kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath
For: I am here
For: I am here
A great debut game from Riktoi - its very beginner friendly but manages to pull off being easy and still being interesting even if you're breezing through it due to its concept and design.
Its a short collectathon game split into two distinct areas with a variety of pretty straightforward gimmicks throughout. Very beginner friendly and has a bit of production/atmospheric spice to add even a bit more. There's some exploration elements and just generally a fun game to toy around with, though it is short. Give it a shot if you're looking for something easy with some personality. There's a couple technical problems (with screen transitions and overlapping saves) but nothing that causes any major problems.
[1] Like
Its a short collectathon game split into two distinct areas with a variety of pretty straightforward gimmicks throughout. Very beginner friendly and has a bit of production/atmospheric spice to add even a bit more. There's some exploration elements and just generally a fun game to toy around with, though it is short. Give it a shot if you're looking for something easy with some personality. There's a couple technical problems (with screen transitions and overlapping saves) but nothing that causes any major problems.
Rating: 7.8 78
Difficulty: 25 25
Jan 16, 2020
kurath
For: I wanna Slay Mega Kid demo
For: I wanna Slay Mega Kid demo
Its a reasonably promising early showing for the game.
Production is pretty clean but so far doesn't really show any of the frills or exciting additions that could be added, but generally that kind of stuff would be a late-in-the-process kind of thing so there's not much to take from that.
The stages are where I found it works best for me - I like the uncertainty in the pacing compared to most medley games. There's a ton more variety than you see in most, featuring pretty minimal needle with a lot of mixed gimmicks and cool stuff from generally better revered games and more recent ones rather than decompiling the same generic GM8 games over and over again. The number of screens per game seems arbitrary and the introduction of minibosses around definitely opens up a lot of possibilities. That said, while these things could help it (and hopefully will by the end), right now it feels somewhat unbalanced with some screens/games flying by and others being much harder and longer. Balancing is presumably something that comes later as well though, so hopefully that'll get ironed out.
As for the boss... eh, not the biggest fan. To be fair though, I'm not a fan of most medley bosses because they feel like a random stream of things happening, but this is even more so. There's no interaction between the parts of the bosses and they just happen, one by one with the main boss not feeling like its really holding it together anyway.
Overall, its reasonably interesting. I like variety, I think that's what medleys should be doing and its doing that, so that's a plus. Good luck to the team anyway, there's a reason projects like these frequently die and hopefully they can avoid those same pitfalls.
Production is pretty clean but so far doesn't really show any of the frills or exciting additions that could be added, but generally that kind of stuff would be a late-in-the-process kind of thing so there's not much to take from that.
The stages are where I found it works best for me - I like the uncertainty in the pacing compared to most medley games. There's a ton more variety than you see in most, featuring pretty minimal needle with a lot of mixed gimmicks and cool stuff from generally better revered games and more recent ones rather than decompiling the same generic GM8 games over and over again. The number of screens per game seems arbitrary and the introduction of minibosses around definitely opens up a lot of possibilities. That said, while these things could help it (and hopefully will by the end), right now it feels somewhat unbalanced with some screens/games flying by and others being much harder and longer. Balancing is presumably something that comes later as well though, so hopefully that'll get ironed out.
As for the boss... eh, not the biggest fan. To be fair though, I'm not a fan of most medley bosses because they feel like a random stream of things happening, but this is even more so. There's no interaction between the parts of the bosses and they just happen, one by one with the main boss not feeling like its really holding it together anyway.
Overall, its reasonably interesting. I like variety, I think that's what medleys should be doing and its doing that, so that's a plus. Good luck to the team anyway, there's a reason projects like these frequently die and hopefully they can avoid those same pitfalls.
Tagged as: Medley
[1] Like
Rating: 6.5 65
Difficulty: 55 55
Jan 9, 2020
kurath
For: I wanna be the Citadel
For: I wanna be the Citadel
Pretty solid oldish adventure game at this point. A spruce of gimmicks and some interesting boss fights are the bright points. Works better as a chill game for an intermediate or above player than as a game for new players, despite being not too difficult.
Its got a lot of nice production touches that add a lot of personality to it, which works really well since otherwise for an adventure game the environments are all over the place. Bosses look cool and small things like visible timers built into objects help add a lot of clarity to some of the interactions.
Platforming wise, it's a bit up and down. Much of the game is oldschool needle style, with a lot of corridors and the corridor classics of setup diagonals, gates, M jumps and such galore. This gets a bit tiring and is part of why I would not recommend this to beginners despite it not being that hard, because these kind of jumps can cause a lot of trouble over time and you just keep doing them. The high points of the platforming are definitely when it mixes it up, either with gimmicks or the interesting little intermission style screens with non-standard platforming.
Boss wise, its pretty fun - they're all engaging and interesting without being too difficult and feature a number of different mechanics and arenas to keep them distinct.
I'd recommend it for sure if you're a bit more experienced and looking for something to cruise though, less so for new players because the difficulty comes a lot from generic needle fare and will probably feel a lot more repetitive.
[0] Likes
Its got a lot of nice production touches that add a lot of personality to it, which works really well since otherwise for an adventure game the environments are all over the place. Bosses look cool and small things like visible timers built into objects help add a lot of clarity to some of the interactions.
Platforming wise, it's a bit up and down. Much of the game is oldschool needle style, with a lot of corridors and the corridor classics of setup diagonals, gates, M jumps and such galore. This gets a bit tiring and is part of why I would not recommend this to beginners despite it not being that hard, because these kind of jumps can cause a lot of trouble over time and you just keep doing them. The high points of the platforming are definitely when it mixes it up, either with gimmicks or the interesting little intermission style screens with non-standard platforming.
