kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath [Creator]
For: I Wanna Fill in the Blanks 2
For: I Wanna Fill in the Blanks 2
Edit: V1.02 is current version - minor update to nerf some parts and fix a couple crashes related to twitch integration
The sequel to Fill in the Blanks is another round of questionable antics in a short adventure game setting with another bonus new twist. Should be relatively short and quite zany, and requires an internet connection to play. The new gimmick is optional, as many people may understandably not want to utilize it.
If you've having issues with your recorded sounds being too quiet (which is a common problem that I could not find a better solution for), use the relative volume option in the soundcheck or the options to reduce the volume of all other sounds and then increase the master volume appropriately.
Update: 2021-03-08 - Due to formatting changes via search engines, I had to update the matching pattern again. If you downloaded before this date it will likely no longer work, please re-download. If it still doesn't work, let me know.
[7] Likes
The sequel to Fill in the Blanks is another round of questionable antics in a short adventure game setting with another bonus new twist. Should be relatively short and quite zany, and requires an internet connection to play. The new gimmick is optional, as many people may understandably not want to utilize it.
If you've having issues with your recorded sounds being too quiet (which is a common problem that I could not find a better solution for), use the relative volume option in the soundcheck or the options to reduce the volume of all other sounds and then increase the master volume appropriately.
Update: 2021-03-08 - Due to formatting changes via search engines, I had to update the matching pattern again. If you downloaded before this date it will likely no longer work, please re-download. If it still doesn't work, let me know.
Rating: N/A
Difficulty: N/A
Jul 16, 2020
kurath
For: SlimePark
For: SlimePark
Rating based on all secrets/main clear at this time, there appears to be some additional content which I may go for, but isn't part of the core game.
Slimepark is an exceedingly elaborate, puzzle dominated 100 Floor game, based on the core concept of multicolored slimes and their different forms, originally introduced in Necoroneko's first game, gaze at the horizon and expanded upon in this title (with a brief cameo in Slimetrap). It has a simply astonishing amount of mechanics and interactions throughout the catalog of slimes and frequently uses them in clever and interesting ways.
Production wise, its great. Necoroneko's artwork is adorable and charming, and every stage changes up drastically and fits the aesthetic and style of the game perfectly. The tilesets and backgrounds and clean but creative, with smooth animations and pleasing palettes which is great because at times, you will be staring at them a lot. The bonus touches with the various faces, animations and lore and all that on top of the artwork is great, and the bonus materials he provides should be a huge boon for anyone who wants to tackle the game but is afraid of getting stuck on various parts.
The general flow of the game is pretty simplistic. Do puzzles, then do more puzzles, then execute the actions, then do more puzzles, and so on. It caps it off nicely with a really great boss which was fun and (mostly) fair, but definitely serves as a great capstone to the little story that it presents along the way. The boss is very enjoyable and shouldn't really be a wall to anyone, so if anyone is concerned about getting stuck on the boss, its probably not a problem.
The core of the game is, of course, the platforming and the puzzles. This is what will both attract and repel people en masse. Necoroneko wants to establish puzzle games as a more prevalent genre of fangames (which I'm totally on board with, as you can imagine) and he certainly shoots for the stars with this. The game starts off very easy and the first third of the floors or so are kind of trivial from a puzzle perspective, more akin to an easy adventure game. Around the mid 30s to 50s the game's difficulty ramps up considerably, where I'd say it stays fairly level throughout much of the later half of the game so if you can get that far and are concerned about where its going in the long run, it shouldn't present to be too much larger of a problem.
Puzzle design is a tricky concept and have different styles. One of my criticisms of this game is that many of the puzzles follow a similar formula. Nearly ever level has a new mechanic or interaction (which is impressive how many he came up with) but many of them are not fully explained - with good reason, it wouldn't be a puzzle if he told you what to do - however this means a lot of the process is finding the particular new interaction that's required for the puzzle, which ends up requiring a lot of trial and error. This is compounded by the fact that many puzzles fill the screen to the brim, with many additional steps that aren't related to the main discovery that makes the puzzle stand out. This can make the trial and error process very long and tedious, and result in a lot of repeated efforts. This is further compounded by the fact there is a lot of long wait cycles.
