LastTISisLife's Profile
Send a PMJoined on: Mar 10, 2021
Bio:
Some of my ratings can be outdated, especially ones that before 2022
My ratings based on how fun and interesting the game was for what it is
I've submitted:
1139 Ratings!
893 Reviews!
4 Screenshots!
1139 Games
893 Reviews
LastTISisLife
For: I Wanna Collect The Pixels
For: I Wanna Collect The Pixels
Pretty awesome adventure with a lot of interesting stuff going on. Mainly, some enemies encounters which are all fun and unique, and provides enjoyable challenge. Platforming also has some strong gimmicks, puzzle elements and sometimes light-hearted traps, and this bits were also insanely charming and fun. Bosses are big boys and they are also very cool maded and interesting to play. Final stage is great challenge in many ways and final avoidance is awesome as well. Also special shoutouts to unique visual design, that is pretty nice and smooth overall
All in all, it was just superb experience, there is like really not that much to dislike here. I'm really into platforming with enemies, and this was cool example of that. Also additional optional content is fantastic note - i love collecting some of them, this is what i always like to see in fangames. Easy recommendation to adventure fans
[2] Likes
All in all, it was just superb experience, there is like really not that much to dislike here. I'm really into platforming with enemies, and this was cool example of that. Also additional optional content is fantastic note - i love collecting some of them, this is what i always like to see in fangames. Easy recommendation to adventure fans
Rating: 9.7 97
Difficulty: 58 58
May 25, 2024
LastTISisLife
For: I wanna Go Frantic
For: I wanna Go Frantic
Great trap adventure with S-tier bosses
[0] Likes
Rating: 8.4 84
Difficulty: 48 48
May 23, 2024
LastTISisLife
For: I wanna anan spike
For: I wanna anan spike
Honestly, not that bad at all. Structure of this game is weird - at start you get 5 screens per tileset, that gets increasingly harder with the 70s being peak by far (with 75 and 78 being hardest things in the game). Then game kinda drops intension - 80s is more easier one-save screens with different tileset each floor and 90s is one tileset and similar design, that are getting slightly hard ath the end
Exactly those final floors from 81 to 100 were my favourite part of the game, i basically have no complaints about them. First 2/3 floors of the game were good, i like how they bring some theme (aka usual gimmick or style design) and trying to explore in 5 floors, even tho sometimes it felt hefty and 70s especially were not my cup of tea. But overall, it was not bad experience. I feel like this game is more hated than it deserves, if you a fan of floor needle concept (like i am) it could be pretty sweet choice. At least i can safely say i enjoyed this more than CN1 for example
[1] Like
Exactly those final floors from 81 to 100 were my favourite part of the game, i basically have no complaints about them. First 2/3 floors of the game were good, i like how they bring some theme (aka usual gimmick or style design) and trying to explore in 5 floors, even tho sometimes it felt hefty and 70s especially were not my cup of tea. But overall, it was not bad experience. I feel like this game is more hated than it deserves, if you a fan of floor needle concept (like i am) it could be pretty sweet choice. At least i can safely say i enjoyed this more than CN1 for example
Rating: 7.4 74
Difficulty: 80 80
May 22, 2024
LastTISisLife
For: I wanna defeat the Discord Makers CN side
For: I wanna defeat the Discord Makers CN side
While nothing was really oustanding or amazing here, there is nothing really bad here as well, which is honestly quite solid checkmark for such a huge needle collab. Needle stages are decently varied, production value is on point and system where you can leave stage and progress is saves is based and should be required for collabs like this (even tho i still progress in traditional way by doing stage by stage without leaving)
