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Wolfiexe
For: I wanna be the Farewell
For: I wanna be the Farewell
Farewell was Azure's last game for quite a while, until the release of Scenario. With a wonderful display of the creative mind the maker has developed across his repertoire of games, as well as a wide variety of gimmicks, very smartly designed platforming and a wide collection of bosses, this game nails the adventure genre in just about all aspects. (Note: If you're wanting to play for True End, you'll need mandatory secrets. I've included a pastebin at the bottom of this review listing the secrets in the order they appear for your convenience. There's also a plot summary provided by Grisha92 down there, if you're curious!)
The game follows a mostly linear path with a few optional segments here and there, alongside a very dramatic and perhaps convoluted story. Unfortunately this is all in Japanese, so unless you're handy with reading the language you will struggle to make sense of things. Thankfully it's generally not too difficult to figure out your next step, and the stages flow pretty nicely between one another.
There are also 4 endings in the game; that is a bad ending (Ending 4), two good ends (Ending 3 and 2) and a true ending (Ending 1). Your ending will be determined by how many rabbit secrets you killed/collected over the course of the game, where you'll need to find all 12 alongside a couple extra secrets. I'll link a pastebin at the end of this review if you'd like an easy reference for getting the best ending, which does provide some more end-game content that's definitely worth experiencing.
The highlights of the game for me come with some of Azure's more creative platforming alongside often not-too-complex gimmicks. The stage where a spike tracks your x-position and shoots a laser whenever you jump is especially well designed, with a couple really cleverly saves that were a blast to play. I also really liked the knife stage near the end which felt unfortunately short but very enjoyable to play. The bosses are also for the most part fun to play with a few rough edges. Azure makes good use of the stage gimmicks in combination with the appropriate boss, and the final true end boss in particular is a very fun fight which wraps up the adventure nicely.
Difficulty-wise, there definitely feels like there's some hiccups here and there in regards to fairness or balancing. One big offender is the Zangief fight where you fall through the skies. Whilst this is conceptually cool and interesting to play, the time it takes to change your colour in combination with the end of the fight's clown fiesta phase can feel very unrewarding, and at times unfair. The true final boss also has an attack that is far harder than everything else, and whilst fun to play it definitely sticks out a bit.
You're guaranteed to find something in here you have fun with and also probably something that doesn't strike a chord as well, though it's well worth a play for anyone looking for a challenging adventure game, and one of Azure's finest.
As a closer, if anyone would like further clarification on how to get the true ending, I've provided a pastebin listing the 12 bunny locations, alongside the couple other important details! - https://pastebin.com/x6D0DyBx
In addition, Grisha92 did a translation of the story. You can find the plot summary here! - https://pastebin.com/1tFyPuiW
[9] Likes
The game follows a mostly linear path with a few optional segments here and there, alongside a very dramatic and perhaps convoluted story. Unfortunately this is all in Japanese, so unless you're handy with reading the language you will struggle to make sense of things. Thankfully it's generally not too difficult to figure out your next step, and the stages flow pretty nicely between one another.
There are also 4 endings in the game; that is a bad ending (Ending 4), two good ends (Ending 3 and 2) and a true ending (Ending 1). Your ending will be determined by how many rabbit secrets you killed/collected over the course of the game, where you'll need to find all 12 alongside a couple extra secrets. I'll link a pastebin at the end of this review if you'd like an easy reference for getting the best ending, which does provide some more end-game content that's definitely worth experiencing.
The highlights of the game for me come with some of Azure's more creative platforming alongside often not-too-complex gimmicks. The stage where a spike tracks your x-position and shoots a laser whenever you jump is especially well designed, with a couple really cleverly saves that were a blast to play. I also really liked the knife stage near the end which felt unfortunately short but very enjoyable to play. The bosses are also for the most part fun to play with a few rough edges. Azure makes good use of the stage gimmicks in combination with the appropriate boss, and the final true end boss in particular is a very fun fight which wraps up the adventure nicely.
Difficulty-wise, there definitely feels like there's some hiccups here and there in regards to fairness or balancing. One big offender is the Zangief fight where you fall through the skies. Whilst this is conceptually cool and interesting to play, the time it takes to change your colour in combination with the end of the fight's clown fiesta phase can feel very unrewarding, and at times unfair. The true final boss also has an attack that is far harder than everything else, and whilst fun to play it definitely sticks out a bit.
You're guaranteed to find something in here you have fun with and also probably something that doesn't strike a chord as well, though it's well worth a play for anyone looking for a challenging adventure game, and one of Azure's finest.