This meant that while there was a lot of enjoyable discoveries made along the way, there's a lot of frustration on either side as you try and figure out the parts through an extensive trial and error process. Some sort of speedup or undo button would do wonders for this, since missing one step and losing the whole attempt (which can be a couple minutes long and require a very specific sequence of steps) gets frustrating. Execution is rarely too difficult, but it is always a factor and one minor misstep (while you're focusing on a plethora of steps to follow) can end up costing you a lot of time. This made it hard for me to play the game for an extended time, since those kinds of things would be draining, but as a casual couple floors a time it was quite enjoyable.
Overall, this is an exceptional game for sure, though it is quite niche. It gets frustrating, a lot, but the overall production level, creativity and complexity has a lot of value. This game hearkens back more to Horizon than his other works, for better or for worse, and may give you a better idea of whether or not this is a game you would like to play. I'd recommend it for puzzle fanatics who were turned off by the painful walls represented by some of the Horizon bosses. Its a little dangerous if you insist on being a completionist but its a fun game for anyone to give a try to, as there's a lot of more accessible value in the early game. With some additional quality of life functions this would really be an absolute top tier game, but the bursts of frustration along the way unfortunately cause a bit of a stumble. As it is though, it is a very good game but with a very narrow focus. If you enjoy what it offers along the way, you'll likely keep enjoying it. If you don't, it doesn't really change drastically enough to turn around for you.
[7] Likes
Slimepark is an exceedingly elaborate, puzzle dominated 100 Floor game, based on the core concept of multicolored slimes and their different forms, originally introduced in Necoroneko's first game, gaze at the horizon and expanded upon in this title (with a brief cameo in Slimetrap). It has a simply astonishing amount of mechanics and interactions throughout the catalog of slimes and frequently uses them in clever and interesting ways.
Production wise, its great. Necoroneko's artwork is adorable and charming, and every stage changes up drastically and fits the aesthetic and style of the game perfectly. The tilesets and backgrounds and clean but creative, with smooth animations and pleasing palettes which is great because at times, you will be staring at them a lot. The bonus touches with the various faces, animations and lore and all that on top of the artwork is great, and the bonus materials he provides should be a huge boon for anyone who wants to tackle the game but is afraid of getting stuck on various parts.
The general flow of the game is pretty simplistic. Do puzzles, then do more puzzles, then execute the actions, then do more puzzles, and so on. It caps it off nicely with a really great boss which was fun and (mostly) fair, but definitely serves as a great capstone to the little story that it presents along the way. The boss is very enjoyable and shouldn't really be a wall to anyone, so if anyone is concerned about getting stuck on the boss, its probably not a problem.
The core of the game is, of course, the platforming and the puzzles. This is what will both attract and repel people en masse. Necoroneko wants to establish puzzle games as a more prevalent genre of fangames (which I'm totally on board with, as you can imagine) and he certainly shoots for the stars with this. The game starts off very easy and the first third of the floors or so are kind of trivial from a puzzle perspective, more akin to an easy adventure game. Around the mid 30s to 50s the game's difficulty ramps up considerably, where I'd say it stays fairly level throughout much of the later half of the game so if you can get that far and are concerned about where its going in the long run, it shouldn't present to be too much larger of a problem.
Puzzle design is a tricky concept and have different styles. One of my criticisms of this game is that many of the puzzles follow a similar formula. Nearly ever level has a new mechanic or interaction (which is impressive how many he came up with) but many of them are not fully explained - with good reason, it wouldn't be a puzzle if he told you what to do - however this means a lot of the process is finding the particular new interaction that's required for the puzzle, which ends up requiring a lot of trial and error. This is compounded by the fact that many puzzles fill the screen to the brim, with many additional steps that aren't related to the main discovery that makes the puzzle stand out. This can make the trial and error process very long and tedious, and result in a lot of repeated efforts. This is further compounded by the fact there is a lot of long wait cycles.
This meant that while there was a lot of enjoyable discoveries made along the way, there's a lot of frustration on either side as you try and figure out the parts through an extensive trial and error process. Some sort of speedup or undo button would do wonders for this, since missing one step and losing the whole attempt (which can be a couple minutes long and require a very specific sequence of steps) gets frustrating. Execution is rarely too difficult, but it is always a factor and one minor misstep (while you're focusing on a plethora of steps to follow) can end up costing you a lot of time. This made it hard for me to play the game for an extended time, since those kinds of things would be draining, but as a casual couple floors a time it was quite enjoyable.
