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Wolfiexe
For: I Wanna Ponder
For: I Wanna Ponder
Ponder is about as close to perfect as I can imagine when it comes to a fangame puzzle game. In fact, disregarding fangames in general, it's still an amazing puzzle game, and one that consists of a whole array of features and different puzzles types to test your thinking and get the head gears rolling. Also, it's probably worth mentioning that this review score is based on the 100% clear of the game, which definitely sets a high bar of difficulty for later puzzles.
The game consists of 100 main puzzles, which are separated into 10 stages, each being a completely different puzzle type. I'm going to cover each puzzle type individually in its own respective paragraph, but to summarise them it ranges from rotating block puzzles to laser-building and even sudoku challenges. Each puzzle starts off simple and introduces the concept, before delving deep into the mechanics and possibilities, and by the time you beat the 10th level of any respective puzzle you'll probably feel like you've gained some IQ.
So, let's get on with the puzzle breakdown!
Blocks - This puzzle features you filling a select area with different shapes to ensure no empty spaces are left behind. The blocks you fill it with will form the platforming, and figuring out not only how to slot it all together, but how to slot it together with platforming that feels reasonable and/or doable adds another layer of challenge and logic. The levels certainly got very challenging towards the end, although the in-game hints will provide a great deal of help in terms of knowing where to start, a couple of which I feel are invaluable. A very fun puzzle and not too complicated in terms of the basic concept.
Pathing - A series of warps are placed on a screen, and your task is to connect each warp with another, leaving behind a solid trail behind you. This was probably the easiest puzzle type in the game, with a lot of possibilities and freedom left behind in even some of the later levels. I ended up skipping a couple of parts such as a sizeable portion of Pathing 10 by using the solid trail in a particular way, although it didn't feel so much like an exploit and more like using the mechanic to create my own little interesting solution. The additions to the puzzle such as coloured warps and making the trail mandatory to reach other warps was a very welcome concept, and was a particularly fun and stress-free one.
Sequence - A collection of coloured blocks are placed in a room, and they must be stepped on in a particular colour order. This was a great collection of puzzles, and figuring out the best possible route to go was very satisfying when the correct path fell into place. Again, the inclusion of the skip and loop blocks made things very interesting, and Sequence 8 in particular was especially galaxy brain. With careful planning, one could probably solve any level here just by careful analysis and planning out a path from the beginning, but I had a lot more fun just diving it and fixing my way later on.
Botkid - Definitely one of the most unique puzzles I've seen in a fangame. You essentially are giving the Kid defined commands (if he touches a spike -> turn away, if he reaches a ledge -> walk off etc.) and after placing some objects here and there, you sit back and watch your magic unfold. Some of the creations you can conjure up whilst still solving the level are very amusing, and whilst I expected the kid "programming" mechanic to get a bit too complicated, it never really did. Most of the difficulty came from planning out careful placement of the objects provided, and thankfully due to the speedup element, it never got too tedious to try out new placements or arrangements. Botkid 9 ended up being one of the more intimidating ones just because the layout had so much room for freedom, although thankfully I stumbled into a very nice path by the end.
Rotation - A puzzle in which you rotate the room clockwise, anti-clockwise or 180° in order to remove (or re-arrange) certain blocks from the room. This felt like an interesting take on block puzzles which appear so prominently in fangames. Rotation 10 in particular ended up being one of the last puzzles in the game I completed, and once I realised how to go about solving it I was very satisfied. Thinking backwards works very well for this stage in particular, and like the other puzzles the addition of new mechanics such as the numbered blocks or limited rotations kept it interesting throughout. I did feel like I abused the push-block slightly on Rotation 8 by wedging in-between the push-block and a spike to just edge it away, although it still made for a satisfying solution (of which there are likely multiple throughout).
Kidamari - A simple concept. You stick yourself to other Kids in order to form some sort of Lovecraftian monster, one which is still capable of making it to the warp without the level layout getting in the way. This was a super fun puzzle and made for a lot of eureka moments when I realised a new shape or order I could try attaching myself, with Kidamari 8 having one of my favourite realisations on the right-hand side. Some jumps end up feeling a little bit finicky, and I wasn't quite sure if I just had the shape wrong or if the jump I was attempting was just naturally quite challenging. Regardless, definitely one of the more unique puzzles in the game alongside Botkid.
