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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
Difficulty: 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
Difficulty: 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
Difficulty: 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
Difficulty: 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 Reveal Spoilerwhereby 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, Reveal Spoilerwhere 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 Reveal Spoilerwhereby 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, Reveal Spoilerwhere 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
Difficulty: 87
Dec 18, 2018
Wolfiexe
For: if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver
For: if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver
Kakki is easily one of the best avoidances I've played, and definitely one of the most creative. From start to finish there's just a ridiculous amount of things going on, making a blind watch incredibly confusing as you try to piece together the ins and outs of each attack, but figuring it out and making progress feels incredibly rewarding.
The avoidance consists of 17 scenes (phases, of sorts) and the game tracks your deaths on each scene on the portal screen which is nice for those statistic-lovers out there. The avoidance relies on pattern quite heavily although it's never quite that simple. Patterns will alternate or change between a selection of a few, often tangled in with some very smart telegraphing to hint the player in the right direction. One of my personal favourites is scene 14, whereupon an image scrolls behind some cherry silhouettes to hint at the correct platform to take at the end of the scene, all whilst you're tackling some spooky and creative attacks in a race-against-time.
Each scene feels like its own unique mini-avoidance of sorts and yet they all flow together really smoothly, utilising infinite-jump being given and taken away to give the player a constantly changing sense of freedom. One minute you'll be dancing in-between some tight patterns in a small box in the middle of the screen, only to be getting shook back-and-forth in a box of water by some rambunctious anime rascals moments later. Then onto some mind-bending attack in scene 10 which serves as a big challenge of reading and reacting, only to go into a 5000 IQ game of memory a scene later which throws everything down the drain if you weren't paying attention.
The game also features a currency/score system, whereby as you play you accumulate points which can unlock bonuses such as cosmetics for The Kid, different versions of the avoidance song and even some sound effects! It adds another layer to the game to make it feel like there's a bit more to care about, and getting a high score multiplier by chance at the start of an attempt only adds to the nerves as you desperately try not to waste it.
In addition, each scene has a secret which serves little purpose other than to get you some bonus points and make you go OOOOHHHHH for a moment. I must admit, it was a nice morale boost after a series of bad attempts to see Rin pop up holding a giraffe accompanied by a chirpy celebratory shout. It's another addition that doesn't change a great deal but it's a really sweet addition that makes it all the more memorable. Oh, and it even saves a screenshot every time you get a secret if you want to look back on your collection. Fun stuff.
I did have some gripes in the avoidance but I could mostly only ever blame myself. The only segment which I felt was very unfair was the end of the fall in scene 10, where sometimes the cherries would glide straight into you and given that you have no jump nor can you affect your falling speed, it can give you an impossible scenario. It probably happened in the single digits by the time I cleared, but each time was very frustrating. It's a small dampener in an otherwise amazingly polished avoidance.
It speaks a lot that I can write this much for a game with just one avoidance and still feel like I'm not going into enough detail. Kakki is just an insane avoidance experience and will stand as one of my favourites for quite some time to come. Would strongly recommend if you want a big but very rewarding challenge. Great stuff!
The avoidance consists of 17 scenes (phases, of sorts) and the game tracks your deaths on each scene on the portal screen which is nice for those statistic-lovers out there. The avoidance relies on pattern quite heavily although it's never quite that simple. Patterns will alternate or change between a selection of a few, often tangled in with some very smart telegraphing to hint the player in the right direction. One of my personal favourites is scene 14, whereupon an image scrolls behind some cherry silhouettes to hint at the correct platform to take at the end of the scene, all whilst you're tackling some spooky and creative attacks in a race-against-time.
Each scene feels like its own unique mini-avoidance of sorts and yet they all flow together really smoothly, utilising infinite-jump being given and taken away to give the player a constantly changing sense of freedom. One minute you'll be dancing in-between some tight patterns in a small box in the middle of the screen, only to be getting shook back-and-forth in a box of water by some rambunctious anime rascals moments later. Then onto some mind-bending attack in scene 10 which serves as a big challenge of reading and reacting, only to go into a 5000 IQ game of memory a scene later which throws everything down the drain if you weren't paying attention.
The game also features a currency/score system, whereby as you play you accumulate points which can unlock bonuses such as cosmetics for The Kid, different versions of the avoidance song and even some sound effects! It adds another layer to the game to make it feel like there's a bit more to care about, and getting a high score multiplier by chance at the start of an attempt only adds to the nerves as you desperately try not to waste it.
In addition, each scene has a secret which serves little purpose other than to get you some bonus points and make you go OOOOHHHHH for a moment. I must admit, it was a nice morale boost after a series of bad attempts to see Rin pop up holding a giraffe accompanied by a chirpy celebratory shout. It's another addition that doesn't change a great deal but it's a really sweet addition that makes it all the more memorable. Oh, and it even saves a screenshot every time you get a secret if you want to look back on your collection. Fun stuff.
