosses all have a lot of HP and the 3rd and final boss is particularly upsetting in that's it's tanky as all hell and doesn't get even remotely challenging until you've sank the full bullet count of a PUBG game into it, then you'll get overwhelmed by sudden difficulty and die.
Wouldn't really recommend.
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Wouldn't really recommend.
Rating: 1.6
Difficulty: 60
Mar 21, 2019
Wolfiexe
For: I Wanna Have Some Rest Remake
For: I Wanna Have Some Rest Remake
This is a pretty fun game with a selection of needle stages, each accompanied by a somewhat simplistic boss with pretty unique attacks. The game also has an extra which I did not yet do, so the review is based solely on the main game.
Have Some Rest features four stages of increasing difficulty and all centred around needle with a slight twist, such as the screen-wrapping climb in stage 3 and the kill-block focused design of stage 4. These two examples are particularly fun, whereas I found the platforming in the first couple of stages to be not as interesting, perhaps due to them being way easier then the later parts. The only real gripe I had was a timed part in stage 3, where a multitude of F-jumps felt unpleasant to keep on doing over and over. Otherwise, the platforming is pretty fun throughout.
The bosses usually feature a cherry doing some wacky cherry hijinks. Similarly to the platforming, the difficulty and creativeness get higher as the stages go on, with the last couple being particularly noteworthy. Inspiration is taken from games such as Emperor and Noesis with a couple attacks, and the final boss in particular has a couple of real tricky parts to it (definitely the difficulty peak of the main game). I enjoyed the later bosses moreso, with the exception of a somewhat dick move at the end of one of the bosses.
Definitely a game where the later half makes more of an impact than the first, but a fun one nonetheless.
[1] Like
Have Some Rest features four stages of increasing difficulty and all centred around needle with a slight twist, such as the screen-wrapping climb in stage 3 and the kill-block focused design of stage 4. These two examples are particularly fun, whereas I found the platforming in the first couple of stages to be not as interesting, perhaps due to them being way easier then the later parts. The only real gripe I had was a timed part in stage 3, where a multitude of F-jumps felt unpleasant to keep on doing over and over. Otherwise, the platforming is pretty fun throughout.
The bosses usually feature a cherry doing some wacky cherry hijinks. Similarly to the platforming, the difficulty and creativeness get higher as the stages go on, with the last couple being particularly noteworthy. Inspiration is taken from games such as Emperor and Noesis with a couple attacks, and the final boss in particular has a couple of real tricky parts to it (definitely the difficulty peak of the main game). I enjoyed the later bosses moreso, with the exception of a somewhat dick move at the end of one of the bosses.
Definitely a game where the later half makes more of an impact than the first, but a fun one nonetheless.
Rating: 7.7
Difficulty: 68
Mar 21, 2019
Wolfiexe
For: I Wanna Nostalgia
For: I Wanna Nostalgia
Nostalgia was made for 2018 Russian Fangame Marathon, and is focused primarily on more retro games such as Contra, Battletoads and some other classics. It's a pretty solid adventure game with a bunch of optional secrets and varied content throughout, making for a fun time.
Each stage follows a different game and style, although having said that I actually thought the first 2 stages were from the same game(?), though perhaps this is moreso because of the similar visual style of the majority of the referenced games. One of the later stages in particular was a highlight, with the DOOM stage being very unique and interesting. I did find it a bit much at times in terms of enemy complexity, and think the sound effect overload could've been toned down a lot, but it was very memorable.
The bosses generally fit the stage and are pretty fun to play, although the final boss is the most notable part of the game particularly from a time perspective. It's very long and whilst not terribly demanding, there's such a large variety of attacks that it inevitably takes a while to learn and execute everything correctly, making for a finale that takes up a very sizeable chunk of your playtime. Perhaps it could've simply done with less colours to make the fight shorter, or maybe less HP for each individual colour. It's a really fun fight, but it just felt a little too long and drawn-out given the nature of the rest of the game.
I also had a slight gripe with the way the finale ended, with something being telegraphed in a way that didn't feel obvious to me. I actually really liked the concept of it too and it led into the credits in a great way, but I was left very confused the first time it happened.
Overall it's a fun time. If you're after an adventure with some retro-game throwbacks and a fair bit of variety here and there, you should enjoy this. Just expect a bit of a step-up in challenge when you reach the finale.
[1] Like
Each stage follows a different game and style, although having said that I actually thought the first 2 stages were from the same game(?), though perhaps this is moreso because of the similar visual style of the majority of the referenced games. One of the later stages in particular was a highlight, with the DOOM stage being very unique and interesting. I did find it a bit much at times in terms of enemy complexity, and think the sound effect overload could've been toned down a lot, but it was very memorable.
The bosses generally fit the stage and are pretty fun to play, although the final boss is the most notable part of the game particularly from a time perspective. It's very long and whilst not terribly demanding, there's such a large variety of attacks that it inevitably takes a while to learn and execute everything correctly, making for a finale that takes up a very sizeable chunk of your playtime. Perhaps it could've simply done with less colours to make the fight shorter, or maybe less HP for each individual colour. It's a really fun fight, but it just felt a little too long and drawn-out given the nature of the rest of the game.
I also had a slight gripe with the way the finale ended, with something being telegraphed in a way that didn't feel obvious to me. I actually really liked the concept of it too and it led into the credits in a great way, but I was left very confused the first time it happened.
Overall it's a fun time. If you're after an adventure with some retro-game throwbacks and a fair bit of variety here and there, you should enjoy this. Just expect a bit of a step-up in challenge when you reach the finale.
Rating: 8.0
Difficulty: 70
Mar 21, 2019
Wolfiexe
For: I wanna travel the Time
For: I wanna travel the Time
Travel the Time is a puzzle'ish fangame where you control clones of The Kid to press buttons and move around the arena in the hopes that eventually, one Kid will be able to collect the sacred orb and make it home safely. If you've seen the Time Travel stage in I Wanna Classic, it's more or less the same as that with some minor differences (although I believe this came out before then).
It does some kind of clever things with the gimmick, my favourite one being a screen involving interesting usage of ceiling buttons. The falling block screens are pretty fun too, being the more puzzly segments of the game.
It has some drawbacks though. A number of screens aren't really puzzly, and are moreso just throw a bunch of kids at the traps until eventually there aren't any left to kill you. A couple also have long timing-based segments with tedious traps at the end. This is where the game doesn't shine quite so much, and becomes more tiresome than enjoyable.
Still an interesting game regardless. I still think this gimmick can be pushed even further and more creatively, although given this was one of the first iterations of it I'd say it holds up fairly okay.
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It does some kind of clever things with the gimmick, my favourite one being a screen involving interesting usage of ceiling buttons. The falling block screens are pretty fun too, being the more puzzly segments of the game.
It has some drawbacks though. A number of screens aren't really puzzly, and are moreso just throw a bunch of kids at the traps until eventually there aren't any left to kill you. A couple also have long timing-based segments with tedious traps at the end. This is where the game doesn't shine quite so much, and becomes more tiresome than enjoyable.
Still an interesting game regardless. I still think this gimmick can be pushed even further and more creatively, although given this was one of the first iterations of it I'd say it holds up fairly okay.
Rating: 6.0
Difficulty: 45
Mar 18, 2019
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I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 114 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 99 |
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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 |
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