Wolfiexe's Profile
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moleYo
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320 Reviews!
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320 Games
320 Reviews
Wolfiexe
For: I wanna be the Name
For: I wanna be the Name
A pretty unique adventure in style. Name consists of a few hubs each with warps to small stages, often featuring a few screens of fairly simple platforming with an unusual'ish gimmick or twist thrown in, such as rotating spikes, spikes that shift between normal size and giant, and also a visible trigger stage.
They're all pretty interesting although the combination of often very basic visuals and not terribly unique platforming gave it a weird mix for me between being fun and slightly tedious. Some of them surprised me though which is nice. I found the later stages to be less exciting from a gameplay perspective compared to the first, as it features such classics as giant mazes with penalty rooms and mandatory impossible-difficulty segments, although you're given the chance to practice it normally, it still became a little tedious.
The bosses whilst being fairly simple I had a good time with, often implementing increasingly-difficult RNG attacks as their HP grows lower. The final boss in particular was neat with the balance of climbing the blocks to deal damage and playing it safe on the floor until you see a good opening, on top of managing the different bullet types. Again, very basic visually but it was fun mechanically.
All in all it's a decent adventure game. I wasn't too crazy about it but it had some clever segments and the first stage in particular kept me surprised with each new stage gimmick. As a sidenote, I do find it amusing that the most impressive thing visually in the game was the title screen image.
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They're all pretty interesting although the combination of often very basic visuals and not terribly unique platforming gave it a weird mix for me between being fun and slightly tedious. Some of them surprised me though which is nice. I found the later stages to be less exciting from a gameplay perspective compared to the first, as it features such classics as giant mazes with penalty rooms and mandatory impossible-difficulty segments, although you're given the chance to practice it normally, it still became a little tedious.
The bosses whilst being fairly simple I had a good time with, often implementing increasingly-difficult RNG attacks as their HP grows lower. The final boss in particular was neat with the balance of climbing the blocks to deal damage and playing it safe on the floor until you see a good opening, on top of managing the different bullet types. Again, very basic visually but it was fun mechanically.
All in all it's a decent adventure game. I wasn't too crazy about it but it had some clever segments and the first stage in particular kept me surprised with each new stage gimmick. As a sidenote, I do find it amusing that the most impressive thing visually in the game was the title screen image.
Rating: 6.8 68
Difficulty: 55 55
Mar 6, 2019
Wolfiexe
For: I Wanna Feed Your Escapism 2
For: I Wanna Feed Your Escapism 2
Definitely the best needle Skull has produced so far. Escapism 2 does a great job of interweaving creative yet reasonable jumps alongside the classic gimmicks of vines, platforms and water, all on top of some very flashy visuals which give the production value a punch.
The game consists of a few stages, each with a short intermission to transition between each one. Some of the transitional colour changes actually caught me off guard a bit with the sudden change from low-saturated tilesets and backgrounds to quite bright and vibrant visuals, although I adjusted fast. The stages form a pretty nice difficulty balance and the game gets harder at a gradual and nicely-designed pace to make for a needle experience that flows nicely.
It would've been cool to see the game have some sort of climax given the flashy production value. Maybe one last visit to the intermission-hub for a final segment or something like that, although this is more of a nitpick and not so much a real complaint. A couple of saves did sting in difficulty a little bit, most notably the one before entering the blue stage. Speaking of, the blue stage was probably my favourite segment in the game with really slick aesthetics and nicely flowing platforming.
Very fun needle. This is the difficulty I think Skull designs best at, and I look forward to seeing what he works on next.
The game consists of a few stages, each with a short intermission to transition between each one. Some of the transitional colour changes actually caught me off guard a bit with the sudden change from low-saturated tilesets and backgrounds to quite bright and vibrant visuals, although I adjusted fast. The stages form a pretty nice difficulty balance and the game gets harder at a gradual and nicely-designed pace to make for a needle experience that flows nicely.
It would've been cool to see the game have some sort of climax given the flashy production value. Maybe one last visit to the intermission-hub for a final segment or something like that, although this is more of a nitpick and not so much a real complaint. A couple of saves did sting in difficulty a little bit, most notably the one before entering the blue stage. Speaking of, the blue stage was probably my favourite segment in the game with really slick aesthetics and nicely flowing platforming.
Very fun needle. This is the difficulty I think Skull designs best at, and I look forward to seeing what he works on next.
Tagged as: Needle
[1] Like
Rating: 8.5 85
Difficulty: 60 60
Mar 6, 2019
Wolfiexe
For: I wanna be the Forehead
For: I wanna be the Forehead
Forehead has a lot of Kefey's classic fangame elements mixed amongst a series of stages and bosses. There's the good old Yume Nikki references, restarting music and an abundance of traps to keep you entertained with. Having played Forehead 2 before this, it's hard not to compare the two and see the downsides this has in comparison, with the sequel feeling much more polished and well thought out. Despite that, Forehead has a fair share of good points that make it well worth playing.
The bosses are quite varied and interesting, and each felt completely different from the last. Special mention to the final boss which does a great job of pulling everything in the game together for a finale, although the arena size was frustrating on a couple of occasions despite being interesting. The black & white stage boss whilst also being fun had a couple of sore spots that stuck out in difficulty which make it a bit learny initially. The Destination-esque boss was also pretty fun if not incredibly tanky.
I didn't find the platforming much to write home about. It's generally quite basic platforming with a fair share of traps, some of which got a little tedious but if you're playing a Kefey game then it's a good idea to assume nothing is safe. I did quite like the painting screens early-on, despite the maze-sort-of layout one being a bit tricky to get the hang of at first.
