Kelvar's Profile
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42 Reviews!
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42 Reviews
Kelvar
For: I wanna be the Story
For: I wanna be the Story
I've played a lot of games others might consider low-quality, and ended up enjoying that experience. At first, this game felt like one of those, in a semi-obscure puzzle-esque way. However, there were few sections that were especially illogical, and several aspects of its design that were just annoying.
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
[1] Like
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
Rating: 1.5 15
Difficulty: 50 50
Jul 3, 2023
Kelvar
For: track01
For: track01
The attacks are basic, the sync is okay, the fight is very easy.
I ended up beating it on my first try, having gone in completely blind.
I know this is the default engine song, but using the same song as an avoidance in the title or clear screen or anywhere else in the game will always feel off. This is no exception.
I ended up beating it on my first try, having gone in completely blind.
I know this is the default engine song, but using the same song as an avoidance in the title or clear screen or anywhere else in the game will always feel off. This is no exception.
Tagged as: Avoidance
[0] Likes
Rating: 1.5 15
Difficulty: 10 10
Jun 26, 2023
Kelvar
For: I wanna think of a name
For: I wanna think of a name
Very charming and fun game, primarily platforming-based.
The difficulty stays consistent throughout. I would recommend this game for someone looking for moderately-difficult creative platforming.
Summary:
The first section is trap-based platforming, and has some creative uses of triggers.
The section section centers around standard vines and "boost" vines, as well as bullet bill launchers. The platforming here was quite enjoyable, and it was definitely my favorite part of the game.
At the end of this section there is a long chase sequence. The stage is set up quite well, and the timing is appropriately lenient. The pathing was clear enough to navigate under pressure, and there was enough room for imprecision that I could sight-read extended sections at a time, which is important for something like this.
After the chase sequence, there is a boss section. Honestly, this section felt overly RNG-dependent due to the boss' movement, and out-of-place compared to the rest of the game. I would have preferred if the game stuck with a platforming focus, and scrapped the boss section entirely.
After the boss dies, you are teleported to the third and final section. The gameplay centers around gravity flipping. The implementation of VVVVVV Kid and the gravity-checking killers (grey blocks that only appear for one gravity direction) adds a semi-puzzle element to the platforming that I really admire. The atmosphere of this stage fits the design beautifully.
My only complaint is that there is no way to see where the gravity-checking killers are when you are in the gravity direction that can pass through them. This was mainly relevant in the later saves.
[0] Likes
The difficulty stays consistent throughout. I would recommend this game for someone looking for moderately-difficult creative platforming.
Summary:
The first section is trap-based platforming, and has some creative uses of triggers.
The section section centers around standard vines and "boost" vines, as well as bullet bill launchers. The platforming here was quite enjoyable, and it was definitely my favorite part of the game.
At the end of this section there is a long chase sequence. The stage is set up quite well, and the timing is appropriately lenient. The pathing was clear enough to navigate under pressure, and there was enough room for imprecision that I could sight-read extended sections at a time, which is important for something like this.
After the chase sequence, there is a boss section. Honestly, this section felt overly RNG-dependent due to the boss' movement, and out-of-place compared to the rest of the game. I would have preferred if the game stuck with a platforming focus, and scrapped the boss section entirely.
After the boss dies, you are teleported to the third and final section. The gameplay centers around gravity flipping. The implementation of VVVVVV Kid and the gravity-checking killers (grey blocks that only appear for one gravity direction) adds a semi-puzzle element to the platforming that I really admire. The atmosphere of this stage fits the design beautifully.
My only complaint is that there is no way to see where the gravity-checking killers are when you are in the gravity direction that can pass through them. This was mainly relevant in the later saves.
Rating: 8.5 85
Difficulty: 50 50
Jun 25, 2023
Kelvar
For: I Wanna Be The CBT
For: I Wanna Be The CBT
The Sacred C2 of Happil clones
[11] Likes
Rating: 8.5 85
Difficulty: 45 45
Jun 15, 2023
Kelvar
For: I wanna be the Eggy!
For: I wanna be the Eggy!
IWBT Eggy! is a short trap game with a handful of gimmicks, but what it does have is fun, and is definitely on the higher end of creativity in trap games.
The gimmicks are explained in Chinese (which I do not speak) but I was able to figure them out very quickly just from experimenting, so do not worry if you also do not speak Chinese.
Note to the dev: My one complaint is that there isn't a short scene to kill you for shooting the TRAP save. I also really appreciate being able to skip the intro to the final series of traps.
[1] Like
The gimmicks are explained in Chinese (which I do not speak) but I was able to figure them out very quickly just from experimenting, so do not worry if you also do not speak Chinese.
Note to the dev: My one complaint is that there isn't a short scene to kill you for shooting the TRAP save. I also really appreciate being able to skip the intro to the final series of traps.
Rating: 7.0 70
Difficulty: 30 30
Jun 5, 2023
1 Game
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
The Maker Medley | 44.1 | 8.9 | 57 |
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74 Cleared Games