About individual stages: i quite enjoyed Xp and Shadow stages, which were trigger-oriented with clearly some inspiration from Rukito and they were just enjoyable honestly. I also remember Chance stage has very funny twist at the end. I remember Torore stage was pretty cool. I remember Shimmer stage was also pretty cool, despite being on precision side, and so was Man stage. I remember Mirror stage has some fun shit as well as TheWWworld stage, even tho they has lowpoints as well. I also remember i quite disliked Wind stage for being just insanely long for no good reason and BigUniverse stage which has weirdchamp balance, where hardest saves were worst as well
About hardest stages - seVenes stage was probably hardest at peak and in general. Q123 stage was also pretty intense. Also both of this stages has a lot of gravity-switch needle (which is solid part why are they so hard). STAB stage and Coffee stage has some rough shit, and also Mirror stage and BigUniverse stage were pretty damn hard
All in all, this was solid experience. My usual way of playing this - when i was bored and just want to play mindless needle, this was one of my number 1 pick. You can call it fastfood needle - sure why not, but this game doing it's job great still. Once i got to special stages i kinda went ham on the rest of the game and was not disappointed as well. Overall, it's fun game
[1] Like
About individual stages: i quite enjoyed Xp and Shadow stages, which were trigger-oriented with clearly some inspiration from Rukito and they were just enjoyable honestly. I also remember Chance stage has very funny twist at the end. I remember Torore stage was pretty cool. I remember Shimmer stage was also pretty cool, despite being on precision side, and so was Man stage. I remember Mirror stage has some fun shit as well as TheWWworld stage, even tho they has lowpoints as well. I also remember i quite disliked Wind stage for being just insanely long for no good reason and BigUniverse stage which has weirdchamp balance, where hardest saves were worst as well
About hardest stages - seVenes stage was probably hardest at peak and in general. Q123 stage was also pretty intense. Also both of this stages has a lot of gravity-switch needle (which is solid part why are they so hard). STAB stage and Coffee stage has some rough shit, and also Mirror stage and BigUniverse stage were pretty damn hard
All in all, this was solid experience. My usual way of playing this - when i was bored and just want to play mindless needle, this was one of my number 1 pick. You can call it fastfood needle - sure why not, but this game doing it's job great still. Once i got to special stages i kinda went ham on the rest of the game and was not disappointed as well. Overall, it's fun game
Rating: 7.6 76
Difficulty: 82 82
May 19, 2024
LastTISisLife
For: I wanna gaze at the Horizon
For: I wanna gaze at the Horizon
I really want to write a long review on this, but i hardly can, so it will be not really polished (ok i actually manage to did it, and funnily enough this is represents my experience with the game). This game is for sure unique and mind-blowing and it's really one of kind challenge overall, that everyone can probably try. But also this game is
-Tedious
-Frustrating
-Annoying
-And prioritize difficulty over enjoyment
What i implied by that? Well, okay many puzzles in this games are awesome. They are required some really deep thinking, unorthodox solutions etc. They also used a lot of gimmicks, which making everything even more spicy. Combined this with unique tilesets, good original visual sprites and we will get a GOATed fangame? Yeah, but...