As a closer, if anyone would like further clarification on how to get the true ending, I've provided a pastebin listing the 12 bunny locations, alongside the couple other important details! - https://pastebin.com/x6D0DyBx
In addition, Grisha92 did a translation of the story. You can find the plot summary here! - https://pastebin.com/1tFyPuiW
Rating: 9.1 91
Difficulty: 70 70
Jan 7, 2019
Wolfiexe
For: I Wanna Break The Last Z
For: I Wanna Break The Last Z
Last Z is the fourth entry in PDPlayer's Z medley series, taking many traits and classic elements you'd expect to see in a PDPlayer game, although with a fresh lick of paint. There's actually a lot of surprises in here amidst some questionable decisions. Worth a note that this review is based on v0.7, which ends just after the Boss Rush segment of the game.
It follows the standard K/Z/etc. medley formula of four stages with three bosses and a boss rush. The screen picks feel more interesting than his previous medleys with a bit less emphasis on just solely needle, and including some more adventurey and unique picks. Some personal standouts include Orbit, Scribble, Classic and Domu. These are the kinds of screens that make medley stages feel more unique to me, as you're playing a variety of genres and styles which makes the experience feel a lot more interesting and memorable. In general, the stages and overall platforming felt very enjoyable to me and were the standout of playthrough.
The stage bosses are fairly reasonable in difficulty until Gustav, where things take a pretty big spike. The first boss requires a bit of trial and error learning although nothing too demanding or precise, and the second boss whilst challenging I believe was nerfed after feedback to fit the flow of the game better, and this made for a pretty solid and varied boss. Gustav, the third boss utilises different weapons à la Justice Guy, giving you a slide mechanic too which makes for a very hectic and intense fight. As mentioned, it's also much harder and has some questionable decisions such as the post-avoidance phase which is a complete clown fiesta and killed momentum somewhat for me. I also disliked the avoidance cutaway here (although I wish that wasn't relied on so heavily for every boss anyway), as a very intense and hype musical score gets shafted for 30 seconds or so of a random Miku avoidance. It just feels kinda jarring, to me at least, and cuts away from the epicness of the fight.
Boss Rush is back yet again. I'd like to see PDPlayer abandon this trademark as I'm sure a number of people would. I had a blast playing up to here but as always, when faced with a wall of 4 avoidances my motivation wasn't at the highest. It's not quite as staggering or intimidating as his previous game choices but some of his changes made the experience a bit clunky, most notably on the Butterfly avoidance where he buffed a lot of the RNG to the point where the variance could be very wacky. Catastrophe Rin wasn't my kind of avoidance and has a few patterns that you have to worry about amidst a sea of forgettable attacks. Call Me It is also changed from the original, with the final phase being a hectic mess where it seems people either beat it very quickly or have a nightmare of a time with it. Noesis is majorly nerfed from the OG minus the first attack of phase 3, which was staggeringly difficult for me. I only beat it twice before thankfully first trying 5 attacks and winning, otherwise I may have been here a while longer. It's not too bad on a whole, but the boss rush concept is still stale and overdone, and I wish PD would rely on it less and innovate with something different to make his medley have more individuality and avoid the inevitable comparisons.
A big positive is there are tons of secrets and extra hidden content throughout the game. Alongside the classic four secrets, there are tons of hidden relics to search and collect via doing additional secret screen picks, alongside flashback memories to PD's old Z medley avoidances and some other avoidance excerpts. There's also an overworld of sorts where you can go spend currency collected via achievements to buy cosmetic changes and other cool little features. It's just nice to see.
Overall I've had a surprisingly fun time so far. The game is as of yet, unfinished. I can only assume it will follow a very similar format as his past medleys, of having a stage 4 boss followed by guest stages and then some wacky PDPlayer hijinks at the end of the game. Regardless of where he takes it, I hope he takes it in a direction that prioritises fun and variety over difficulty.
It follows the standard K/Z/etc. medley formula of four stages with three bosses and a boss rush. The screen picks feel more interesting than his previous medleys with a bit less emphasis on just solely needle, and including some more adventurey and unique picks. Some personal standouts include Orbit, Scribble, Classic and Domu. These are the kinds of screens that make medley stages feel more unique to me, as you're playing a variety of genres and styles which makes the experience feel a lot more interesting and memorable. In general, the stages and overall platforming felt very enjoyable to me and were the standout of playthrough.