Despike - This one has gained quite a reputation for being complicated or hard to understand, and it can be a bit tricky at first. The simple explanation is that you select two squares to create a box around on the grid, and any spikes inside that box will be flipped either on or off. The aim is to turn all the spikes off by the end of your turn count. Getting used to this definitely took some figuring out, and for the first 5 levels I was still quite perplexed not necessarily as to what to do, but rather how to logically figure out a good first step. It definitely comes more naturally though with some practice, and by the end I was flying through Despike 8, 9 and 10 with surprising ease as I had a good logic pattern to work with. Definitely one of the more challenging puzzles in the game but a rewarding one too.
Sudoku - Not the low quality kind. Each level consists of a traditional Sudoku-style puzzle, most of which can be solved or at least partially logicised with Sudoku strats or just simple process-of-elimination techniques. The numbers put into the puzzle will create the platforming for you, similar to the Blocks puzzle. It also works similarly in that you can make a fair amount of deductions based on whether or not certain numbers would make the path forward possible or not, making for some very satisfying conclusions. Sudoku 10 is quite a doozy though, and will take a good deal of logic in both normal and fangame-terms.
Lasers - This was my personal hardest puzzle in the game. You're given a selection of three items, each with its own purpose, and your job is to place them in the correct spots to bounce and reflect the coloured lasers into the right gates. It starts off fairly simple once you wrap your head around the item uses, and there are some really pretty looking solutions. Lasers 6 and especially 8 and 10 all gave me a fair amount of trouble though, being some of the last puzzles in the game I completed. The solutions always ended up being a sort of "ahhhh of course" sort of moment, and it does take some thinking outside of the box to come up with these solutions. The in-game hints again are quite invaluable here. Worth noting too that to my knowledge, Lasers 10 has at LEAST 4 different solutions, of which mine felt very...questionable. Ultimately my hardest puzzle type in the game, although incredible satisfying to watch fall into place.
Matching - The 10th puzzle, and also one of my favourites! You're given a series of small rooms, and must match two of them together in which you can do the same inputs to lead both kids to victory. The concept is really interesting, and the design to make it possible must've required a great deal of thought. It becomes even more interesting when modifiers are thrown into the equation, and you're trying to deduce which rooms can be possible with which modifiers. It became a great logic puzzle that made for some very memorable solutions. Matching 10 in particular remains one of my favourite puzzles in the entire game.
So yeah, there's a lot of puzzles.
In addition to the 10 main puzzle types, there's also a few bonus modes. One is a Chess Avoidance which lets you set the pace as you play, giving you three minutes and three lives to make it through as many moves as you can. You get a medal for reaching 60 points and I must've died on 59 points at least 3 times which...yeah. Very fun little minigame though. There's also a customizable maze-mode for you labyrinth fanatics out there, and my personal favourite bonus, the Tower Defense! This is a 50 wave TD with a whole range of towers, upgrades and possibilities for you to optimize a build and see if you can make it past hordes of memorable fangames characters and bosses. I must've spent at least 7 hours perfecting this and getting a no-leak run, which I had a great deal of fun with. For a bonus mode, it's pretty crazy seeing as how it could easily be its own game.
In terms of extra stuff, there's a whole range of unlockable skins and characters for you to save up for. Each puzzle you beat earns you 1 point, with most stage skins costing around 3-5 points. You can even toggle the ones you like and it'll pick a random one each time you load up a puzzle! There's also a music radio system where the game cycles through a wide variety of puzzle-suited music, perfecting the atmosphere, and as if that wasn't enough there's even a copyright tag on the songs most likely to get picked up on stream, if you're worried about muted VoDs on Twitch or whatever.
For a puzzle fangame I can't think of anything more refined, polished and just well made. I had a blast with just about every puzzle in this game, and Kurath has a real knack for making them. Even if you're not a big puzzle fan, your time would be well spent checking this out and seeing what it has to offer. There's a puzzle in here for everyone!
The game consists of 100 main puzzles, which are separated into 10 stages, each being a completely different puzzle type. I'm going to cover each puzzle type individually in its own respective paragraph, but to summarise them it ranges from rotating block puzzles to laser-building and even sudoku challenges. Each puzzle starts off simple and introduces the concept, before delving deep into the mechanics and possibilities, and by the time you beat the 10th level of any respective puzzle you'll probably feel like you've gained some IQ.
So, let's get on with the puzzle breakdown!
Blocks - This puzzle features you filling a select area with different shapes to ensure no empty spaces are left behind. The blocks you fill it with will form the platforming, and figuring out not only how to slot it all together, but how to slot it together with platforming that feels reasonable and/or doable adds another layer of challenge and logic. The levels certainly got very challenging towards the end, although the in-game hints will provide a great deal of help in terms of knowing where to start, a couple of which I feel are invaluable. A very fun puzzle and not too complicated in terms of the basic concept.