What about execution. Execution in this game SUCKS. For the most part, and i'm not joking. Filler backtracking - check. Precise shit at the end of the long saves - check. Repetative set of actions, that you start to forget - check. All this shit happens in relatively easy platforming in it's core in terms of jumps structure etc., which leads to insane disbalance, that feels very awful. Yeah, execution is the place where game lacking the most. Tedious, frustrating and annoying is terms that are really associated with execution strongly here. Not everytime, but most of the time
Difficulty is also abides in same place. Basically, what makes this fangame boring and unfun very strictly linked with difficulty. It's like maker specifically aimed for high difficulty just for the sake of difficulty itself, and tedium was his main tool to achieve this. Like maker just saw the goal of making hardest fucking puzzle fangame in every sense without even thinking that what he made could be way more fun if he has some limits or he would add some helpful mechanics that will reduce bullshit part of the game. But no unfortunately the more i got through the game, the more i feel like it was all intentional, especially after seeing 4 tester were involved in gamemaking process
I actually still don't think i formulate my thoughts correct and fully. I feel like you can feel me if you only play this game by yourself. Which is honestly not a bad decision - this game is definitely worth a shot. Not worth a clear tho probably
About content. Stage 1 is just needle with unique spikes, which is tbh strange opening of the game, chill filler, that feels too long. Boss 1 is wacky, but ig it's okay. Stage 2 is slime journey, it was fun, but tedium starts here (and never really ends after). Boss 2 is cool, not overextended, and one of the highlights of the game. Stage 3 is cycle needle in vein of Genky with you - pretty decent, but gets hard at the end and also feels too long. Boss 3 is dumb garbage with non-sense curvings
Stage 4 is again slime journey, but more complexed... and more tedious in many parts as well. This is the stage where i start to enjoy figuring out puzzles tho, because they become quite gBrain at this point (but if you think the game peaks here in that sense, you are wrong, lol). Boss 4 is similary to boss 2 is very unique, cool and awesome, and also one of the best parts of the game
Stage 5 is stage with interesting color-switch gimmick. First half is basically needle in main sense, and it was fun sometimes, and dumb sometimes as well. Second half is interesting combination of slimes and color-switch, where you need to managements things quite well - it's honestly one of the best parts of the game, even despite execution still feels annoying sometimes. Boss 5 is pretty good boss with crazy, but manageable color-switch attack, that fits stage well, and also some needle inserts, which were okay i guess
Stage 6 sucks. It has that gimmick where you rotate sections of the screen in the attempt of making your way through, and it was honestly executed very poorly. At some point you need to realize that tilesets must be smooth or you can't past which was kinda unintuitive and very visually confusing. Also this stage has claustrophobic needle screens in between of gimmick screens for some reason. They were more fun than gimmick ones tho
Boss 6 is the place where i give up on 1.0 version and switch to new one (because i accidentally downloaded old one, since it's on the top over the new one, so beware). This boss is basically Simon Says on steroids, where you need memorize so much of stuff, that pen and paper will be you only choice. And you know what also? In 1.0 maker decided that memorizing like 100 situations is not enough. And he adds some RNG that messed up layout, which basically leaves you with decreasing your chances of beating the boss drastically. What a fucking beauty... In current version, maker tho decides to not balancing this shit and just give you hints, that will do job for you and you basically not need to do everything. So overall, both versions of this boss sucks ass. Shame, because i love Simon Says and this boss has potential
Stage 7 is Keypick journey. Starting with some adequate screens it falls in a pit of madness and having too much choices, becoming actually unthinkable. Only way is bruteforcing and it's not a great way. I tried this for as long as i can, but give up on pre-last screen and ended up following the best course from speedrunners. I still wanna comeback to this one day, but honestly it's just my insanity and actually love for Keypick (Update: I'm actually figured out those screens by my own - haha, fuck you, Keypick). And you know, as i Keypick fan, i still can't give shoutouts to this stage at all. It just sucks, saves are too long, solutions are too complicated and enjoyment is close to zero. Weakest stage in the game in every way. At least i enjoyed last two filler screens that were funny diamond and corner rush with key management meanwhile
Boss 7 tho is fun. Basically some Undertale shield stuff but with management of keys. It was cool and not that hard, i had enjoyment
Stage 8 is final puzzle stage and it's journey on it's own. Tetris and combining tetrominos in pure geometry ideal (which is way harder than you can imagine) will be main gimmick of the stage with additions of switches that will slowly decreasing your pathing, timer on tetrominos that will makes your manipulation of them way more complicated, color activators and according color blocks... this stage has everything. It even has Packman-style screen at some point. It was overall very fun. It's definitely hardest stage that requires a lot of thinking, but in a good way. Execution feels also more nice than in other stages somehow, despite saves are long and very chokeable, maybe because everything in saves has a lot of impact, following your hard-won route is satisfying and there is no real fillers here. Also music is catJAM and one of my favourite tracks in fangaming platforming. Period
Boss 8 is...