All in all it's a fairly fun little trap-heavy adventure. Worth a play, although Kefey's improvement of design definitely shows in his later games.
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The bosses are quite varied and interesting, and each felt completely different from the last. Special mention to the final boss which does a great job of pulling everything in the game together for a finale, although the arena size was frustrating on a couple of occasions despite being interesting. The black & white stage boss whilst also being fun had a couple of sore spots that stuck out in difficulty which make it a bit learny initially. The Destination-esque boss was also pretty fun if not incredibly tanky.
I didn't find the platforming much to write home about. It's generally quite basic platforming with a fair share of traps, some of which got a little tedious but if you're playing a Kefey game then it's a good idea to assume nothing is safe. I did quite like the painting screens early-on, despite the maze-sort-of layout one being a bit tricky to get the hang of at first.
All in all it's a fairly fun little trap-heavy adventure. Worth a play, although Kefey's improvement of design definitely shows in his later games.
Rating: 6.7 67
Difficulty: 55 55
Mar 6, 2019
Wolfiexe
For: I wanna escape the Gothic Castle
For: I wanna escape the Gothic Castle
Gothic Castle is definitely one of the more visually pretty avoidances out there. Den's knack for production value and making his games look aesthetically pleasing remains as consistent as ever, and it follows alongside a pretty fun and enjoyable avoidance.
Clocking in at just under 2 minutes, there's a fun variety of attacks to spend your time with as well as arena-switching which keeps the avoidance feeling very fast-paced. Right off the bat as you're scaling the tower, you'll get a pretty good idea of what you're in for. The attacks are primarily RNG based with a couple of pattern'ish attacks thrown in for good measure, and balance-wise everything feels mostly good. I particularly liked the cut-away segment which was very nicely synced to the song.
I had a small gripe with the start of the avoidance in regards to the climb, in that it felt quite full-jump heavy which also lends itself to limiting your dodging capabilities after your second fulljump. Perhaps a tower with more landing spots or options would've been more ideal. The curving attack near the end in combination with the shaking also threw me off a bit, although perhaps it was in combination with the classic end-of-avoidance-nerves. Hard to say but I imagine that'll differ greatly from player to player.
All in all though it's a really fun fight and a beautiful looking one at that. I understand Den had worries about people not playing it due to the inherent nature of avoidance games, but I think he did a great job with making an avoidance that can appeal to not just avoidance players but also a wider audience of fangame players. As always, I look forward to Den's next game.
Clocking in at just under 2 minutes, there's a fun variety of attacks to spend your time with as well as arena-switching which keeps the avoidance feeling very fast-paced. Right off the bat as you're scaling the tower, you'll get a pretty good idea of what you're in for. The attacks are primarily RNG based with a couple of pattern'ish attacks thrown in for good measure, and balance-wise everything feels mostly good. I particularly liked the cut-away segment which was very nicely synced to the song.
I had a small gripe with the start of the avoidance in regards to the climb, in that it felt quite full-jump heavy which also lends itself to limiting your dodging capabilities after your second fulljump. Perhaps a tower with more landing spots or options would've been more ideal. The curving attack near the end in combination with the shaking also threw me off a bit, although perhaps it was in combination with the classic end-of-avoidance-nerves. Hard to say but I imagine that'll differ greatly from player to player.
All in all though it's a really fun fight and a beautiful looking one at that. I understand Den had worries about people not playing it due to the inherent nature of avoidance games, but I think he did a great job with making an avoidance that can appeal to not just avoidance players but also a wider audience of fangame players. As always, I look forward to Den's next game.
Tagged as: Avoidance
[0] Likes
Rating: 8.6 86
Difficulty: 56 56
Mar 3, 2019
Wolfiexe
For: I wanna be the Six Elements
For: I wanna be the Six Elements
Six Elements is quite a mixed bag. Each stage is drastically different from the last. One moment you'll be frolicking in Mario-land with the coin collecting and goomba-related hijinks, and a little later you'll be squaring down against The Guy who tests your knowledge of the original I Wanna be the Guy in a battle to the death.
Having said that, they're probably the two highlights of the game. There's also a pretty fun avoidance-of-sorts featuring a giant cherry which whilst at times overly flashy and noisy, is pretty interesting to play. However there's also a fair share of questionable stuff on top of that. The second stage has some bosses that are kinda shaky in design, with some very sudden attack patterns that don't always feel too fair. There's also a trap-heavy stage which felt a bit frustrating to play, although thankfully it isn't too lengthy.
The varied mix ends up making the game feel a bit disjointed, which I suppose is part of the struggle of a collab-game where each maker produces something so different. Still, I had a fun time and the positives outweighed the negatives. I'd say it's worth a play, but be prepared for a bit of a rollercoaster ride.
[1] Like
Having said that, they're probably the two highlights of the game. There's also a pretty fun avoidance-of-sorts featuring a giant cherry which whilst at times overly flashy and noisy, is pretty interesting to play. However there's also a fair share of questionable stuff on top of that. The second stage has some bosses that are kinda shaky in design, with some very sudden attack patterns that don't always feel too fair. There's also a trap-heavy stage which felt a bit frustrating to play, although thankfully it isn't too lengthy.
The varied mix ends up making the game feel a bit disjointed, which I suppose is part of the struggle of a collab-game where each maker produces something so different. Still, I had a fun time and the positives outweighed the negatives. I'd say it's worth a play, but be prepared for a bit of a rollercoaster ride.
Rating: 6.9 69
Difficulty: 52 52
Mar 3, 2019
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I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 76 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.8 | 7.6 | 18 |
Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.4 | 9.3 | 128 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
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