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320 Games
320 Reviews
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.
[0] Likes
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.
[0] Likes
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, Reveal Spoilerwith 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, Reveal Spoilerwith 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.
[0] Likes
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
Wolfiexe
For: I wanna be far from home
For: I wanna be far from home
Plasma's needle style is likely one of the most unique styles in the community, with a very atmospheric feel and distinctive visuals, Far From Home plays to those strengths in making a very interesting needle experience primarily based around vines and water, and some very galaxy brain pathing.
The game features you going around a small hub of sorts, entering portals to traverse the needle challenges inside. These needle segments often feature very clever usage of pathing and conserving your double jump to get around the distorted and stylistic environment. This would be problematic if not for the Spacebar function which lets you zoom out and look around, making planning your path viable 99% of the time (the other 1% I wanted to scroll the camera a bit, although not entirely necessary it would've been a nice quality of life feature).
The platforming is fairly challenging, and a couple of segments are pretty demanding on the player's ability to manage vines and water. The last save in particular had a couple of jumps I wasn't too fond of pulling off alongside some other hiccups here and there, often involving fulljumping. There was also a water segment where an align seemed to make a big difference for the end of the save but this wasn't hinted at, and I died there multiple times before taking a different align. Maybe it was just a personal issue, but it felt bumpy for the end of a long save.
Overall though a very impressive needle game. If you're a fan of vine and water based needle and don't mind a bit of thinking then you'll likely have some fun with this.
The game features you going around a small hub of sorts, entering portals to traverse the needle challenges inside. These needle segments often feature very clever usage of pathing and conserving your double jump to get around the distorted and stylistic environment. This would be problematic if not for the Spacebar function which lets you zoom out and look around, making planning your path viable 99% of the time (the other 1% I wanted to scroll the camera a bit, although not entirely necessary it would've been a nice quality of life feature).
The platforming is fairly challenging, and a couple of segments are pretty demanding on the player's ability to manage vines and water. The last save in particular had a couple of jumps I wasn't too fond of pulling off alongside some other hiccups here and there, often involving fulljumping. There was also a water segment where an align seemed to make a big difference for the end of the save but this wasn't hinted at, and I died there multiple times before taking a different align. Maybe it was just a personal issue, but it felt bumpy for the end of a long save.
Overall though a very impressive needle game. If you're a fan of vine and water based needle and don't mind a bit of thinking then you'll likely have some fun with this.
Tagged as: Needle
[1] Like
Rating: 8.6 86
Difficulty: 70 70
Mar 18, 2019
Wolfiexe
For: I wanna be the Preference
For: I wanna be the Preference
Preference is everything you'd expect from a Tsuta adventure, full of that wacky iDOLM@STER girl (and accompanied by some rhythm minigames) and classic traps. It has some rough parts and a couple questionable bosses but it's overall a pretty solid game.
You'll start off in a hub with 6 different options available, each giving a pretty different stage ranging from block puzzles to trap-centric platforming and even some Warioware kinda stuff. It all felt pretty different and I enjoyed the majority of the stages. The bosses are also often fairly simple in nature but remain enjoyable to play, although perhaps a bit tanky at times (maybe lower iframes could've solved this). After beating all six stages, there are a few more stages to go before you can fulfill your dream of becoming the Preference, whatever that may be.
The cycles in the game deserve a special mention, unfortunately. There are a fair few that seem fine, although a couple of segments have pretty awful cycles that make the saves very tedious to slog through, one notable exception being in the final stage featuring some friendly fish. I also felt that the Ice Stage boss was very frustrating with very few chances to actually deal damage and it tended to get a bit too clown fiesta'ish for my liking. The final boss also has length problems although difficulty-wise it isn't all that bad, so I wasn't too upset.
If you're a fan of the older-style adventures with traps and occasional zany stage themes and just that quirky classic fangame feel, you'll be right at home here.
[0] Likes
You'll start off in a hub with 6 different options available, each giving a pretty different stage ranging from block puzzles to trap-centric platforming and even some Warioware kinda stuff. It all felt pretty different and I enjoyed the majority of the stages. The bosses are also often fairly simple in nature but remain enjoyable to play, although perhaps a bit tanky at times (maybe lower iframes could've solved this). After beating all six stages, there are a few more stages to go before you can fulfill your dream of becoming the Preference, whatever that may be.
The cycles in the game deserve a special mention, unfortunately. There are a fair few that seem fine, although a couple of segments have pretty awful cycles that make the saves very tedious to slog through, one notable exception being in the final stage featuring some friendly fish. I also felt that the Ice Stage boss was very frustrating with very few chances to actually deal damage and it tended to get a bit too clown fiesta'ish for my liking. The final boss also has length problems although difficulty-wise it isn't all that bad, so I wasn't too upset.
If you're a fan of the older-style adventures with traps and occasional zany stage themes and just that quirky classic fangame feel, you'll be right at home here.
Rating: 8.0 80
Difficulty: 60 60
Mar 17, 2019
Wolfiexe
For: I Wanna Be the Emperor
For: I Wanna Be the Emperor
Emperor is a classic adventure game that holds up pretty well despite the lacking production value, full of tricky and often trigger-based platforming and memorable bosses.
The game plops you in a hub as you go and explore each path, beating their respective platforming segments which is centred primarily on traps and triggers. There is the odd slight gimmick now and again but nothing too in-depth, and the strength comes from Klein's ability to make challenging but memorable manoeuvres, often making use of moving cherries to compliment the stages. A couple of segments felt a bit unpleasant such as the moving quad-diamond in the brown stage or some parts in the final callback stage (shoutouts to Magnificent), but for the most part it stays enjoyable for the difficulty it is.