Pathing - A series of warps are placed on a screen, and your task is to connect each warp with another, leaving behind a solid trail behind you. This was probably the easiest puzzle type in the game, with a lot of possibilities and freedom left behind in even some of the later levels. I ended up skipping a couple of parts such as a sizeable portion of Pathing 10 by using the solid trail in a particular way, although it didn't feel so much like an exploit and more like using the mechanic to create my own little interesting solution. The additions to the puzzle such as coloured warps and making the trail mandatory to reach other warps was a very welcome concept, and was a particularly fun and stress-free one.
Sequence - A collection of coloured blocks are placed in a room, and they must be stepped on in a particular colour order. This was a great collection of puzzles, and figuring out the best possible route to go was very satisfying when the correct path fell into place. Again, the inclusion of the skip and loop blocks made things very interesting, and Sequence 8 in particular was especially galaxy brain. With careful planning, one could probably solve any level here just by careful analysis and planning out a path from the beginning, but I had a lot more fun just diving it and fixing my way later on.
Botkid - Definitely one of the most unique puzzles I've seen in a fangame. You essentially are giving the Kid defined commands (if he touches a spike -> turn away, if he reaches a ledge -> walk off etc.) and after placing some objects here and there, you sit back and watch your magic unfold. Some of the creations you can conjure up whilst still solving the level are very amusing, and whilst I expected the kid "programming" mechanic to get a bit too complicated, it never really did. Most of the difficulty came from planning out careful placement of the objects provided, and thankfully due to the speedup element, it never got too tedious to try out new placements or arrangements. Botkid 9 ended up being one of the more intimidating ones just because the layout had so much room for freedom, although thankfully I stumbled into a very nice path by the end.
Rotation - A puzzle in which you rotate the room clockwise, anti-clockwise or 180° in order to remove (or re-arrange) certain blocks from the room. This felt like an interesting take on block puzzles which appear so prominently in fangames. Rotation 10 in particular ended up being one of the last puzzles in the game I completed, and once I realised how to go about solving it I was very satisfied. Thinking backwards works very well for this stage in particular, and like the other puzzles the addition of new mechanics such as the numbered blocks or limited rotations kept it interesting throughout. I did feel like I abused the push-block slightly on Rotation 8 by wedging in-between the push-block and a spike to just edge it away, although it still made for a satisfying solution (of which there are likely multiple throughout).
Kidamari - A simple concept. You stick yourself to other Kids in order to form some sort of Lovecraftian monster, one which is still capable of making it to the warp without the level layout getting in the way. This was a super fun puzzle and made for a lot of eureka moments when I realised a new shape or order I could try attaching myself, with Kidamari 8 having one of my favourite realisations on the right-hand side. Some jumps end up feeling a little bit finicky, and I wasn't quite sure if I just had the shape wrong or if the jump I was attempting was just naturally quite challenging. Regardless, definitely one of the more unique puzzles in the game alongside Botkid.
Despike - This one has gained quite a reputation for being complicated or hard to understand, and it can be a bit tricky at first. The simple explanation is that you select two squares to create a box around on the grid, and any spikes inside that box will be flipped either on or off. The aim is to turn all the spikes off by the end of your turn count. Getting used to this definitely took some figuring out, and for the first 5 levels I was still quite perplexed not necessarily as to what to do, but rather how to logically figure out a good first step. It definitely comes more naturally though with some practice, and by the end I was flying through Despike 8, 9 and 10 with surprising ease as I had a good logic pattern to work with. Definitely one of the more challenging puzzles in the game but a rewarding one too.
Sudoku - Not the low quality kind. Each level consists of a traditional Sudoku-style puzzle, most of which can be solved or at least partially logicised with Sudoku strats or just simple process-of-elimination techniques. The numbers put into the puzzle will create the platforming for you, similar to the Blocks puzzle. It also works similarly in that you can make a fair amount of deductions based on whether or not certain numbers would make the path forward possible or not, making for some very satisfying conclusions. Sudoku 10 is quite a doozy though, and will take a good deal of logic in both normal and fangame-terms.