Abomination. So the thing about this boss is that it has very big potential. The gimmick is that you stucked in 3x3 cube and need to dodge upcoming tetrominos. They are not coming in easy way, but they are linked between themselves, so finding savespot is really hard and basically becoming game where you need to remember every fucking situation. It's actually crazy how insane this boss is, it's definitely the hardest shit in the game, that requires full concentration in every attempt. But what actually make this boss bad tho?
Well, amount of HP for example? You need to survive 50 rounds of dodging to defeat this boss. Since you need to be focused entire time, it's almost 3 minutes of insane gaming. I think you don't need to think hardly to guess how often you will painfully choke. But it's not even worst case here. Worst case is to getting in some savespots you need to jump extremely accurate. You need to basically get through tetrominos in very precise way. This shit SUCKS. The timing is so precise and unforgiving for no real reason, which makes everything really awful. The worst feeling is when you guess savespot correctly, but failed timing. And you will feel this. Over and over. And over and over. Do i also need to mention that at the end there will be cruel twist - you will swapped upside-down, which will make dodges even more hard due to nature of gravity-switch platforming. So yeah, ig now you can see why this boss is such a horrendous thing. Shame, because potential is insanely big
Last stage is nothing. Just two bro nothing screens and then screen of precise shit jumps. The funny thing is that you can skip this and this is probably last puzzle that game gives you - how to skip this needle. But hey if that was a intended way, why making this needle passable tho? Idk, i also confused about this. So i just toss a coin, and was forced to beat this needle. Was not that hard tho, but nothing truly enjoyable
And then comes the last boss. Concept is once again great - boss takes everything from another bosses and you overcome them one by one. But you know what? Concept might be great, but this is where the execution sucks dicks strongest. Yeah, this boss is actually worse than boss 8
So imagine boss where you have 4 first sections that are literally not hard, but very long, has RNG that existed to make your attempts even longer and only for that, also first section is literally waste of 30 seconds every time, where you can't die if you make minimal attention to the game and third sections sometimes just meme you with bullshit RNG? Sounds good? Then how about that...
After those 4 incredibly tedious sections, section 5 will be one of the hard and chokeable jumps from the big bunch of them. Section 6 will serves no more purpose as well as section 7, only just to get you more nervous to final section 8, which is reminder of boss 8, but now you do it at the end of the long endurance fight with no real feeling of flow of attacks, which will lead to more perplexity, and panic and chokes as well
And that's how final boss goes. Actual lowpoint of the game and i'm just glad i don't need to play it ever after clearing
Gaze at the Horizon is really the game of all time. I actually don't know what do i need to say, i feel like i described everything pretty minutely. I'm proud for myself for beating this game, i'm consider myself as average person and Horizon always was a mountain that i wanna conquer. I did it and i had so many regrets. But i still has some warm feelings through the way. Game sucks, but it's also has some brilliant parts in it and it's the game that you played once and never getting same experience again. Only for that feeling of identity (and also stage 8, stage 5 puzzles, stage 4 puzzles, boss 2, boss 4, boss 5 and boss 7, and in general how the actually fuck maker creates this puzzles in a first place???) and also for incredible visual style i give salute to this game. And also wave goodbye; and then thank God that i don't need to ever beat this again
[3] Likes
-Tedious
-Frustrating
-Annoying
-And prioritize difficulty over enjoyment
What i implied by that? Well, okay many puzzles in this games are awesome. They are required some really deep thinking, unorthodox solutions etc. They also used a lot of gimmicks, which making everything even more spicy. Combined this with unique tilesets, good original visual sprites and we will get a GOATed fangame? Yeah, but...