I did have some gripes in the avoidance but I could mostly only ever blame myself. The only segment which I felt was very unfair was the end of the fall in scene 10, where sometimes the cherries would glide straight into you and given that you have no jump nor can you affect your falling speed, it can give you an impossible scenario. It probably happened in the single digits by the time I cleared, but each time was very frustrating. It's a small dampener in an otherwise amazingly polished avoidance.
It speaks a lot that I can write this much for a game with just one avoidance and still feel like I'm not going into enough detail. Kakki is just an insane avoidance experience and will stand as one of my favourites for quite some time to come. Would strongly recommend if you want a big but very rewarding challenge. Great stuff!
Tagged as: Avoidance
Galaxy_Brain
[10] Likes
Rating: 10.0 100
Difficulty: 90 90
Dec 8, 2018
Wolfiexe
For: I Wanna Get Cultured 2
For: I Wanna Get Cultured 2
Comfortably one of the most padded-out and polished medley games out there, with a massive amount of content sure to keep you satisfied for many hours to come. Cultured 2 is an incredibly memorable and enjoyable game and a great take on the medley-genre.
Taking the 2 screens-per-game-pick format, each stage has a very sizeable number of screens with a wide variety in styles, ranging from your lovable needle picks such as Uhuhu Spike and SSR2 to some more gimmick-orientated screens like Reach Heaven or Hibachi. Nothing ever gets too unfamiliar, but you can expect it to stay interesting throughout all the stages. They're accompanied by a fun selection of bosses too, each made by a different maker which makes for some fun end-of-stage fights.
The game also features a huge amount of side content such as bonus challenges with extra picks from more unusual games, as well as a randomizer mode of sorts to add for some fun and wacky replayability, and most notably the Bifficult mode, which buffs all existing screens and adds a plethora of new content for those daring enough to aim for the "True End"-of sorts. It's a very fun and challenging ride.
With so much content, there's always gonna be a few things that stand out as less enjoyable but the bulk of the content overshadows any negatives that peek out. A small nitpick would be that boss 5 feels quite lengthy despite being fun to play, although it might be my mild PTSD speaking here. The guest stages also feel like quite a big bulk which maybe could've been slightly shorter or perhaps only requiring a certain amount to be completed to allow progress, although they're all creative and enjoyable in their own right.
Overall though C2 is a fantastic game and a solid favourite of mine. It feels like a nice celebration of a wide variety of games that deserve to be remembered and showcased, something which I feel medley games are all about and perhaps something that isn't focused on as much now.
[2] Likes
Taking the 2 screens-per-game-pick format, each stage has a very sizeable number of screens with a wide variety in styles, ranging from your lovable needle picks such as Uhuhu Spike and SSR2 to some more gimmick-orientated screens like Reach Heaven or Hibachi. Nothing ever gets too unfamiliar, but you can expect it to stay interesting throughout all the stages. They're accompanied by a fun selection of bosses too, each made by a different maker which makes for some fun end-of-stage fights.
The game also features a huge amount of side content such as bonus challenges with extra picks from more unusual games, as well as a randomizer mode of sorts to add for some fun and wacky replayability, and most notably the Bifficult mode, which buffs all existing screens and adds a plethora of new content for those daring enough to aim for the "True End"-of sorts. It's a very fun and challenging ride.
With so much content, there's always gonna be a few things that stand out as less enjoyable but the bulk of the content overshadows any negatives that peek out. A small nitpick would be that boss 5 feels quite lengthy despite being fun to play, although it might be my mild PTSD speaking here. The guest stages also feel like quite a big bulk which maybe could've been slightly shorter or perhaps only requiring a certain amount to be completed to allow progress, although they're all creative and enjoyable in their own right.
Overall though C2 is a fantastic game and a solid favourite of mine. It feels like a nice celebration of a wide variety of games that deserve to be remembered and showcased, something which I feel medley games are all about and perhaps something that isn't focused on as much now.
Rating: 9.7 97
Difficulty: 70 70
Dec 8, 2018
Wolfiexe
For: I Dun Wanna be Anything 2
For: I Dun Wanna be Anything 2
Dun Wanna Be Anything 2 is most likely one of the most grandiose fangames out there in terms of scope. It boasts a huge collection of stages and bosses, each with completely different themes both visually and mechanically and all interweaving into one-another to create a very cohesive world. Zanto has made a really impressive metroidvania that's sure to be a memorable adventure for any fangame player.
The game starts off with a relatively simple series of stages and slow introduction of gimmicks to ease the player in, before introducing a variety of paths and new gimmicks to keep the gameplay interesting and fresh all the way throughout this huge adventure. Naturally with any game with this much variety, there's a fair share of ups and downs although in my experience the positives far outweighed the negatives. Some personal highlights included the galaxy brain block puzzles which felt very cleverly designed, or the Dash Zone which made for some very challenge but intense platforming sequences. Cycle-based platforming is very common in this and Zanto has taken good care to ensure fast cycles are generally always possible, making it flow much smoother.