The stage bosses are fairly reasonable in difficulty until Gustav, where things take a pretty big spike. The first boss requires a bit of trial and error learning although nothing too demanding or precise, and the second boss whilst challenging I believe was nerfed after feedback to fit the flow of the game better, and this made for a pretty solid and varied boss. Gustav, the third boss utilises different weapons à la Justice Guy, giving you a slide mechanic too which makes for a very hectic and intense fight. As mentioned, it's also much harder and has some questionable decisions such as the post-avoidance phase which is a complete clown fiesta and killed momentum somewhat for me. I also disliked the avoidance cutaway here (although I wish that wasn't relied on so heavily for every boss anyway), as a very intense and hype musical score gets shafted for 30 seconds or so of a random Miku avoidance. It just feels kinda jarring, to me at least, and cuts away from the epicness of the fight.
Boss Rush is back yet again. I'd like to see PDPlayer abandon this trademark as I'm sure a number of people would. I had a blast playing up to here but as always, when faced with a wall of 4 avoidances my motivation wasn't at the highest. It's not quite as staggering or intimidating as his previous game choices but some of his changes made the experience a bit clunky, most notably on the Butterfly avoidance where he buffed a lot of the RNG to the point where the variance could be very wacky. Catastrophe Rin wasn't my kind of avoidance and has a few patterns that you have to worry about amidst a sea of forgettable attacks. Call Me It is also changed from the original, with the final phase being a hectic mess where it seems people either beat it very quickly or have a nightmare of a time with it. Noesis is majorly nerfed from the OG minus the first attack of phase 3, which was staggeringly difficult for me. I only beat it twice before thankfully first trying 5 attacks and winning, otherwise I may have been here a while longer. It's not too bad on a whole, but the boss rush concept is still stale and overdone, and I wish PD would rely on it less and innovate with something different to make his medley have more individuality and avoid the inevitable comparisons.
A big positive is there are tons of secrets and extra hidden content throughout the game. Alongside the classic four secrets, there are tons of hidden relics to search and collect via doing additional secret screen picks, alongside flashback memories to PD's old Z medley avoidances and some other avoidance excerpts. There's also an overworld of sorts where you can go spend currency collected via achievements to buy cosmetic changes and other cool little features. It's just nice to see.
Overall I've had a surprisingly fun time so far. The game is as of yet, unfinished. I can only assume it will follow a very similar format as his past medleys, of having a stage 4 boss followed by guest stages and then some wacky PDPlayer hijinks at the end of the game. Regardless of where he takes it, I hope he takes it in a direction that prioritises fun and variety over difficulty.
Tagged as: Medley
[5] Likes
Rating: 7.9 79
Difficulty: 80 80
Jan 5, 2019
Wolfiexe
For: I Wanna Fill In The Blanks
For: I Wanna Fill In The Blanks
Definitely one of the most unique and arguably replayable fangames out there. Similar to Draw My Guy, Fill in the Blanks takes a create-your-own-story sort of approach whereby you contribute your own ideas and words and...well, the best way to experience it is to go in blind initially and see what wacky shenanigans ensue.
In terms of the gameplay, it's primarily simple stuff with a few trap-based platforming segments and a couple of bosses thrown in for good measure. The main enjoyment of the game comes with what accompanies it, and is first and foremost the reason to play it. The difficulty feels very reasonable although those who are brand new to fangames may find it a little challenging, otherwise I'd be in a rush to recommend this to non-fangame players as well.
It's a blast to play, and one that I'll definitely be revisiting multiple times in the future. If you are still blind on this then I implore you to download it and give it a whirl, I'm sure you won't be disappointed. Even if you aren't blind, I'm sure your playthrough will be quite unlike anyone else's.
[1] Like
In terms of the gameplay, it's primarily simple stuff with a few trap-based platforming segments and a couple of bosses thrown in for good measure. The main enjoyment of the game comes with what accompanies it, and is first and foremost the reason to play it. The difficulty feels very reasonable although those who are brand new to fangames may find it a little challenging, otherwise I'd be in a rush to recommend this to non-fangame players as well.
It's a blast to play, and one that I'll definitely be revisiting multiple times in the future. If you are still blind on this then I implore you to download it and give it a whirl, I'm sure you won't be disappointed. Even if you aren't blind, I'm sure your playthrough will be quite unlike anyone else's.