What about execution. Execution in this game SUCKS. For the most part, and i'm not joking. Filler backtracking - check. Precise shit at the end of the long saves - check. Repetative set of actions, that you start to forget - check. All this shit happens in relatively easy platforming in it's core in terms of jumps structure etc., which leads to insane disbalance, that feels very awful. Yeah, execution is the place where game lacking the most. Tedious, frustrating and annoying is terms that are really associated with execution strongly here. Not everytime, but most of the time
Difficulty is also abides in same place. Basically, what makes this fangame boring and unfun very strictly linked with difficulty. It's like maker specifically aimed for high difficulty just for the sake of difficulty itself, and tedium was his main tool to achieve this. Like maker just saw the goal of making hardest fucking puzzle fangame in every sense without even thinking that what he made could be way more fun if he has some limits or he would add some helpful mechanics that will reduce bullshit part of the game. But no unfortunately the more i got through the game, the more i feel like it was all intentional, especially after seeing 4 tester were involved in gamemaking process
I actually still don't think i formulate my thoughts correct and fully. I feel like you can feel me if you only play this game by yourself. Which is honestly not a bad decision - this game is definitely worth a shot. Not worth a clear tho probably
About content. Stage 1 is just needle with unique spikes, which is tbh strange opening of the game, chill filler, that feels too long. Boss 1 is wacky, but ig it's okay. Stage 2 is slime journey, it was fun, but tedium starts here (and never really ends after). Boss 2 is cool, not overextended, and one of the highlights of the game. Stage 3 is cycle needle in vein of Genky with you - pretty decent, but gets hard at the end and also feels too long. Boss 3 is dumb garbage with non-sense curvings
Stage 4 is again slime journey, but more complexed... and more tedious in many parts as well. This is the stage where i start to enjoy figuring out puzzles tho, because they become quite gBrain at this point (but if you think the game peaks here in that sense, you are wrong, lol). Boss 4 is similary to boss 2 is very unique, cool and awesome, and also one of the best parts of the game
Stage 5 is stage with interesting color-switch gimmick. First half is basically needle in main sense, and it was fun sometimes, and dumb sometimes as well. Second half is interesting combination of slimes and color-switch, where you need to managements things quite well - it's honestly one of the best parts of the game, even despite execution still feels annoying sometimes. Boss 5 is pretty good boss with crazy, but manageable color-switch attack, that fits stage well, and also some needle inserts, which were okay i guess
Stage 6 sucks. It has that gimmick where you rotate sections of the screen in the attempt of making your way through, and it was honestly executed very poorly. At some point you need to realize that tilesets must be smooth or you can't past which was kinda unintuitive and very visually confusing. Also this stage has claustrophobic needle screens in between of gimmick screens for some reason. They were more fun than gimmick ones tho
Boss 6 is the place where i give up on 1.0 version and switch to new one (because i accidentally downloaded old one, since it's on the top over the new one, so beware). This boss is basically Simon Says on steroids, where you need memorize so much of stuff, that pen and paper will be you only choice. And you know what also? In 1.0 maker decided that memorizing like 100 situations is not enough. And he adds some RNG that messed up layout, which basically leaves you with decreasing your chances of beating the boss drastically. What a fucking beauty... In current version, maker tho decides to not balancing this shit and just give you hints, that will do job for you and you basically not need to do everything. So overall, both versions of this boss sucks ass. Shame, because i love Simon Says and this boss has potential
Stage 7 is Keypick journey. Starting with some adequate screens it falls in a pit of madness and having too much choices, becoming actually unthinkable. Only way is bruteforcing and it's not a great way. I tried this for as long as i can, but give up on pre-last screen and ended up following the best course from speedrunners. I still wanna comeback to this one day, but honestly it's just my insanity and actually love for Keypick (Update: I'm actually figured out those screens by my own - haha, fuck you, Keypick). And you know, as i Keypick fan, i still can't give shoutouts to this stage at all. It just sucks, saves are too long, solutions are too complicated and enjoyment is close to zero. Weakest stage in the game in every way. At least i enjoyed last two filler screens that were funny diamond and corner rush with key management meanwhile
Boss 7 tho is fun. Basically some Undertale shield stuff but with management of keys. It was cool and not that hard, i had enjoyment
Stage 8 is final puzzle stage and it's journey on it's own. Tetris and combining tetrominos in pure geometry ideal (which is way harder than you can imagine) will be main gimmick of the stage with additions of switches that will slowly decreasing your pathing, timer on tetrominos that will makes your manipulation of them way more complicated, color activators and according color blocks... this stage has everything. It even has Packman-style screen at some point. It was overall very fun. It's definitely hardest stage that requires a lot of thinking, but in a good way. Execution feels also more nice than in other stages somehow, despite saves are long and very chokeable, maybe because everything in saves has a lot of impact, following your hard-won route is satisfying and there is no real fillers here. Also music is catJAM and one of my favourite tracks in fangaming platforming. Period
Boss 8 is...
