ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
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380 Ratings!
380 Reviews!
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380 Games
380 Reviews
For: I wanna fall into the snow
Most of it is ok. Needle fan? Go for it.
For: I wanna be the Tribute
As being one of those first fangames made during the release of several with the standard engine, this has flaws in gameplay, definitely, and everything can be summped up with two very bad issues:
1) Save placement
2) Traps and cryptic sections that are traps
Ideas are very fun; unfair and frustrating deaths almost completely annihilate enjoyment, and it's somewhat paradoxical, because worlds are fun to explore and yet they are not. Production value comes from the spirit of I Wanna Be the Fangame, which is terrific, but bosses are horrible (one is a long chase with traps and Koffing in particular is RNG AIDS) and platforming is mostly poorly done. Variety is present and should be respected visually, but what good makes variety and ideas (with nice production value, mind you) if you have no soul?
The envisioning was there, but everything got wasted by very lazy ideas, such as in GB. However, it is not as terrible as reviews might sell it to you. However, it is bad and it's a shame. We still have options like Magnanimity and Conscience.
For: I wanna be the Conscience
Recommended. I miss this kind of old-school fangames, re-starting music and all...
For: I wanna break through Seven trials
Warning: This game is PROBABLY softlockable. I'm almost sure it isn't because I suck at needle, but the second screen of haduki area has a save towards the right of the screen that is just below a platform, but with a hitbox big enough so that you save above the platform. I couldn't get out of there for a full day and, after 2000+ deaths, I had to restart the game. That is a huge punishment for messing your route. That's pretty much the reason I'm rating this so low; I play to enjoy, not to be tortured or grounded in such a way.
The concept is very attractive: a needle collab. Back in 2012, it surely was a thing. However, this sensation consisted in a scoreless (ugh) collection of seven makers where each trial consisted in one or two screens each. With a plethora of generic jumps and mostly bad visual designs, you discover an outstanding obsession with planes. Planes of ALL kinds. Upwards and downwards, under water and on hard ground, and even a double plane as a final jump. This catharsis becomes all the more exploitative when the game has touch saves. TOUCH SAVES. This is atrocious. The way this feature harms gameplay is beyond my vocabulary; a save is meant to save not only your progress, but your position as well. With each "R" key press, you end up in a different spot, sometimes exactly in the pixel of a spike, making it a chore to get the hell out of there. This affects your concentration and kills your strats of moving 3 frames left or right and having a new setup of your originally saved position because of the damn save hitbox!
Yeah, I'm angry.
Analyzing each stage is a sweet idea for me, but this game made everything in its power to kill that hype. Doruppis first stage is as generic as it gets, except for the top part, and it's a "fun" challenge, for the lack of a better word. However, the second screen is just terrible. I'm proud of myself for beating the final save of the game in less than three minutes, but still I reckon that's a very cheap final jump.
What would I say to needle lovers? If you're a completionist and also a sadist, go ahead. I did it anyways because I love playing fangames of all sorts, genres and quality levels. This made me appreciate Needle Satan even more. However, try better needle, because this game introduced a new way of adding cheap difficulty. Nope, it's not corners, but corners with a bad align.
Have fun.
For: I Wanna be the Needle Satan
The game does needle well without adding cheap difficulty half of the times, but the other half, it does add corners and planes, especially in the green section. There were at least two instances where I saw jump-cancelling mandatory for ensuring my success: in the first jump of the last save of the red area and the jump of the last save of the green area right after the two water blocks. The skill is demanded is quite high, but every save felt like: "Yeah, I did it!"
What is the problem with adding music to the game? It's the most silent experience, like I Wanna 50map. "Add your own music", you might say, but that is me doing the maker's homework. Indeed, my brother suggested the song Working from Spacechem and it went wonderfully with the red area. It is true that it doesn't affect gameplay, but it affects the game experience.
Also, we've got another nearly color-blind maker. The green area is a mess visually. Both the background and the spikes and green, and to make it worse, the third screen is a water screen where the colors do not help either: the blue makes the green spikes almost unwatchable, and there is a save where you have to do an upwards plane, a corner and a diagonal with those physics (the last jump there is also quite cancer for being a last jump and not a first jump).
Difficulty curve is post-apocalyptic. I kid you not when I say to you that the first save of the red area, which is supposed to be the easier area (in average it is), took me exactly 1,305 deaths. Next save took me 30 deaths. I left the area with 2,900 deaths. So, ONE save of one screen out of four took half of the total amount of deaths of that area. Why??? It's absurd. I blame that to an inconvenient align. The last save, to my surprise, wasn't that challenging to me.
The last green screen is legendary in difficulty, and most of its difficulty comes from the first save. It took me hundreds of tries to figure out the right align and altitude to make the last jump correctly. Second save from that screen was Ok, but you need to know the correct align for the pixel-perfect upwards plane. It is the "easiest" save of the screen. Finally, the last save requires what I mentioned before, but it only took 15 minutes. You just need the correct align for the first jump which is a double block diamond. This align can be obtained hitting the wall quickly of the block that is next to the spike facing up immediately before the save. Remember that this jump requires the same optimal align for corners.
I recommend it for needle veteran players, but of course, it sins from generic designs and jumps half of the times. Bring your own music, and conquer this beast.
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