Wolfiexe's Profile
Send a PMJoined on: Jul 22, 2015
Bio:
moleYo
I've submitted:
320 Ratings!
320 Reviews!
354 Screenshots!



Report this user
320 Games
320 Reviews
Wolfiexe
For: I wanna be the Sugar
For: I wanna be the Sugar
Sugar is a fantastic adventure game that feels very reminiscent of the older-style adventure games seen many years ago, but with a clean brand of polish and some very fun yet simple gimmicks scattered throughout to make for a super memorable adventure.
The game is split into a multitude of stages, each with a secret key and secret area/warp inside. These secret keys are required to access the 6th stage and what's classed as the "normal" end of the game, and the secret areas/warps are required alongside them to access the true end. Whilst I'd 100% recommend going for the true end, some of the secrets are quite honestly absurdly stupid to the point where it's funny. To name a couple, Reveal Spoilerone stage has an invisible button that you need to shoot to open the warp on the previous screen, and another has a hidden block in a random floor opening you need to activate after finishing a puzzle to open up the warp. They're pretty funny but unless you're a search-a-holic you might want to resort to a guide. Sonoko on YouTube has a very helpful video guide to the secrets which I'd recommend if you decide to do so.
Anyway, the flow of the game follows a very similar format of stage -> boss -> stage -> boss. Each usually plays around a certain gimmick with the exception of the 1st one, and the gimmicks are generally done pretty well. Stage 4 in particular had a very fun gimmick playing off different colour zones locking down your movement ability (or empowering it) which provided some fun gameplay without ever getting too complicated or overwhelming, and stage 5 whilst being a puzzle stage was the most part pretty straightforward and satisfying to plod through.
Some minor gripes platforming-wise would be a couple of saves feel like a sudden spike in difficulty compared to those prior to it, namely one in stage 4 that involved a secret entrance. There's also one puzzle (although it's actually part of a "boss") that has to be done under timed pressure which caused some frustration. I ended up printscreening it and solving it after dying. I also wasn't a fan of the pre-true-final-boss platforming which Reveal Spoileris 16 pretty easy screens without any saves. It's a neat throwback to Yoyo's past games but it felt unnecessary and should've been way shorter to alleviate any frustration.
Each stage also has a boss, which for the most part are really fun! A lot of attacks are barrage-based and less-so on the learny side of things which definitely catered to my preference. I did notice that the 1st boss felt like the hardest boss for the first 5 stages which seemed rather odd, but it was fun regardless. A special mention though goes to the true end bosses which are absolutely some of the highlights of the game. The visual design is really slick and the attacks felt varied and fair, never reaching the point of frustration.
There's also an avoidance to round off the true end of the game. I was pleasantly surprised to find the avoidance was a treat for the eyes and very visually different what I'd seen in the rest of the game. The attacks felt well choreographed and flowed together rather well, and other than an early attack which took a few tries to get down, nothing felt too challenging. It was a nice send-off for the game and left me with a very good sugary aftertaste for the adventure.
My only complaint with the bosses would be in regards to boss 5, which is essentially a collection of puzzle rooms using the gimmick established in the stage. As mentioned earlier, timed puzzles became frustrating for me and there's a fair amount of rooms you're expected to do under timed pressure which gave me some gripes by the end. It's a small blotch in the grand scheme of things though.
Overall Sugar is just a great game. It never goes into any particular gimmick too intensely but for what it does, it does well. The design felt like it focused on being fun above all else, and it was a very pleasant surprise. I'd very much recommend going for 100% as the end-game content is a treat.
[2] Likes
The game is split into a multitude of stages, each with a secret key and secret area/warp inside. These secret keys are required to access the 6th stage and what's classed as the "normal" end of the game, and the secret areas/warps are required alongside them to access the true end. Whilst I'd 100% recommend going for the true end, some of the secrets are quite honestly absurdly stupid to the point where it's funny. To name a couple, Reveal Spoilerone stage has an invisible button that you need to shoot to open the warp on the previous screen, and another has a hidden block in a random floor opening you need to activate after finishing a puzzle to open up the warp. They're pretty funny but unless you're a search-a-holic you might want to resort to a guide. Sonoko on YouTube has a very helpful video guide to the secrets which I'd recommend if you decide to do so.
Anyway, the flow of the game follows a very similar format of stage -> boss -> stage -> boss. Each usually plays around a certain gimmick with the exception of the 1st one, and the gimmicks are generally done pretty well. Stage 4 in particular had a very fun gimmick playing off different colour zones locking down your movement ability (or empowering it) which provided some fun gameplay without ever getting too complicated or overwhelming, and stage 5 whilst being a puzzle stage was the most part pretty straightforward and satisfying to plod through.
