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:
278 Ratings!
239 Reviews!
5 Screenshots!
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278 Games
239 Reviews
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.
For: I wanna be the Krypton
I Wanna be the Krypton is a collaboration between infernoman1 (now Chatran, this was his last game as inf) and Thenadertwo, both highly competent makers, based on the Neon series of the latter creator. What you get is six rock-solid stages of needle, both of the typical and dot-kid variety, made up of thirty-six screens, all of which vary from great to superb. The game further breaks up into couplets, the first two stages being pure needle, the next two being dot-kid, and the final being a mixture of both. The last stage specifically is especially interesting due to combining both in a single screen for every screen. This leaves one feeling a bit curious about why the penultimate stage was not built in this way, but that's not a flaw in any way, merely interesting.
If I were to categorize these stages from best to worst, it would look something like this:
1st - 6th stage
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6th - 1st stage
Ultimately, every stage aside from the 1st and 6th are totally consistent in quality, not even slightly dipping below the expected norm from both of these superb designers. The 6th stage places itself at the top due to a quite successful combination of dot-kid and normal kid. The 1st stage finds itself at the bottom, however, for no real reason other than a few jumps felt iffy to me, like it took inferno and Nader a few screens before they really found their groove. By the second stage, I stopped having complaints altogether. Every section flows wonderfully and as if it were made by one person; their designs blend together with such purity that you'll find yourself thinking about the possibility that this isn't a collab, that it was just one person making it and lying about it for one reason or another.
The only criticism that I could personally level at it is sort of a double-edged sword. There's not much variety in the design, so every save more or less feels like the one that came before it and the one which will follow it; however, given the strength of the design, I don't see that as a genuine issue. I do not mind if there is little variety in the design so long as what is there is strong enough to hold itself up alone. Plus, thanks to there only being thirty-six screens here, it felt like the design reached a natural conclusion with the final stage, so I was never left asking for something different.
Krypton is a phenomenal game, one that sees both makers delivering some of their best work. Given that this was something of a send-off for both infernoman1 and the Neon series, I'd say that it does this job brilliantly. Luckily, we saw the rebirth of infernoman1 in the form of Chatran, and the Neon series of course found its real end with Neon 3. Nonetheless, this would have been a fine way to see them off had that been the case.
For: I wanna give the cat some acid
For: I wanna walk to the store
"Walk to the store and fetch some milk would you please?"
There are a couple things to note:
1) All of the text is red except for the word "milk." Perhaps this suggests that the one who asked is of impure character, or in some way tainted. This milk, then, is a pure substance; thus, they want to be purified.
2) The home is desiccated and depressing, reminding one of the old flash horror game The House, but with far less decoration. This suggests the natural state of your character as well as that being who asked for the milk is one of despair, lacking almost anything but the walls which keep them safe from what waits outside.
With all this recognized, your next goal is this: start walking. So, you walk. For a while, you find yourself wondering what obstacles you'll come across on your journey, and some time after that thought flitters through your mind, you'll find an answer in the form of a cactus. The cactus is a simple foe, one that necessitates only the mere act of two full jumps to be safely circumvented. That, my friends, is the only thing you'll be seeing for a while. That and the dune-filled background with the picturesque sky filling out the blank spaces. The sound of wind fills your ears and gets under your skin, allowing you to feel that fierce bite of nature. There's almost this itching sensation like the sand particles have gotten under your skin.
More likely, that itching sensation is the dull buzz of boredom as you realize that this walk to the store is not one for the faint of heart, nor one that those with weak legs should tackle. As the seconds tick away, you realize something: this is murder. Each moment passes away, spent on some worthless joke of a game, like sending a man to the executioner merely for their existence. There is no variety, though one could not be sure that the cacti are equidistant from each other. Every step, every breath, every blink, every movement closer towards the end of your life, all of these changes weigh on the soul the longer your walk to the store goes on. At some point, you almost wonder if ever there was a store to be found.
And when that thought rolls in like crashing waves beating against one's mind, you'll see through the sea foam something quite beautiful: the store.
Into the store you go for milk, but milk you find not; instead, you find a bottle of alcohol. With no other option, you take the alcohol and head outside to find your surroundings have changed. The dusty tan of the dunes is now darkened with a cobalt shade, and the skies have become like Venus's own heavens; yet, the wind blows on. You walk further, having no choice but to fly hurling into the face of this hellscape. Your walk slowly takes on darker tones as you close the distance between store and home, and by the time you see your first cactus, you'll realize something is quite wrong. The vibrant green of the cacti that you were so familiar with, the cacti that you began to feel joy at seeing for being something different, they have turned purple, or worse. Some cacti are mangled, or otherwise decorated with unfamiliar things, most have changed sizes altogether. So too as you walk do new sounds flow forth from the world; the wind begins to become distorted and twisted, sometimes breaking off into nothingness altogether, dogs bark at you from nowhere, and finally the wind takes its leave, and you're alone with the sounds of an unknown being and their howl.
The walk home feels longer than the walk to the store, though one could not be sure of that statement's veracity. Perhaps the abundance of variety in one's surroundings make more of the walk stand out. Nonetheless, after some time, you make it home.
"Home sweet home"
And the sounds of abuse play on as the screen fades to darkness....
9 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| A Sky Blue Denouement | 88.8 | 8.5 | 9 |
| April is the Cruelest Month | 85.1 | 9.0 | 24 |
| I Wanna Flying Disc | 91.7 | 9.1 | 5 |
| Frankie Teardrop | 2.2 | 6.0 | 11 |
| I Don't Wanna Dwell | 69.1 | 7.4 | 13 |
| Nebulous Thoughts | 80.1 | 9.1 | 33 |
| Strewn Detritus | 69.0 | 7.3 | 14 |
| The Sunken Cathedral | 69.5 | 8.3 | 34 |
| I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games
Delicious Fruit