Lasers - This was my personal hardest puzzle in the game. You're given a selection of three items, each with its own purpose, and your job is to place them in the correct spots to bounce and reflect the coloured lasers into the right gates. It starts off fairly simple once you wrap your head around the item uses, and there are some really pretty looking solutions. Lasers 6 and especially 8 and 10 all gave me a fair amount of trouble though, being some of the last puzzles in the game I completed. The solutions always ended up being a sort of "ahhhh of course" sort of moment, and it does take some thinking outside of the box to come up with these solutions. The in-game hints again are quite invaluable here. Worth noting too that to my knowledge, Lasers 10 has at LEAST 4 different solutions, of which mine felt very...questionable. Ultimately my hardest puzzle type in the game, although incredible satisfying to watch fall into place.
Matching - The 10th puzzle, and also one of my favourites! You're given a series of small rooms, and must match two of them together in which you can do the same inputs to lead both kids to victory. The concept is really interesting, and the design to make it possible must've required a great deal of thought. It becomes even more interesting when modifiers are thrown into the equation, and you're trying to deduce which rooms can be possible with which modifiers. It became a great logic puzzle that made for some very memorable solutions. Matching 10 in particular remains one of my favourite puzzles in the entire game.
So yeah, there's a lot of puzzles.
In addition to the 10 main puzzle types, there's also a few bonus modes. One is a Chess Avoidance which lets you set the pace as you play, giving you three minutes and three lives to make it through as many moves as you can. You get a medal for reaching 60 points and I must've died on 59 points at least 3 times which...yeah. Very fun little minigame though. There's also a customizable maze-mode for you labyrinth fanatics out there, and my personal favourite bonus, the Tower Defense! This is a 50 wave TD with a whole range of towers, upgrades and possibilities for you to optimize a build and see if you can make it past hordes of memorable fangames characters and bosses. I must've spent at least 7 hours perfecting this and getting a no-leak run, which I had a great deal of fun with. For a bonus mode, it's pretty crazy seeing as how it could easily be its own game.
In terms of extra stuff, there's a whole range of unlockable skins and characters for you to save up for. Each puzzle you beat earns you 1 point, with most stage skins costing around 3-5 points. You can even toggle the ones you like and it'll pick a random one each time you load up a puzzle! There's also a music radio system where the game cycles through a wide variety of puzzle-suited music, perfecting the atmosphere, and as if that wasn't enough there's even a copyright tag on the songs most likely to get picked up on stream, if you're worried about muted VoDs on Twitch or whatever.
For a puzzle fangame I can't think of anything more refined, polished and just well made. I had a blast with just about every puzzle in this game, and Kurath has a real knack for making them. Even if you're not a big puzzle fan, your time would be well spent checking this out and seeing what it has to offer. There's a puzzle in here for everyone!
Tagged as: Puzzle
Galaxy_Brain
[5] Likes
Rating: 10.0 100
Difficulty: 80 80
Sep 5, 2018
Wolfiexe
For: I wanna escape the rainbow trap
For: I wanna escape the rainbow trap
Rainbow Trap is a colourful game consisting of a variety of needle stages, each corresponding to a colour of the rainbow, accompanied with some extra content which I feel is absolutely worth doing and where the most enjoyable parts of the game came from.
Each stage consists of 10 screens of needle, usually based around a certain theme or gimmick although never getting too overly complicated or reliant on that sole gimmick. After completing the 10 screens, you're given a choice of a hard needle screen (in the same vein as that stage) or an avoidance. To unlock the final boss, you're required to beat both for all stages. The needle screens are fairly challenging but didn't feel like too much of a step-up in difficulty, but the avoidances were by far the highlights.
Each avoidance feels very different in design, my personal favourite being the green stage clock-style infinite-jump avoidance, although special shoutouts go to the cyan autoscroller-avoidance which was a lot of fun too. They all feel fairly equal in difficulty although the cyan one gave me more trouble due to the nature of it being a scrolling avoidance, and adjusting to the change in arena often gave me trouble. There's a bit of learning involved here and there, but nothing that's too overly precise or demanding.
If you decide to clear all the content, you'll be met with the true final boss. This boss is quite challenging although very enjoyable. It is designed in a way that you may choose to fight it with a set attack order or an RNG one. This lets you learn the attacks early on and decide if you want to go with the default set order or keep it random, which I opted for just because it felt more fun that way. There's some really neat visual things going on and it makes for a very intense conclusion by the time the final attack rolls around.
A fun game overall. To echo the rest of the review, I'd definitely recommend going for the all clear. The avoidances in particular were great and the final boss makes for a very intense finale.