Some minor gripes platforming-wise would be a couple of saves feel like a sudden spike in difficulty compared to those prior to it, namely one in stage 4 that involved a secret entrance. There's also one puzzle (although it's actually part of a "boss") that has to be done under timed pressure which caused some frustration. I ended up printscreening it and solving it after dying. I also wasn't a fan of the pre-true-final-boss platforming which Reveal Spoileris 16 pretty easy screens without any saves. It's a neat throwback to Yoyo's past games but it felt unnecessary and should've been way shorter to alleviate any frustration.
Each stage also has a boss, which for the most part are really fun! A lot of attacks are barrage-based and less-so on the learny side of things which definitely catered to my preference. I did notice that the 1st boss felt like the hardest boss for the first 5 stages which seemed rather odd, but it was fun regardless. A special mention though goes to the true end bosses which are absolutely some of the highlights of the game. The visual design is really slick and the attacks felt varied and fair, never reaching the point of frustration.
There's also an avoidance to round off the true end of the game. I was pleasantly surprised to find the avoidance was a treat for the eyes and very visually different what I'd seen in the rest of the game. The attacks felt well choreographed and flowed together rather well, and other than an early attack which took a few tries to get down, nothing felt too challenging. It was a nice send-off for the game and left me with a very good sugary aftertaste for the adventure.
My only complaint with the bosses would be in regards to boss 5, which is essentially a collection of puzzle rooms using the gimmick established in the stage. As mentioned earlier, timed puzzles became frustrating for me and there's a fair amount of rooms you're expected to do under timed pressure which gave me some gripes by the end. It's a small blotch in the grand scheme of things though.
Overall Sugar is just a great game. It never goes into any particular gimmick too intensely but for what it does, it does well. The design felt like it focused on being fun above all else, and it was a very pleasant surprise. I'd very much recommend going for 100% as the end-game content is a treat.
Rating: 8.5
Difficulty: 65
Aug 13, 2018
Wolfiexe
For: I wanna Lazy Needle 2
For: I wanna Lazy Needle 2
Lazy Needle 2 is a 6-screen interconnected needle game with a focus on looping around screens and taking interesting paths, all whilst flying through some clean and enjoyable Long John needle.
The game uses a variety of standard needle gimmicks, and it's always kept in a good balance so you never feel oversaturated with crazy platform journeys or jungle adventures. With this sort of maze-type kind of needle game there's always the worry of screen transition ganks, but they're kept to a minimum here. There's only really one or two cases where you may be caught off guard and they didn't feel like a big deal, and finding your path forward is generally pretty straightforward enough to not get lost.
Do note there's no music in the game, so be sure to bring your own.
Overall it's a very fun needle game. Not too long but has plenty of interesting manoeuvres and fun design to keep you occupied if you're in the mood for a relatively challenging needle experience.
The game uses a variety of standard needle gimmicks, and it's always kept in a good balance so you never feel oversaturated with crazy platform journeys or jungle adventures. With this sort of maze-type kind of needle game there's always the worry of screen transition ganks, but they're kept to a minimum here. There's only really one or two cases where you may be caught off guard and they didn't feel like a big deal, and finding your path forward is generally pretty straightforward enough to not get lost.
Do note there's no music in the game, so be sure to bring your own.
Overall it's a very fun needle game. Not too long but has plenty of interesting manoeuvres and fun design to keep you occupied if you're in the mood for a relatively challenging needle experience.
Tagged as: Needle
[0] Likes
Rating: 8.2
Difficulty: 64
Aug 13, 2018
Wolfiexe
For: I wanna one for all
For: I wanna one for all
One For All is a collab between 8 makers, each contributing their own stage or boss to the game. I'll go into detail about each stage, but the tl;dr is that it's a pretty solid game with a couple of real awkward and tedious segments. I found the beginning areas to be very frustrating despite the production value, but once I'd pushed into the later ones I started having a great time.
Stage 1 is by Hanamogeta, and despite my big appreciation for his other games I just didn't have a fun time with this stage. It utilized a screen tilt sort-of gimmick where you have to balance something on the small game window you play on, which just felt very awkward to control and pull off. The miniboss in the area also had a very confusing end in regards to the warp, although if you want a pointer Reveal SpoilerI'd recommend trying to keep it as centred as possible by the time you kill the boss. The production value is pretty impressive though, and it's an interesting concept for a stage, just not one I had fun with unfortunately.
Following this, Tsuta takes the stage with a boss (the game follows the stage -> boss -> stage -> boss format). Like the previous stage, I wasn't a big fan of this. The boss is essentially a Bomberman tribute which is mainly pattern until the end which can turn into some 5000 IQ mindgames with you trying to predict the boss movements. Block-ledge layouts are one of my peeves in fangames when you're forced to do them quickly, and as you might expect from a Bomberman layout, there'll be plenty of those here.
Klein is the 3rd, and this is where I started to enjoy the game a lot more. The stage is based around more standard platforming with some spike traps, moving cherries and even a very enjoyable puzzle screen which had a very interesting conclusion. This felt very much like Klein's other games such as Emperor and Butterfly, although of a much easier difficulty which ended up feeling just right to me.