Rating: 9.0 90
Difficulty: 35 35
Jan 1, 2019
Wolfiexe
For: I wanna be the Whimsical Mercy
For: I wanna be the Whimsical Mercy
Whimsical Mercy consists of just the one avoidance lasting roughly 3:20 in length set to a very upbeat and SourPls Miku song. Primarily pattern based, it provides a fun challenge with a couple of questionable spots dragging it down a little in regards to the fun factor, although I enjoyed my time with this for the most part.
The song is actually what mainly drew me to play this originally, which is a rarity for a vocaloid song. It's very catchy, and the multitude of colourful attacks throughout are synced to the song very well in many creative ways, which makes it very satisfying to play as you slide through the patterns and enjoy the visual festivities it has to offer. I particularly liked the zoom-in segment of the avoidance/song and the rotating wheel-of-sorts in the middle. In addition, there's a fun little easter egg where you can access a second non-vocaloid version of the song by some exploring of hidden blocks in the portal room, which is something I always appreciate to keep things fresh.
Whilst a couple of attacks can feel a bit cumbersome to get to grips with at first, the weakest part is most certainly the last 30 seconds or so. One particular attack will have you timing a very sketchy jump in the center of the screen which can feel a bit grindy and inconsistent, and this is followed up by a clown fiesta ending of sorts that will very likely wall you until you're blessed by the gods of RNG. Thankfully I was lucky and didn't have too many heartbreaks here, but it's a very blatant issue when the super fast RNG spray overlaps with a previous RNG fiesta and all you can really do is head left and hope it sorta works out for you.
Rough spots aside though, it's a fun avoidance. My motivation dipped a little bit around the 2:20 mark when the aimed-cherry/lovetrap-esque-kinda attack happened because I'm generally bad at those, but even with the questionable ending segments I was still having fun playing. Would recommend if you're looking for a primarily-pattern avoidance with a SourPls song and some kooky attacks that feel satisfying or even whimsical to play.
The song is actually what mainly drew me to play this originally, which is a rarity for a vocaloid song. It's very catchy, and the multitude of colourful attacks throughout are synced to the song very well in many creative ways, which makes it very satisfying to play as you slide through the patterns and enjoy the visual festivities it has to offer. I particularly liked the zoom-in segment of the avoidance/song and the rotating wheel-of-sorts in the middle. In addition, there's a fun little easter egg where you can access a second non-vocaloid version of the song by some exploring of hidden blocks in the portal room, which is something I always appreciate to keep things fresh.
Whilst a couple of attacks can feel a bit cumbersome to get to grips with at first, the weakest part is most certainly the last 30 seconds or so. One particular attack will have you timing a very sketchy jump in the center of the screen which can feel a bit grindy and inconsistent, and this is followed up by a clown fiesta ending of sorts that will very likely wall you until you're blessed by the gods of RNG. Thankfully I was lucky and didn't have too many heartbreaks here, but it's a very blatant issue when the super fast RNG spray overlaps with a previous RNG fiesta and all you can really do is head left and hope it sorta works out for you.
Rough spots aside though, it's a fun avoidance. My motivation dipped a little bit around the 2:20 mark when the aimed-cherry/lovetrap-esque-kinda attack happened because I'm generally bad at those, but even with the questionable ending segments I was still having fun playing. Would recommend if you're looking for a primarily-pattern avoidance with a SourPls song and some kooky attacks that feel satisfying or even whimsical to play.
Tagged as: Avoidance
[1] Like
Rating: 7.0 70
Difficulty: 77 77
Jan 1, 2019
Wolfiexe
For: I wanna be the Magnificent Stumble
For: I wanna be the Magnificent Stumble
Rating and review is based on the Hard difficulty. Easy I'd gauge to be around a 70 difficulty rating.
Magnificent Stumble is a very polished and aesthetically simple yet pleasing needle game, boasting a wide variety of very unusual manoeuvres and slick jumps that will test just about everyone who takes a stab at it. There are two difficulties upon starting, these being Easy and Hard. As aforementioned, Easy is about a 70 difficulty rating which still makes for a considerable challenge, whereas Hard buffs every save in a multitude of ways, making for some incredibly daunting gauntlets and tough times. The final save felt like one of the hardest needle saves I'd beaten, making it a very taxing challenge, so do be wary when you're deciding the difficulty you want to play with here.
