Wolfiexe's Profile
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320 Games
320 Reviews
Wolfiexe
For: I wanna enjoy my Holiday
For: I wanna enjoy my Holiday
Enjoy My Holiday is quite a special game in regards to the main gameplay. There's a very minor focus on standard fangame platforming, and instead the attention is put onto dealing with a variety of different enemies and their attack patterns as you move throughout a level.
Starting off with only a gun (and another tool later on), you'll start off with some relatively simple enemies before getting into more complicated combinations later with tricky layouts. This can make it quite fun as you try and figure out the best route and timing to deal with all the enemies and their attacks.
A few segments felt too overly linear, in that I just had to wait for the enemies to come up a slope so that I could shoot them otherwise it was too risky or not even viable to move forward. This resulted in a few parts feeling somewhat tedious, and whilst the powerup helped fix some of these issues, new level layouts had a similar issue where it felt like a waiting game. Perhaps enemies spawning from your left at certain points or dropping in/rising up might've mixed things up a bit.
There's also a short avoidance to close off the game. This felt very odd to have in a action-y enemy-orientated game to end with a Rin chasing you around for a minute and a half. Having said that, the avoidance was fairly fun and depending on your difficulty selection, you do still have multiple lives (I'd probably recommend playing this on Medium, or Easy if you just want to have a simpler time with the game). Only one attack gave me trouble with felt a bit too messy and unclear at first, although figuring these kind of things out blind has never been my strong suit.
Overall a pretty fun experience. I imagine this was a good learning experience as well in regards to enemies and also avoidance (I believe this was the maker's first avoidance?) so with that in mind, it was a very good step forward which showed in Asza's later works, especially Quantum World. Definitely worth a try if you're looking a fangame with something a bit different!
[0] Likes
Starting off with only a gun (and another tool later on), you'll start off with some relatively simple enemies before getting into more complicated combinations later with tricky layouts. This can make it quite fun as you try and figure out the best route and timing to deal with all the enemies and their attacks.
A few segments felt too overly linear, in that I just had to wait for the enemies to come up a slope so that I could shoot them otherwise it was too risky or not even viable to move forward. This resulted in a few parts feeling somewhat tedious, and whilst the powerup helped fix some of these issues, new level layouts had a similar issue where it felt like a waiting game. Perhaps enemies spawning from your left at certain points or dropping in/rising up might've mixed things up a bit.
There's also a short avoidance to close off the game. This felt very odd to have in a action-y enemy-orientated game to end with a Rin chasing you around for a minute and a half. Having said that, the avoidance was fairly fun and depending on your difficulty selection, you do still have multiple lives (I'd probably recommend playing this on Medium, or Easy if you just want to have a simpler time with the game). Only one attack gave me trouble with felt a bit too messy and unclear at first, although figuring these kind of things out blind has never been my strong suit.
Overall a pretty fun experience. I imagine this was a good learning experience as well in regards to enemies and also avoidance (I believe this was the maker's first avoidance?) so with that in mind, it was a very good step forward which showed in Asza's later works, especially Quantum World. Definitely worth a try if you're looking a fangame with something a bit different!
Rating: 6.9 69
Difficulty: 50 50
Feb 14, 2019
Wolfiexe
For: I wanna save the Earth
For: I wanna save the Earth
Save the Earth starts with The Kid watching a television broadcast, being informed that the Earth is in danger of being destroyed and thus, he must set out to save it! This starts a somewhat short but memorable adventure with a few very eye opening segments that you're sure to not forget.
The platforming is fairly basic with a multitude of traps thrown in for good measure. They're usually very simplistic in nature but manage not to get too tedious. There are also a couple of gimmicks here and there, one of which shakes up the playstyle quite monumentally. I found a certain cloud-related gimmick to be kind of frustrating and not particularly fun to play which I think could've been more enjoyable with more leniency.
It also features a couple bosses which are kinda fun. The first being a little seemingly busted and confusing in regards to the win condition, and the latter ones being somewhat simple but not too demanding. Also if you find yourself doing a long run before the first boss every time, once you jump over the laser before the boss screen, it spawns a save point. I kept just jumping into the boss room and never saw this for a while so I had to do the 3 screen run every time. Wouldn't recommend.
Overall a pretty memorable short adventure game with some rough edges but also some very memorable moments. I'd say it's well worth a play to kill some time and experience what it's like to save the Earth with the power of friendship.
[0] Likes
The platforming is fairly basic with a multitude of traps thrown in for good measure. They're usually very simplistic in nature but manage not to get too tedious. There are also a couple of gimmicks here and there, one of which shakes up the playstyle quite monumentally. I found a certain cloud-related gimmick to be kind of frustrating and not particularly fun to play which I think could've been more enjoyable with more leniency.