There's also a wide variety of bosses amongst the many stages. The majority of them are learn-based with an emphasis on pattern attacks compared to barrage, and for the most part they're pretty fun to get through. I only had an issue on a couple, such as the Flame Salamander (whatever it's called) which felt very instagibby and a little unintuitive with a very long intro, although thankfully it died quickly with usage of a certain item which alleviated the problem a great deal. There's undoubtedly some sore spots that can cause a bit of frustration, although the metroidvania elements allow you to explore elsewhere for powerups to ease the fight's difficulty that little bit more.
If you dive into this, expect a long and arduous journey full of heartbreak, whimsy and wonder, but one you won't soon forget. The amount of effort put into this game is staggering and despite the odd hiccup here or there, the end result is something pretty great.
Also GUTS!
[2] Likes
The game starts off with a relatively simple series of stages and slow introduction of gimmicks to ease the player in, before introducing a variety of paths and new gimmicks to keep the gameplay interesting and fresh all the way throughout this huge adventure. Naturally with any game with this much variety, there's a fair share of ups and downs although in my experience the positives far outweighed the negatives. Some personal highlights included the galaxy brain block puzzles which felt very cleverly designed, or the Dash Zone which made for some very challenge but intense platforming sequences. Cycle-based platforming is very common in this and Zanto has taken good care to ensure fast cycles are generally always possible, making it flow much smoother.
There's also a wide variety of bosses amongst the many stages. The majority of them are learn-based with an emphasis on pattern attacks compared to barrage, and for the most part they're pretty fun to get through. I only had an issue on a couple, such as the Flame Salamander (whatever it's called) which felt very instagibby and a little unintuitive with a very long intro, although thankfully it died quickly with usage of a certain item which alleviated the problem a great deal. There's undoubtedly some sore spots that can cause a bit of frustration, although the metroidvania elements allow you to explore elsewhere for powerups to ease the fight's difficulty that little bit more.
If you dive into this, expect a long and arduous journey full of heartbreak, whimsy and wonder, but one you won't soon forget. The amount of effort put into this game is staggering and despite the odd hiccup here or there, the end result is something pretty great.
Also GUTS!
Rating: 9.4 94
Difficulty: 75 75
Dec 8, 2018
Wolfiexe
For: I Wanna be the Zeus
For: I Wanna be the Zeus
A 2-screen needle game featuring a plethora of saves to guide you through the tricky challenges that await. A fair amount of jumps require some awkward heights and there are a couple required 1f's here and there, alongside some unpleasant squished diagonals to boot. Despite this, I'm weirdly a fan of this game. It's like the junk-food of needle to me, and just something I can boot-up and play to kill a few minutes (or a few hours back when I first played).
Not sure if I'd recommend, although I'd take a look at the screenshot and decide that for yourself.
[0] Likes
Not sure if I'd recommend, although I'd take a look at the screenshot and decide that for yourself.
Rating: 5.0 50
Difficulty: 65 65
Nov 13, 2018
Wolfiexe
For: Not Another Magic Tower Game
For: Not Another Magic Tower Game
Magic Tower is one of my favourite fangames from the staggering variety of enemy design (and boss designs for that matter), to the very unique way in which the game is structured It's a fangame not quite like any other, heavily inspired upon Tower of the Sorcerer in which keys must be managed efficiently to open the path forward without running into a softlock.
No doubt this is a deal-breaker for a lot of people and a guide is probably recommended to at least ensure your first playthrough is a clean one, although your experience will differ person-to-person. There's a number of enemies that can seem questionable or slight patches of design that feel a little out of place, although for me they add to the charm and wackiness of the tower that boasts such an interesting variety of content.
A truly unique fangame, and one of my absolute favourites. Would very much recommend.
[2] Likes
No doubt this is a deal-breaker for a lot of people and a guide is probably recommended to at least ensure your first playthrough is a clean one, although your experience will differ person-to-person. There's a number of enemies that can seem questionable or slight patches of design that feel a little out of place, although for me they add to the charm and wackiness of the tower that boasts such an interesting variety of content.
A truly unique fangame, and one of my absolute favourites. Would very much recommend.
Rating: 10.0 100
Difficulty: 80 80
Nov 13, 2018
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 77 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 114 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 99 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.7 | 7.6 | 19 |
Hydrohomies | 72.0 | 8.2 | 21 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.5 | 9.3 | 130 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the C/O/S/M/O | 88.0 | 9.2 |
I wanna kill the Guy | 50.0 | 9.5 |
I wanna make a Sandwich | 55.0 | 9.2 |
Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
I wanna be the Farewell | 70.0 | 9.1 |
Not Another Magic Tower Game | 80.0 | 10.0 |
if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver | 90.0 | 10.0 |
I Wanna Get Cultured 2 | 70.0 | 9.7 |
I wanna be the Overlord | 55.0 | 9.8 |
I wanna be the Ocean Princess | 68.0 | 10.0 |
I wanna reach the Moon | 45.0 | 9.8 |
I Wanna Ponder | 80.0 | 10.0 |
Crimson Needle 3 | 91.0 | 10.0 |
I Wanna Eclipse | 60.0 | 9.5 |
107 Cleared Games