Bosses are pretty diverse, ranging from good ol' Captain Jack to the legendary Nose Guy, there's a good selection of opponents. I was most surprised at the Miku avoidance midway'ish through the game which I found a lot of fun to learn and play around, despite my usual distaste for mid-adventure vocaloid avoidances. The final boss of course is also a classic, Emperor Miku. With 8 whopping phases and some questionable nekoron(?) physics to hinder you in the inevitable infinite jump phase, you'll be in for a ride and a formidable challenge.
Klein's games have a very distinctive style to them, particularly with the platforming. This combined with the fairly fun boss fights and interesting design make for a memorable and pretty challenging adventure game, and definitely a classic one at that.
[4] Likes
The game plops you in a hub as you go and explore each path, beating their respective platforming segments which is centred primarily on traps and triggers. There is the odd slight gimmick now and again but nothing too in-depth, and the strength comes from Klein's ability to make challenging but memorable manoeuvres, often making use of moving cherries to compliment the stages. A couple of segments felt a bit unpleasant such as the moving quad-diamond in the brown stage or some parts in the final callback stage (shoutouts to Magnificent), but for the most part it stays enjoyable for the difficulty it is.
Bosses are pretty diverse, ranging from good ol' Captain Jack to the legendary Nose Guy, there's a good selection of opponents. I was most surprised at the Miku avoidance midway'ish through the game which I found a lot of fun to learn and play around, despite my usual distaste for mid-adventure vocaloid avoidances. The final boss of course is also a classic, Emperor Miku. With 8 whopping phases and some questionable nekoron(?) physics to hinder you in the inevitable infinite jump phase, you'll be in for a ride and a formidable challenge.
Klein's games have a very distinctive style to them, particularly with the platforming. This combined with the fairly fun boss fights and interesting design make for a memorable and pretty challenging adventure game, and definitely a classic one at that.
Rating: 8.2 82
Difficulty: 85 85
Mar 17, 2019
Wolfiexe
For: I WANNA BE THE EXPLOSIVE
For: I WANNA BE THE EXPLOSIVE
EXPLOSIVE is a pretty varied adventure full of traps, tricks and references to some of the classics such as Fangame, the original I Wanna be the Guy and of course the beloved Hatsune Miku and Schwarlitz Longhener who each have their chance in the spotlight.
Stages are primarily trap-orientated and don't feature too much in the way of gimmicks. Some segments get pretty tricky, although I'd say the meat of the game's difficulty lies with the boss fights which I'll get to in a moment. There is a kinda cool puzzlish stage involving shooting cherry-arrow blocks to manipulate the path of a cherry, and one of the later trap stages in particular was a highlight with mindreads at every turn.
The bosses are very hit or miss for me. There are a few pretty simplistic ones in nature without demanding too much, whereas others last absurdly long with very long choke attacks or just sudden inclines in difficulty that makes fighting some of them kinda tedious. I wasn't really a fan of the Miku avoidance either, just not finding the attacks very enjoyable to learn. I'm sure it'll be up other people's alley though, but it wasn't my kind of avoidance. The Taisa on the other hand was pretty fun despite some gripes I had regarding the pacing and tediousness of the first phase, and it made for a very intense finish.
Having said that, upon beating the boss and jumping in the game clear warp, my game actually froze and then closed and lost my clear data, but I'm counting that regardless. Who needs to see the credits anyway?
Overall a pretty decent adventure game with some real highlights and some kinda not-so-great moments.
[1] Like
Stages are primarily trap-orientated and don't feature too much in the way of gimmicks. Some segments get pretty tricky, although I'd say the meat of the game's difficulty lies with the boss fights which I'll get to in a moment. There is a kinda cool puzzlish stage involving shooting cherry-arrow blocks to manipulate the path of a cherry, and one of the later trap stages in particular was a highlight with mindreads at every turn.
The bosses are very hit or miss for me. There are a few pretty simplistic ones in nature without demanding too much, whereas others last absurdly long with very long choke attacks or just sudden inclines in difficulty that makes fighting some of them kinda tedious. I wasn't really a fan of the Miku avoidance either, just not finding the attacks very enjoyable to learn. I'm sure it'll be up other people's alley though, but it wasn't my kind of avoidance. The Taisa on the other hand was pretty fun despite some gripes I had regarding the pacing and tediousness of the first phase, and it made for a very intense finish.
Having said that, upon beating the boss and jumping in the game clear warp, my game actually froze and then closed and lost my clear data, but I'm counting that regardless. Who needs to see the credits anyway?
Overall a pretty decent adventure game with some real highlights and some kinda not-so-great moments.
Rating: 7.5 75
Difficulty: 80 80
Mar 17, 2019
Wolfiexe
For: I wanna beat the 2 Stage Needle
For: I wanna beat the 2 Stage Needle
Two screens of needle on a black and white visual theme. The first screen is primarily generic jumps such as corners, diagonals and other classics with one kinda tricky drop-jump at the bottom right. The second screen is basically a single jump and is kinda fun to land, although the inability to save next to the jump start is annoying. The visual for saving is also very unclear, to the point where I don't even know if they're Z saves or shoot saves with bullet blockers.
There's an extra too with another single-jump kinda thing which I didn't bother with, but that's what you have waiting for you at the end if you're feeling daring enough.
There's an extra too with another single-jump kinda thing which I didn't bother with, but that's what you have waiting for you at the end if you're feeling daring enough.
Tagged as: Needle
[1] Like
Rating: 1.3 13
Difficulty: 65 65
Mar 17, 2019
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