It also features a couple bosses which are kinda fun. The first being a little seemingly busted and confusing in regards to the win condition, and the latter ones being somewhat simple but not too demanding. Also if you find yourself doing a long run before the first boss every time, once you jump over the laser before the boss screen, it spawns a save point. I kept just jumping into the boss room and never saw this for a while so I had to do the 3 screen run every time. Wouldn't recommend.
Overall a pretty memorable short adventure game with some rough edges but also some very memorable moments. I'd say it's well worth a play to kill some time and experience what it's like to save the Earth with the power of friendship.
Rating: 6.8 68
Difficulty: 35 35
Feb 14, 2019
Wolfiexe
For: I wanna Become the Vegetable 2
For: I wanna Become the Vegetable 2
The sequel to the fan favourite that became one of the most hotly contested fangame speedruns in the year of 2018, Vegetable is back and better than ever.
Vegetable 2 follows suit with a series of short stages and a boss to match, with a very whimsical and comical touch to each. There's a lot of oldschool adventure vibes going on and whilst the game itself feels non-serious in terms of tone or effort, it stands out with a lot of charm and enjoyability that a lot of fangames today don't have. There's one trap in particular that made me laugh out loud, despite how simple but yet unexpected it was.
Difficulty-wise it feels like a slight step up from the first in the series. Some of the platforming felt a tiny bit more tricky and the last boss has some rather tricky elements to it, although I don't think it ever gets unreasonable, and I suppose for the grand finale of the game it's fitting that it steps up a notch.
A good reminder that games don't have to be serious, super polished or grand in scope to be memorable and enjoyable.
[1] Like
Vegetable 2 follows suit with a series of short stages and a boss to match, with a very whimsical and comical touch to each. There's a lot of oldschool adventure vibes going on and whilst the game itself feels non-serious in terms of tone or effort, it stands out with a lot of charm and enjoyability that a lot of fangames today don't have. There's one trap in particular that made me laugh out loud, despite how simple but yet unexpected it was.
Difficulty-wise it feels like a slight step up from the first in the series. Some of the platforming felt a tiny bit more tricky and the last boss has some rather tricky elements to it, although I don't think it ever gets unreasonable, and I suppose for the grand finale of the game it's fitting that it steps up a notch.
A good reminder that games don't have to be serious, super polished or grand in scope to be memorable and enjoyable.
Rating: 6.5 65
Difficulty: 40 40
Feb 14, 2019
Wolfiexe
For: I wanna be the Noesis
For: I wanna be the Noesis
Noesis is Abi's first attempt at making a game with traps and bosses with HP (and there are 12 bosses, 4 avoidances and the monumental final boss), which is pretty incredible given the unique design and style of the game. From start to finish, Noesis boasts a very distinguishable style with very unusual attacks, very precise triggers and incredibly satisfying manoeuvres which lead you through the multitude of worlds and challenges it has to offer, and it makes for arguably one of the best fangames of this difficulty, that is assuming the general trigger/learny style of the game is your thing.
The platforming consists primarily around triggers, often forcing the player into very tricky situations to progress. Each stage features a unique theme too which makes each area stand out quite noticeably from the others. One of the early stages "Trigonometric Function Stage" boasts a variety of wacky cherry formations moving in aesthetically pleasing but unusual ways, forcing the player to find good strats to slip through and master the timing. Another example is later on with "Jump Stage", which features a gimmick whereupon the player automatically jumps upon hitting the floor, forcing them to play mechanically very differently to progress, although once mastered it becomes very satisfying and fun to pull off.
Some saves can get a bit overly precise for my liking at times, and these weirdly enough are more prevalent at the beginning of the game where some segments feel sort of clunky or hard on the fingers. In the grand scheme of things though, I enjoyed the vast majority of the platforming and found it consistently unique and interestingly designed.
As mentioned earlier, the bosses feature often very RNG-heavy attacks often with a spin on their design, and usually incorporating the gimmick of their respective stage. A personal favourite of mine is the Abnormal State boss, which features a mixture of gravity changing, speed changing and screen flipping alongside some steady RNG attacks. It's fairly simple, but one that feels very fair and rewarding to play.
The avoidances are mostly well done. As always, the attack variety stays interesting although at times I felt like this was at the cost of sacrificing fairness, such as the outwards spinning heart in the 2nd avoidance which I could never really figure out how to read, and the transition from pattern to RNG in the 3rd avoidance felt very unrewarding. Despite some hiccups, I had a good time with all of them, especially the 4th.
Noesis's final boss is by far the hardest part of the game. This took me well over half my total playtime, and will give any player a huge challenge to work through. The boss features 4 phases with 3 attacks in each, each following a different theme such as Infinite Jump or Pattern. The attacks here are incredibly demanding of the player, needing a good damage output in order to not drag the fight out longer, but also very tight RNG reading alongside some very intense patterns/pseudo-patterns. Despite the overwhelming difficulty, I found myself getting incredibly consistent at reaching the end by the time I'd cleared (on my clear, it was back-to-back-to-back final phase). It's actually a great boss grind with only a couple of parts causing some grief (no more Las Vegas for me).