Abomination. So the thing about this boss is that it has very big potential. The gimmick is that you stucked in 3x3 cube and need to dodge upcoming tetrominos. They are not coming in easy way, but they are linked between themselves, so finding savespot is really hard and basically becoming game where you need to remember every fucking situation. It's actually crazy how insane this boss is, it's definitely the hardest shit in the game, that requires full concentration in every attempt. But what actually make this boss bad tho?
Well, amount of HP for example? You need to survive 50 rounds of dodging to defeat this boss. Since you need to be focused entire time, it's almost 3 minutes of insane gaming. I think you don't need to think hardly to guess how often you will painfully choke. But it's not even worst case here. Worst case is to getting in some savespots you need to jump extremely accurate. You need to basically get through tetrominos in very precise way. This shit SUCKS. The timing is so precise and unforgiving for no real reason, which makes everything really awful. The worst feeling is when you guess savespot correctly, but failed timing. And you will feel this. Over and over. And over and over. Do i also need to mention that at the end there will be cruel twist - you will swapped upside-down, which will make dodges even more hard due to nature of gravity-switch platforming. So yeah, ig now you can see why this boss is such a horrendous thing. Shame, because potential is insanely big
Last stage is nothing. Just two bro nothing screens and then screen of precise shit jumps. The funny thing is that you can skip this and this is probably last puzzle that game gives you - how to skip this needle. But hey if that was a intended way, why making this needle passable tho? Idk, i also confused about this. So i just toss a coin, and was forced to beat this needle. Was not that hard tho, but nothing truly enjoyable
And then comes the last boss. Concept is once again great - boss takes everything from another bosses and you overcome them one by one. But you know what? Concept might be great, but this is where the execution sucks dicks strongest. Yeah, this boss is actually worse than boss 8
So imagine boss where you have 4 first sections that are literally not hard, but very long, has RNG that existed to make your attempts even longer and only for that, also first section is literally waste of 30 seconds every time, where you can't die if you make minimal attention to the game and third sections sometimes just meme you with bullshit RNG? Sounds good? Then how about that...
After those 4 incredibly tedious sections, section 5 will be one of the hard and chokeable jumps from the big bunch of them. Section 6 will serves no more purpose as well as section 7, only just to get you more nervous to final section 8, which is reminder of boss 8, but now you do it at the end of the long endurance fight with no real feeling of flow of attacks, which will lead to more perplexity, and panic and chokes as well
And that's how final boss goes. Actual lowpoint of the game and i'm just glad i don't need to play it ever after clearing
Gaze at the Horizon is really the game of all time. I actually don't know what do i need to say, i feel like i described everything pretty minutely. I'm proud for myself for beating this game, i'm consider myself as average person and Horizon always was a mountain that i wanna conquer. I did it and i had so many regrets. But i still has some warm feelings through the way. Game sucks, but it's also has some brilliant parts in it and it's the game that you played once and never getting same experience again. Only for that feeling of identity (and also stage 8, stage 5 puzzles, stage 4 puzzles, boss 2, boss 4, boss 5 and boss 7, and in general how the actually fuck maker creates this puzzles in a first place???) and also for incredible visual style i give salute to this game. And also wave goodbye; and then thank God that i don't need to ever beat this again
Rating: 5.1 51
Difficulty: 83 83
May 17, 2024
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