[2] Likes
Each stage consists of 10 screens of needle, usually based around a certain theme or gimmick although never getting too overly complicated or reliant on that sole gimmick. After completing the 10 screens, you're given a choice of a hard needle screen (in the same vein as that stage) or an avoidance. To unlock the final boss, you're required to beat both for all stages. The needle screens are fairly challenging but didn't feel like too much of a step-up in difficulty, but the avoidances were by far the highlights.
Each avoidance feels very different in design, my personal favourite being the green stage clock-style infinite-jump avoidance, although special shoutouts go to the cyan autoscroller-avoidance which was a lot of fun too. They all feel fairly equal in difficulty although the cyan one gave me more trouble due to the nature of it being a scrolling avoidance, and adjusting to the change in arena often gave me trouble. There's a bit of learning involved here and there, but nothing that's too overly precise or demanding.
If you decide to clear all the content, you'll be met with the true final boss. This boss is quite challenging although very enjoyable. It is designed in a way that you may choose to fight it with a set attack order or an RNG one. This lets you learn the attacks early on and decide if you want to go with the default set order or keep it random, which I opted for just because it felt more fun that way. There's some really neat visual things going on and it makes for a very intense conclusion by the time the final attack rolls around.
A fun game overall. To echo the rest of the review, I'd definitely recommend going for the all clear. The avoidances in particular were great and the final boss makes for a very intense finale.
Rating: 8.5 85
Difficulty: 65 65
Sep 5, 2018
Wolfiexe
For: I wanna take the Timemachine 2
For: I wanna take the Timemachine 2
A very unique fangame in both design and the engine. Unlike most fangames, Timemachine 2 features a brand new custom Kid sprite and different physics, alongside a variety of creative hazards, gimmicks and screen-shaking bosses.
Each stage has a completely different theme, as you'd expect from travelling through time. Each one brings a fresh new gimmick relevant to that stage which for the most part felt done pretty well. Apart from a few gripes with the Helicoper gimmick, nothing really got frustrating or felt clumsily designed, and I always looked forward to seeing what new theme I'd get to in the next stage.
One of the big elements of the game are the bosses. These tend to be on the learny side of things, often requiring a bit of thought into how to dodge and manipulate the patterns a bit. They all felt rather fun and engaging to play, without ever getting too frustrating (minus one boss but I'll get to that in a moment). I also particularly liked the different in boss design from each stage, and similarly to the stage design I always looked forward to seeing what would pop up next.
Arguably the most notorious part of the main game is the final boss, Veilac. This guy is a monster, with way more attacks than any other boss in the game and a hell of a lot more difficulty. It's very fitting really as a conclusion, but be very wary. Like previous bosses, a fair few attacks feel rather learny and may require some thinking to figure out, and others can be rather shaky to dodge in combination with the screenshake and constant Hollywood explosions. Definitely the hardest part of the main game, although very satisfying to beat and minus a couple of attacks in terms of learning gripes, I had fun.
Timemachine 2 is for sure one of the more unique fangames out there, and has a ton of production value to boast with alongside the fun and explosive gameplay. Definitely worth a try!
Each stage has a completely different theme, as you'd expect from travelling through time. Each one brings a fresh new gimmick relevant to that stage which for the most part felt done pretty well. Apart from a few gripes with the Helicoper gimmick, nothing really got frustrating or felt clumsily designed, and I always looked forward to seeing what new theme I'd get to in the next stage.
One of the big elements of the game are the bosses. These tend to be on the learny side of things, often requiring a bit of thought into how to dodge and manipulate the patterns a bit. They all felt rather fun and engaging to play, without ever getting too frustrating (minus one boss but I'll get to that in a moment). I also particularly liked the different in boss design from each stage, and similarly to the stage design I always looked forward to seeing what would pop up next.
Arguably the most notorious part of the main game is the final boss, Veilac. This guy is a monster, with way more attacks than any other boss in the game and a hell of a lot more difficulty. It's very fitting really as a conclusion, but be very wary. Like previous bosses, a fair few attacks feel rather learny and may require some thinking to figure out, and others can be rather shaky to dodge in combination with the screenshake and constant Hollywood explosions. Definitely the hardest part of the main game, although very satisfying to beat and minus a couple of attacks in terms of learning gripes, I had fun.
Timemachine 2 is for sure one of the more unique fangames out there, and has a ton of production value to boast with alongside the fun and explosive gameplay. Definitely worth a try!