There's not many games out there like Noesis in terms of design. I struggle to think of other games at this level that provide such a range of content, with the majority of super-high-difficulty games being exceptionally hard avoidances or monumental needle gauntlets, and I'd love to see more games like this. It makes for quite a journey, although a divisive one no doubt. A lot of players will be put off by the very high platforming precision and other elements, just as it will attract many other players who are drawn to challenge and uniqueness. Regardless it's a very memorable game and I'd heavily anticipate another work from Abi if he ever takes another stab at it!
[14] Likes
The platforming consists primarily around triggers, often forcing the player into very tricky situations to progress. Each stage features a unique theme too which makes each area stand out quite noticeably from the others. One of the early stages "Trigonometric Function Stage" boasts a variety of wacky cherry formations moving in aesthetically pleasing but unusual ways, forcing the player to find good strats to slip through and master the timing. Another example is later on with "Jump Stage", which features a gimmick whereupon the player automatically jumps upon hitting the floor, forcing them to play mechanically very differently to progress, although once mastered it becomes very satisfying and fun to pull off.
Some saves can get a bit overly precise for my liking at times, and these weirdly enough are more prevalent at the beginning of the game where some segments feel sort of clunky or hard on the fingers. In the grand scheme of things though, I enjoyed the vast majority of the platforming and found it consistently unique and interestingly designed.
As mentioned earlier, the bosses feature often very RNG-heavy attacks often with a spin on their design, and usually incorporating the gimmick of their respective stage. A personal favourite of mine is the Abnormal State boss, which features a mixture of gravity changing, speed changing and screen flipping alongside some steady RNG attacks. It's fairly simple, but one that feels very fair and rewarding to play.
The avoidances are mostly well done. As always, the attack variety stays interesting although at times I felt like this was at the cost of sacrificing fairness, such as the outwards spinning heart in the 2nd avoidance which I could never really figure out how to read, and the transition from pattern to RNG in the 3rd avoidance felt very unrewarding. Despite some hiccups, I had a good time with all of them, especially the 4th.
Noesis's final boss is by far the hardest part of the game. This took me well over half my total playtime, and will give any player a huge challenge to work through. The boss features 4 phases with 3 attacks in each, each following a different theme such as Infinite Jump or Pattern. The attacks here are incredibly demanding of the player, needing a good damage output in order to not drag the fight out longer, but also very tight RNG reading alongside some very intense patterns/pseudo-patterns. Despite the overwhelming difficulty, I found myself getting incredibly consistent at reaching the end by the time I'd cleared (on my clear, it was back-to-back-to-back final phase). It's actually a great boss grind with only a couple of parts causing some grief (no more Las Vegas for me).
There's not many games out there like Noesis in terms of design. I struggle to think of other games at this level that provide such a range of content, with the majority of super-high-difficulty games being exceptionally hard avoidances or monumental needle gauntlets, and I'd love to see more games like this. It makes for quite a journey, although a divisive one no doubt. A lot of players will be put off by the very high platforming precision and other elements, just as it will attract many other players who are drawn to challenge and uniqueness. Regardless it's a very memorable game and I'd heavily anticipate another work from Abi if he ever takes another stab at it!
Rating: 8.5 85
Difficulty: 95 95
Feb 13, 2019
Wolfiexe
For: I wanna be the SAN
For: I wanna be the SAN
SAN is a very interesting adventure game made between Sorariku and Non, featuring a wide variety of fangame genres and styles in a mixture of stages, bosses and avoidances. Whilst I'm not too familiar with Non, Sorariku has gained a reputation for making very unique and experimental things, so you can expect to see some very one-of-a-kind things here.
One thing very worth mentioning is that about 60% of the game lies around the 40-60 difficulty region, before a late avoidance pushes it up to the 70's and the final stage/boss shuffling it even higher to the high 80's. It's got a very noticeable difficulty bump, although if you're looking for a challenge that remains difficult but enjoyable, you may just find it here.
SAN consists of 6 stages (3 for each maker) with a boss to accompany each, which is then wrapped up with a final stage and boss. Each stage varies greatly ranging from screen-rotating needle, to a bullet-hell minigame of sorts, to a japanese quiz that'll have you on the edge of your seat until the very end. The most notorious stage or even segment in the entire game is definitely Sorariku's gardening stage, which will have you forging blue lines to guide your sun shards to offset the wettenization of your dear plants. It's wacky.
