Cthaere's Profile
Send a PMJoined on: May 25, 2020
Bio:
I play fangames or stuff.
I try rating game compared to what they are trying to achieve rather than compared to fangames as a whole, and with knowledge of what you're getting into; If I rate a corridor needle game, I assume the person reading the review wants to play corridor needle, as if they don't they shouldn't bother playing it anyway. With that said, I tend to be very generous on needle ratings while being very skimpy on avoidances (although you likely won't see it as if I'd give it less than a 7 I just won't clear it instead).
with extremely rare exceptions, 9/10+ is reserved to games that have left deep emotional impact, while 10/10 is reserved for games I love unconditionally.
If I reviewed it and the review doesn't say otherwise, it's safe to assume I cleared it. I try adding my clears to df but I never really cared to keep track, so some might be missing.
don't expect diff ratings to be very accurate.
I've submitted:
237 Ratings!
158 Reviews!
9 Screenshots!
237 Games
158 Reviews
For: The Majestic Kid
The screen picks feature a few many traps for my taste, especially considering how easy they are otherwise. However, aside from that, there isn't really room to complain about the individual screens chosen. The blend of modern and old classics does not really work for me, since the old trapventures clash jarringly with modern gimmick needle, and it would likely be better had there been a neater organization of screen picks. The fact that there are multiple stages can allow for stages to be focused on style rather than difficulty, which I think would have done the game a service. Still, it was decently enjoyable overall.
The bosses, on the other hand, are some of the worst I've played in a medley. Maybe that's due to the fact that in every single other medley I've tried, I either had a video to assist me or was playing it online, however they still felt much more learny than the usual medley boss (in a bad way) while having a much less engaging core experience. The boss pacing seems to have a knack for starting and ending the boss with really awkward segments while having the space inbetween filled with much easier/simpler content with a smattering of instagibs. Boss 1 ending was a constant worry about not getting got by the janky-looking hitboxes, while boss 2 ended in one of the most boring and annoying patterns to execute in the fight followed by an avoidance that's full of instagibs, after which I have decided that this is not worth my time.
If you think the idea of a modern easier medley sounds good, just play Kill the AWSL instead. I would not recommend this blind, and would be cautious to recommend it even with video.
For: I wanna be the 肉食系うんこ
Really not much to say on this one. Simple and great. Would highly recommend.
For: I wanna まだダメよ
Simple but fun, good mapping and visuals, especially for a first avoidance. Please make more.
For: Extreme Depths 2
And therein lies my problem with it. It is hard to divorce the game from the maker, and when I think Watson, I think of games like Cute Jump, Vibe with the Gods, or Lockpick. Cute jump, building spectacularly on an existing game and exploring new concepts at a comfortable yet rapid pace; Vibe with the Gods, zapping between multiple different screens sampling all kinds of ideas before landing on the final boss, a fantastic closure taking most the previous screens into account; Lockpick, hailed as the game keypick should have been, due to not only exploring the concepts better, but more importantly dropping all the filler content. Filler is precisely the issue here; No recent Watson game feels as full of filler as this game does, including the game in which "forced waiting" is an integral core mechanic!
While I did want to get this bit of frustration out of the way, once you do get to the good parts, boy are you in for a ride. Insanely fun input soup Dustforce gimmick with a screen of non stop aerial movement; Cycle needle concepts that outdo even the current masters of the craft; And a true final boss to rival NANC2, built upon the concepts that the any% boss introduced. The game also gets a massive boost to visuals here, and it's absolutely gorgeous to look at. In every aspect, this part of the game is absolutely worth playing, and had the rest of it been up to the standard being set here, it'd easily be a 10 and would likely have earned a spot in my top 10 fangames.
But it's not.
In any capacity, I would still completely and absolutely recommend this to everyone so long as they have the patience to sit through the start to get to the end. It is still on all accounts a brilliant game, just one I have my own minor frustrations with.
For: I Wanna Step Outside the Needle
Now that we've got that out of the way, I would like to summarize this game in 2 words: half baked.
The cycles are a consistently mixed bag between boring/frustrating cycles that serve mostly as pointless waiting, standard cycle needle ideas that have been done before and don't have much new to offer, and the occasional brilliant ideas on par with games like Noesis. The gameplay the cycles themselves facilitate is mostly full of clunky stutters and precise timings; The water segments also have their awkwardness. Still, occasionally there are satisfying weaving drops, cycles that line up well or a gimmick that forces you to speedrun through a section designed for that specifically; These are the highlight of the game, and if the entire game was made out of the best parts, it'd easily earn itself over an 8.5.
As for the atmosphere, it felt like a good attempt was made but the result was lacking. Visually, it's only basic tiling and background, which while those elements do look impressive on their own, the lack of any dynamic or decorative element makes it look very stiff and makes many of the stages feel the same (the heavy iwm homages certainly don't help in this regard). Many of them feel like they were put together due to being thematically similar, without managing to truly blend together with each other, and the same goes for the song choices, making areas feel like you're being implicitly told "this is supposed to be the temple area" or "this is supposed to be the futuristic tech area" without achieving true immersion. All in all, it feels like the visuals came secondary to the needle and are there because "a good needle game needs visuals and song", although I will also acknowledge that it also does feel like once this was recognized the maker has spent some effort trying to put together a set of visuals/atmosphere that more or less works together.
The review has been mostly negative so far, but I genuinely do think there are good moments in here that are worth playing for, and the annoyances I described, while permeating throughout the entire game, are usually minor enough to ignore. All in all, a step in the right direction, but still in need of improvement. Would recommend to experienced players who won't struggle with this, and especially people with a decent bit of patience.
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna Musiclock | 74.7 | 9.3 | 20 |
I wanna Xanadu | 60.7 | 7.7 | 8 |
32 Favorite Games
143 Cleared Games