Overall, this is an exceptional game for sure, though it is quite niche. It gets frustrating, a lot, but the overall production level, creativity and complexity has a lot of value. This game hearkens back more to Horizon than his other works, for better or for worse, and may give you a better idea of whether or not this is a game you would like to play. I'd recommend it for puzzle fanatics who were turned off by the painful walls represented by some of the Horizon bosses. Its a little dangerous if you insist on being a completionist but its a fun game for anyone to give a try to, as there's a lot of more accessible value in the early game. With some additional quality of life functions this would really be an absolute top tier game, but the bursts of frustration along the way unfortunately cause a bit of a stumble. As it is though, it is a very good game but with a very narrow focus. If you enjoy what it offers along the way, you'll likely keep enjoying it. If you don't, it doesn't really change drastically enough to turn around for you.
Rating: 9.0 90
Difficulty: 75 75
Jun 18, 2020
kurath
For: I wanna be the hollow
For: I wanna be the hollow
A pure boss rush game, inspired by a number of other indie 2d games in the same vein. I assume I beat the game, but there seems to be no clear screen but nowhere new to go either and all credited music is accounted for (info gives spoilers to the extent of the game, though its quickly apparent regularly anyway).
The first thing is that the production of this game is amazing. Everything looks great, the effects are tasteful and never annoying or visually obstructive to gameplay, animations are clean and everything that feels like it should have a sound effect does, all very well executed.
It is a pure boss rush game, where there is a full array of bosses to choose from which leads into a final encounter upon completing them all. The main set of bosses runs the gambit of many different styles, and even though some of those styles I typically don't like, I found myself enjoying the main set of bosses in this game a lot. My one gripe would be that difficulty is almost always backloaded on them, meaning you'll be chugging through some easy parts over and over again.
After that is the final boss, this is where the game kind of lost me. It starts great but really drags out, with each subsequent phase having a subset of the previous phases attacks, and generally feeling less fair. The final phase in particular felt really meh, with the boss only having one attack and taking reduced damage, meaning you had to do that same attack probably a dozen or more times Most of the deaths from this boss feel like they end up being attack overlap or the boss teleporting basically right on top of you and doing an attack (due to RNG, not an in-your-face style boss design). Thankfully this doesn't seem to gate anything, so if its a concern, you can definitely just take the 'play what interests you' approach to the game.
Still, it does have really interesting bosses and is presented in such a way that you needn't worry about having to beat it all if you aren't interested in doing so, so I'd absolutely recommend for anyone interested in moderate to challenging boss fights to give it a shot, even if you don't plan on beating the bosses, they're great to look at as they're very polished and loaded with production value.
The first thing is that the production of this game is amazing. Everything looks great, the effects are tasteful and never annoying or visually obstructive to gameplay, animations are clean and everything that feels like it should have a sound effect does, all very well executed.
It is a pure boss rush game, where there is a full array of bosses to choose from which leads into a final encounter upon completing them all. The main set of bosses runs the gambit of many different styles, and even though some of those styles I typically don't like, I found myself enjoying the main set of bosses in this game a lot. My one gripe would be that difficulty is almost always backloaded on them, meaning you'll be chugging through some easy parts over and over again.
After that is the final boss, this is where the game kind of lost me. It starts great but really drags out, with each subsequent phase having a subset of the previous phases attacks, and generally feeling less fair. The final phase in particular felt really meh, with the boss only having one attack and taking reduced damage, meaning you had to do that same attack probably a dozen or more times Most of the deaths from this boss feel like they end up being attack overlap or the boss teleporting basically right on top of you and doing an attack (due to RNG, not an in-your-face style boss design). Thankfully this doesn't seem to gate anything, so if its a concern, you can definitely just take the 'play what interests you' approach to the game.
Still, it does have really interesting bosses and is presented in such a way that you needn't worry about having to beat it all if you aren't interested in doing so, so I'd absolutely recommend for anyone interested in moderate to challenging boss fights to give it a shot, even if you don't plan on beating the bosses, they're great to look at as they're very polished and loaded with production value.
Tagged as: Boss
[2] Likes
Rating: 8.8 88
Difficulty: 70 70
Jun 1, 2020
kurath
For: I wanna delete the Huge Bug
For: I wanna delete the Huge Bug
Another top tier zany adventure/trap game from Souvenir. Sets the tone well from the start, and you know what you're getting into.
Looks great, plays great and has a soundtrack that matches the whimsy.
The platforming is nicely varied, the traps never get overbearing and has a nice mixture of creative and simplistic gimmicks to keep things moving and fun, and the bosses incorporate interesting mechanics to keep them quite easy whilst still being engaging to a more experienced player. There's a couple saves that feel a bit out of place difficulty wise, but the overall quality of the game will keep these from feeling like a drag.