Bosses usually complement the stages well, often utilizing the gimmick or fitting in with the stage theme. The third stage of each maker uses an avoidance as a boss. Non's avoidance is a Miku fight with some fairly challenging attacks but nothing too demanding, although the final attack can be a bit confusing initially if you don't catch on quick. Sorariku's avoidance is a very long one, focused around infinite-jump dot-hitbox as Flandre sings her heart out to you with an abundance of crazy patterns and kooky RNG attacks. It's tricky and it has a VERY long intro, but the actual fight I found very fun to play. In addition, you're given 3 bombs to get rid of any attacks you dislike, or perhaps want to bypass for the time being to learn later attacks. Minus my gripes with the intro (and I guess, the song), I actually really enjoyed it.
The final stage bumps things up a notch with some very tricky platforming. I found this to be a mixed bag, as I found some saves incredibly fun and interesting to pull off, whereas other saves got very frustrating and unpleasant to do, such as the vine whips which I can imagine will be a nightmare for any controller player to pull off. One highlight is the wacky water save at the end of the water segment, utilising a variety of water types in a checkerboard fashion. It's great! The final save is also a headscratcher, although I didn't play it blind so a fair part of the challenge was lowered here.
Sorariku takes the seat for the final boss, utilising a Destination-style sort of approach having 3 attacks for 4 colours, each ticking down their HP as they go on. This is honestly a really great and challenging finale. The variety of transitions in combination with the random order of attacks makes it very fun to play, and getting good at attacks which initially seem unreasonable to read (I'm looking at you Blue 2), feels just great. It also culminates with an incredibly tense final phase which I'm sure any clearer can agree is monumentally nerve wracking. Minus some gripes with reading attacks (like Yellow 3), it's just a really great fight. I loved it.
SAN is very unique, and whilst I'm hesitant to say underplayed as I know a fair number of people have started this and stopped at some point (most likely the Flandre avoidance), the actual content almost always remained fun for me. I'd very much recommend giving this game a shot, if not just to hone your gardening skills a little.
[0] Likes
One thing very worth mentioning is that about 60% of the game lies around the 40-60 difficulty region, before a late avoidance pushes it up to the 70's and the final stage/boss shuffling it even higher to the high 80's. It's got a very noticeable difficulty bump, although if you're looking for a challenge that remains difficult but enjoyable, you may just find it here.
SAN consists of 6 stages (3 for each maker) with a boss to accompany each, which is then wrapped up with a final stage and boss. Each stage varies greatly ranging from screen-rotating needle, to a bullet-hell minigame of sorts, to a japanese quiz that'll have you on the edge of your seat until the very end. The most notorious stage or even segment in the entire game is definitely Sorariku's gardening stage, which will have you forging blue lines to guide your sun shards to offset the wettenization of your dear plants. It's wacky.
Bosses usually complement the stages well, often utilizing the gimmick or fitting in with the stage theme. The third stage of each maker uses an avoidance as a boss. Non's avoidance is a Miku fight with some fairly challenging attacks but nothing too demanding, although the final attack can be a bit confusing initially if you don't catch on quick. Sorariku's avoidance is a very long one, focused around infinite-jump dot-hitbox as Flandre sings her heart out to you with an abundance of crazy patterns and kooky RNG attacks. It's tricky and it has a VERY long intro, but the actual fight I found very fun to play. In addition, you're given 3 bombs to get rid of any attacks you dislike, or perhaps want to bypass for the time being to learn later attacks. Minus my gripes with the intro (and I guess, the song), I actually really enjoyed it.
The final stage bumps things up a notch with some very tricky platforming. I found this to be a mixed bag, as I found some saves incredibly fun and interesting to pull off, whereas other saves got very frustrating and unpleasant to do, such as the vine whips which I can imagine will be a nightmare for any controller player to pull off. One highlight is the wacky water save at the end of the water segment, utilising a variety of water types in a checkerboard fashion. It's great! The final save is also a headscratcher, although I didn't play it blind so a fair part of the challenge was lowered here.
Sorariku takes the seat for the final boss, utilising a Destination-style sort of approach having 3 attacks for 4 colours, each ticking down their HP as they go on. This is honestly a really great and challenging finale. The variety of transitions in combination with the random order of attacks makes it very fun to play, and getting good at attacks which initially seem unreasonable to read (I'm looking at you Blue 2), feels just great. It also culminates with an incredibly tense final phase which I'm sure any clearer can agree is monumentally nerve wracking. Minus some gripes with reading attacks (like Yellow 3), it's just a really great fight. I loved it.
SAN is very unique, and whilst I'm hesitant to say underplayed as I know a fair number of people have started this and stopped at some point (most likely the Flandre avoidance), the actual content almost always remained fun for me. I'd very much recommend giving this game a shot, if not just to hone your gardening skills a little.
Rating: 8.5 85
Difficulty: 85 85
Jan 20, 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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