Boss wise, its pretty fun - they're all engaging and interesting without being too difficult and feature a number of different mechanics and arenas to keep them distinct.
I'd recommend it for sure if you're a bit more experienced and looking for something to cruise though, less so for new players because the difficulty comes a lot from generic needle fare and will probably feel a lot more repetitive.
Rating: 7.3 73
Difficulty: 45 45
Jan 8, 2020
kurath
For: I wanna watch some movie
For: I wanna watch some movie
A short (think it was 4 screens?) needle game. Its alright, though pretty much every save has one jump that's a fair bit harder than the rest. Looks okay, musics alright, doesn't really do anything note worthy but the needle is reasonably interesting.
Tagged as: Needle
[0] Likes
Rating: 5.0 50
Difficulty: 58 58
Jan 7, 2020
kurath
For: Neo Needle Buffet
For: Neo Needle Buffet
Review is not based on full clear, but doing the first 5 areas and most of 7/8. There's already a review breaking down the game area by area (and I'm not keen on doing that anyway, so I'm just going to talk about things as a whole since I'd prefer that anyway).
Neo Needle Buffet is a needle collab that sought to do things somewhat differently from the standard style, as well as introduce a number of (mostly) lesser known/published needle makers to the community. The end result of this is a number of varied areas in a well produced package.
The overall production is well executed - the areas have different degrees of visual flair (as you'd expect in a collab) but they all look unique and all look good. It has good mixture of production touches (such as the transition effects, menu etc) and the core QoL function of being able to swap between areas without losing progress. Its hard to emphasize how valuable this function is, especially in a collab with a goal such as this to let people try out different styles.
As a needle collab, obviously, this is all about the platforming. There were some serious highs and lows for me on this. Again, ignoring individual stylistic decisions, the core is very good. It starts you off with a hub area to explore and get a taste of each of the styles, which was cool and a nice way to start. The risk here is forcing people into paths they aren't interested in or serving as a barrier, but the introduction of tilesets/makers in the hub prior to going to unlock a stage and the logical progression of it makes this work really well. The fact the side segments split off letting you get a feel for both makes it easy to sample and I'd like to see this concept applied more.
The general areas are very distinct, which is a huge plus. I can't think of many collabs where you can easily distinguish and identify each area with just a couple words, but this one definitely does that and well. The problem is despite the individual distinctions on a smaller scale, they largely fell into two categories for me. The more traditional execution based style of needle and the learnier, sequence/cycle style, leaving a void of whats perhaps my favorite type of gimmick needle - where the player actually has new tools to interact with rather than simply new/different obstacles to avoid which only really had small representation in a couple areas. The areas in the first set worked well for me, but the second set less so - not necessarily because of the styles as there was some really cool stuff in what I played of these but mostly because of the difficulty which ended up washing out the style and design of the maker because a cool unique jump gets a lot less cool and unique when it becomes a grind.
Overall, I'd recommend giving it a shot for sure. It presents the areas in an excellent manner to try out different styles and lets you play the parts of the game that interest you which is exactly how it should be laid out. I definitely enjoyed hefty portions of the game but the parts I didn't definitely stood out as well but nonetheless, perhaps it did what it needed to do because I certainly have a few more names to watch out for, and hopefully they continue to hone their craft.
[3] Likes
Neo Needle Buffet is a needle collab that sought to do things somewhat differently from the standard style, as well as introduce a number of (mostly) lesser known/published needle makers to the community. The end result of this is a number of varied areas in a well produced package.
The overall production is well executed - the areas have different degrees of visual flair (as you'd expect in a collab) but they all look unique and all look good. It has good mixture of production touches (such as the transition effects, menu etc) and the core QoL function of being able to swap between areas without losing progress. Its hard to emphasize how valuable this function is, especially in a collab with a goal such as this to let people try out different styles.
As a needle collab, obviously, this is all about the platforming. There were some serious highs and lows for me on this. Again, ignoring individual stylistic decisions, the core is very good. It starts you off with a hub area to explore and get a taste of each of the styles, which was cool and a nice way to start. The risk here is forcing people into paths they aren't interested in or serving as a barrier, but the introduction of tilesets/makers in the hub prior to going to unlock a stage and the logical progression of it makes this work really well. The fact the side segments split off letting you get a feel for both makes it easy to sample and I'd like to see this concept applied more.
The general areas are very distinct, which is a huge plus. I can't think of many collabs where you can easily distinguish and identify each area with just a couple words, but this one definitely does that and well. The problem is despite the individual distinctions on a smaller scale, they largely fell into two categories for me. The more traditional execution based style of needle and the learnier, sequence/cycle style, leaving a void of whats perhaps my favorite type of gimmick needle - where the player actually has new tools to interact with rather than simply new/different obstacles to avoid which only really had small representation in a couple areas. The areas in the first set worked well for me, but the second set less so - not necessarily because of the styles as there was some really cool stuff in what I played of these but mostly because of the difficulty which ended up washing out the style and design of the maker because a cool unique jump gets a lot less cool and unique when it becomes a grind.
Overall, I'd recommend giving it a shot for sure. It presents the areas in an excellent manner to try out different styles and lets you play the parts of the game that interest you which is exactly how it should be laid out. I definitely enjoyed hefty portions of the game but the parts I didn't definitely stood out as well but nonetheless, perhaps it did what it needed to do because I certainly have a few more names to watch out for, and hopefully they continue to hone their craft.
Rating: 7.7 77
Difficulty: 85 85
Jan 7, 2020
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
User's clear list is empty!