After a brief introductory segment, the game presents two paths of needle for you to tackle. The needle itself is very well made. Hiddow makes use of the classic needle gimmicks we've all come to know and love such as vines, water and platforms, as well as a plethora of delicious fruit to overcome. They're often used in satisfying yet very demanding ways, giving very little room for error. The arrangement of the jumps in conjunction with the stage layout is really interesting, and the overall aesthetic is just very memorable and pleasing to travel through. Any mandatory aligns are highlighted for comfort-sake, and whilst save balance can differ quite frequently, each path culminates in quite a challenging finale.
I started with the left path which feels like the easier of the two, although a couple of screens in particular with some very tricky final jumps and worrying segments make for a real big challenge. I believe this stage is also longer than the right, being made up of a 4x4 room grid. I enjoyed the majority of this stage, although an early screen presents a jump that had me puzzled for a while at the end of a multi-screen save whereby a shuriken t-bone is nerfed by a pixel or two which allows you to full jump inside to get the distance required for the landing. I was a bit stumped for a while as I didn't think it would be possible.
The right path I tackled last, and this definitely brought the difficulty rating up. This path feels a lot more precision-focused and boasts some incredibly tough segments particular towards the end, where floating vines became my worst nightmare . The final screen of this path also ended up costing me an incredibly hefty number of deaths and numerous hours, being made up of a multitude of very tough jumps mixed in with wacky 16px's and a final jump that I found really unpleasant. Be prepared for a consistency grind when you get here, as this truly is Hiddow's Frankenstein of the needle world (if I had to rank the save by itself, it would probably be in the low 90's).
Magnificent Stumble is a very refreshing needle game. I don't generally enjoy playing or grinding needle of this difficulty, but Hiddow designed it in a way that felt enjoyable and interesting throughout, even with the odd save stinging in difficulty or causing some frustration. My only main nitpick would be the worrying high number of 16px buffs that I believe were added between the Easy and Hard mode increase, although I feel they're often done in creative ways. One of my favourite hard needle games for sure.
Magnificent Stumble is a very polished and aesthetically simple yet pleasing needle game, boasting a wide variety of very unusual manoeuvres and slick jumps that will test just about everyone who takes a stab at it. There are two difficulties upon starting, these being Easy and Hard. As aforementioned, Easy is about a 70 difficulty rating which still makes for a considerable challenge, whereas Hard buffs every save in a multitude of ways, making for some incredibly daunting gauntlets and tough times. The final save felt like one of the hardest needle saves I'd beaten, making it a very taxing challenge, so do be wary when you're deciding the difficulty you want to play with here.
After a brief introductory segment, the game presents two paths of needle for you to tackle. The needle itself is very well made. Hiddow makes use of the classic needle gimmicks we've all come to know and love such as vines, water and platforms, as well as a plethora of delicious fruit to overcome. They're often used in satisfying yet very demanding ways, giving very little room for error. The arrangement of the jumps in conjunction with the stage layout is really interesting, and the overall aesthetic is just very memorable and pleasing to travel through. Any mandatory aligns are highlighted for comfort-sake, and whilst save balance can differ quite frequently, each path culminates in quite a challenging finale.
I started with the left path which feels like the easier of the two, although a couple of screens in particular with some very tricky final jumps and worrying segments make for a real big challenge. I believe this stage is also longer than the right, being made up of a 4x4 room grid. I enjoyed the majority of this stage, although an early screen presents a jump that had me puzzled for a while at the end of a multi-screen save whereby a shuriken t-bone is nerfed by a pixel or two which allows you to full jump inside to get the distance required for the landing. I was a bit stumped for a while as I didn't think it would be possible.
The right path I tackled last, and this definitely brought the difficulty rating up. This path feels a lot more precision-focused and boasts some incredibly tough segments particular towards the end, where floating vines became my worst nightmare . The final screen of this path also ended up costing me an incredibly hefty number of deaths and numerous hours, being made up of a multitude of very tough jumps mixed in with wacky 16px's and a final jump that I found really unpleasant. Be prepared for a consistency grind when you get here, as this truly is Hiddow's Frankenstein of the needle world (if I had to rank the save by itself, it would probably be in the low 90's).
Magnificent Stumble is a very refreshing needle game. I don't generally enjoy playing or grinding needle of this difficulty, but Hiddow designed it in a way that felt enjoyable and interesting throughout, even with the odd save stinging in difficulty or causing some frustration. My only main nitpick would be the worrying high number of 16px buffs that I believe were added between the Easy and Hard mode increase, although I feel they're often done in creative ways. One of my favourite hard needle games for sure.
Tagged as: Needle
[6] Likes
Rating: 9.0 90
Difficulty: 87 87
Dec 18, 2018
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