Highly recommended for anyone looking for a trap/adventure game, as well as pretty much all of Souvenir's catalog if you've missed them in the past.
[2] Likes
Looks great, plays great and has a soundtrack that matches the whimsy.
The platforming is nicely varied, the traps never get overbearing and has a nice mixture of creative and simplistic gimmicks to keep things moving and fun, and the bosses incorporate interesting mechanics to keep them quite easy whilst still being engaging to a more experienced player. There's a couple saves that feel a bit out of place difficulty wise, but the overall quality of the game will keep these from feeling like a drag.
Highly recommended for anyone looking for a trap/adventure game, as well as pretty much all of Souvenir's catalog if you've missed them in the past.
Rating: 9.2 92
Difficulty: 48 48
May 25, 2020
kurath
For: I Wanna Collect the Shapes
For: I Wanna Collect the Shapes
A quasi needle/old school adventure game without the traps. Features a hub where you can complete stages in any order to get items to attempt a final stage/boss. Platforming mixes in gimmicks with open spaces and some moderate needle at times.
Production wise it looks pretty cool, though the stages all share the same song visuals don't shift considerably. Still, it looks fine and hardly feels like a hindrance. Lack of sound effects does stand out though, especially with ample opportunities to use them.
Platforming wise, it was mostly good but there was a stage/mechanic that did not work. One of the stages uses enemies as the gimmick, but they tend to just spawn directly on top of you resulting in an instadeath, require a fair bit of mashing and the stage ends up taking more than twice as long as the rest, making it learny, kind of tedious and also unpleasant to play if you don't like mashing (which I sure don't).
This recurs in the final stage, with the enemy segment taking probably 5 times as long as any other save for me, making it feel really unbalanced as well. Its a shame though, as the majority of the platforming is quite good but that being an unfun pacebreaker really hindered my enjoyment of the game. The platforming is probably mostly in the 45-55 range.
Finally there's the final boss, this might as well be treated differently because while thematically it fits the game, gameplay wise it doesn't really. It ranks much harder than any of the platforming (even the unbalanced parts) and is a pretty long destination style fight, though still much easier than the original. Most of the attacks were pretty interesting, but a lot of the transitions (and the fact it can move from attack1/2 to attack2/3 in the middle from a single point of damage) causes a lot of attack overlap or unreasonable combinations. Avoidable with tracking their health, but the indistinct health values on the health bars plus the amount of things going on makes that problematic.
Overall its decent, but the difficulty balance makes it awkward and the lack of cohesion in the game makes it feel disjointed at times. If you like destination style fights, its probably worth a try though, as you'd be experienced enough to get through the rest of it with only minor trouble.
[1] Like
Production wise it looks pretty cool, though the stages all share the same song visuals don't shift considerably. Still, it looks fine and hardly feels like a hindrance. Lack of sound effects does stand out though, especially with ample opportunities to use them.
Platforming wise, it was mostly good but there was a stage/mechanic that did not work. One of the stages uses enemies as the gimmick, but they tend to just spawn directly on top of you resulting in an instadeath, require a fair bit of mashing and the stage ends up taking more than twice as long as the rest, making it learny, kind of tedious and also unpleasant to play if you don't like mashing (which I sure don't).
This recurs in the final stage, with the enemy segment taking probably 5 times as long as any other save for me, making it feel really unbalanced as well. Its a shame though, as the majority of the platforming is quite good but that being an unfun pacebreaker really hindered my enjoyment of the game. The platforming is probably mostly in the 45-55 range.
Finally there's the final boss, this might as well be treated differently because while thematically it fits the game, gameplay wise it doesn't really. It ranks much harder than any of the platforming (even the unbalanced parts) and is a pretty long destination style fight, though still much easier than the original. Most of the attacks were pretty interesting, but a lot of the transitions (and the fact it can move from attack1/2 to attack2/3 in the middle from a single point of damage) causes a lot of attack overlap or unreasonable combinations. Avoidable with tracking their health, but the indistinct health values on the health bars plus the amount of things going on makes that problematic.
Overall its decent, but the difficulty balance makes it awkward and the lack of cohesion in the game makes it feel disjointed at times. If you like destination style fights, its probably worth a try though, as you'd be experienced enough to get through the rest of it with only minor trouble.
Rating: 7.0 70
Difficulty: 70 70
May 22, 2020
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
User's clear list is empty!