Tagged as: Adventure
[0] Likes
Rating: 8.7 87
Difficulty: 67 67
Sep 5, 2018
Wolfiexe
For: I wanna Tear it
For: I wanna Tear it
Tear It is a very intense avoidance with a lot going on. The attacks feel very well choreographed to the song which makes it particularly memorable, and the attacks feel very varied in the way they're designed and made to be read. A couple of attacks might take a little bit of learning such as the zoom-out to zoom-in sphere attack, although with a bit of practice it becomes arguably the easiest part of the fight.
A particularly tough and well-known segment is the final corridor, in which you're forced to run to the end before the song ends whilst dodging a barrage of bullets from different places. It's a super fun segment, although I had a lot of frustration as dodging the bullets whilst the screen scrolled felt very uncomfortable, as if the bullets moved along sideways with me making dodging it very weird. A fun segment for sure, although I felt like the vast majority of my playtime was just trying to get good at the final corridor.
Worth playing for sure. Definitely one of the more well known avoidances out there and for good reason! It's a ton of fun.
A particularly tough and well-known segment is the final corridor, in which you're forced to run to the end before the song ends whilst dodging a barrage of bullets from different places. It's a super fun segment, although I had a lot of frustration as dodging the bullets whilst the screen scrolled felt very uncomfortable, as if the bullets moved along sideways with me making dodging it very weird. A fun segment for sure, although I felt like the vast majority of my playtime was just trying to get good at the final corridor.
Worth playing for sure. Definitely one of the more well known avoidances out there and for good reason! It's a ton of fun.
Tagged as: Avoidance
[0] Likes
Rating: 8.0 80
Difficulty: 75 75
Sep 5, 2018
Wolfiexe
For: I wanna be the Metamorphosis
For: I wanna be the Metamorphosis
Metamorphosis is a very well renowned trap game in the community, and with good reason! It brings a variety of stages each with a unique theme and hurls trap after trap towards the player, accompanied with a boss here and there. Overall, it's quite a fun adventure which I enjoyed a fair deal more than I thought I would.
The traps overall are pretty enjoyable. If you're not a trap fan in general then I don't think this game will change your mind too much, but a lot of the time they're pretty creative. The majority of them are spike or block related as opposed to zany scenarios and what-the kind of moments, à la Bigger Penis. There are often pretty fun manoeuvres involved too making for some particular fun saves, and certain gimmicks allow for even more creative platforming.
The game also has a fair share of bosses, most of which are pretty fun. I wasn't really a fan of the mini Miku avoidance which felt like it kinda broke the flow of the game/stage and had some unpleasant attacks here and there. The infamous Lakitu boss I didn't find too bad, although I did double kill him twice which was indeed a wonderful experience. The final boss whilst being pretty fun felt like it went on for far too long. There were numerous times it felt like it was climaxing with a final attack, only to go into something new, as if the creator planned on ending it a few times but just kept on making stuff anyway. Not a big problem as it was still a fun boss, although I definitely would've preferred it little shorter.
It's a fun trap adventure, and for sure earns the recognition it receives. Despite some gripes with bosses, I had a very enjoyable time with most of this game.
[1] Like
The traps overall are pretty enjoyable. If you're not a trap fan in general then I don't think this game will change your mind too much, but a lot of the time they're pretty creative. The majority of them are spike or block related as opposed to zany scenarios and what-the kind of moments, à la Bigger Penis. There are often pretty fun manoeuvres involved too making for some particular fun saves, and certain gimmicks allow for even more creative platforming.
The game also has a fair share of bosses, most of which are pretty fun. I wasn't really a fan of the mini Miku avoidance which felt like it kinda broke the flow of the game/stage and had some unpleasant attacks here and there. The infamous Lakitu boss I didn't find too bad, although I did double kill him twice which was indeed a wonderful experience. The final boss whilst being pretty fun felt like it went on for far too long. There were numerous times it felt like it was climaxing with a final attack, only to go into something new, as if the creator planned on ending it a few times but just kept on making stuff anyway. Not a big problem as it was still a fun boss, although I definitely would've preferred it little shorter.
It's a fun trap adventure, and for sure earns the recognition it receives. Despite some gripes with bosses, I had a very enjoyable time with most of this game.
Rating: 8.5 85
Difficulty: 60 60
Sep 5, 2018
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I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 76 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.8 | 7.6 | 18 |
Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.4 | 9.3 | 128 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
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Not Another Needle Game | 65.0 | 9.7 |
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I Wanna Get Cultured 2 | 70.0 | 9.7 |
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I wanna be the Ocean Princess | 68.0 | 10.0 |
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