Following that, Nikunashi Gyudon 800 yen's boss is up next. This was the only maker I wasn't familiar with before playing, although the boss turns out to be pretty fun. It takes some quick thinking to beat and may cause a bit of frustration if the gimmick doesn't appeal quickly, but I ended up having a good time with it. The ending will also test everything you've learnt, so be ready for that.
The third platforming stage is made by Doruppi, and is probably my favourite stage in the game. It's a sideways tower filled with variety, ranging from rolling HD apples, spot-the-difference tests, surprisingly reasonable block puzzles and even some Mary Poppins cosplay. It's just a really fun stage, and definitely one of the highlights for me.
The boss following this is made by Dagger, and is a fairly short and simple boss utilizing walljump and some guy with big wings. Some attacks definitely felt like they provided way more damage openings than others but nothing felt awkward to play around or overly complicated. Overall a fun fight without too much to say about it.
Aqua brings the 4th and final platforming stage to the table, which whilst feeling rather short ends up being fairly fun and unique. Each screen has a different sort of theme, with a bit of needle and puzzles thrown in here and there. There's also quite a spooky trap that might catch you off guard, but you'll find that in your own time.
The game ends with Carnival making the boss, and I was a bit mixed on it. Some attacks are fun to dodge and play around, but it just goes on for far too long. If each phase lasted half the time then I think the problems I had would've been alleviated, and maybe it's possible to get 3 shots in per cycle to try skipping the 2nd cycle of each attack, but it became quite tedious to do the early (and easy) attacks for so long to die to something more challenging later on. Some of the later attacks are a little learny too and caught me off-guard which added to the frustration a bit. It's an okay boss but ultimately I think it would've benefited from having far less HP and less downtime.
So overall, it's a mixed bag but with the good stuff mostly outweighing the bad stuff. If you can get past the early hitches then you're in for a good ride. Better yet, if you can enjoy the early stuff then you're probably set for a great time. Give it a try!
[2] Likes
Stage 1 is by Hanamogeta, and despite my big appreciation for his other games I just didn't have a fun time with this stage. It utilized a screen tilt sort-of gimmick where you have to balance something on the small game window you play on, which just felt very awkward to control and pull off. The miniboss in the area also had a very confusing end in regards to the warp, although if you want a pointer Reveal SpoilerI'd recommend trying to keep it as centred as possible by the time you kill the boss. The production value is pretty impressive though, and it's an interesting concept for a stage, just not one I had fun with unfortunately.
Following this, Tsuta takes the stage with a boss (the game follows the stage -> boss -> stage -> boss format). Like the previous stage, I wasn't a big fan of this. The boss is essentially a Bomberman tribute which is mainly pattern until the end which can turn into some 5000 IQ mindgames with you trying to predict the boss movements. Block-ledge layouts are one of my peeves in fangames when you're forced to do them quickly, and as you might expect from a Bomberman layout, there'll be plenty of those here.
Klein is the 3rd, and this is where I started to enjoy the game a lot more. The stage is based around more standard platforming with some spike traps, moving cherries and even a very enjoyable puzzle screen which had a very interesting conclusion. This felt very much like Klein's other games such as Emperor and Butterfly, although of a much easier difficulty which ended up feeling just right to me.
Following that, Nikunashi Gyudon 800 yen's boss is up next. This was the only maker I wasn't familiar with before playing, although the boss turns out to be pretty fun. It takes some quick thinking to beat and may cause a bit of frustration if the gimmick doesn't appeal quickly, but I ended up having a good time with it. The ending will also test everything you've learnt, so be ready for that.
The third platforming stage is made by Doruppi, and is probably my favourite stage in the game. It's a sideways tower filled with variety, ranging from rolling HD apples, spot-the-difference tests, surprisingly reasonable block puzzles and even some Mary Poppins cosplay. It's just a really fun stage, and definitely one of the highlights for me.
The boss following this is made by Dagger, and is a fairly short and simple boss utilizing walljump and some guy with big wings. Some attacks definitely felt like they provided way more damage openings than others but nothing felt awkward to play around or overly complicated. Overall a fun fight without too much to say about it.
Aqua brings the 4th and final platforming stage to the table, which whilst feeling rather short ends up being fairly fun and unique. Each screen has a different sort of theme, with a bit of needle and puzzles thrown in here and there. There's also quite a spooky trap that might catch you off guard, but you'll find that in your own time.
The game ends with Carnival making the boss, and I was a bit mixed on it. Some attacks are fun to dodge and play around, but it just goes on for far too long. If each phase lasted half the time then I think the problems I had would've been alleviated, and maybe it's possible to get 3 shots in per cycle to try skipping the 2nd cycle of each attack, but it became quite tedious to do the early (and easy) attacks for so long to die to something more challenging later on. Some of the later attacks are a little learny too and caught me off-guard which added to the frustration a bit. It's an okay boss but ultimately I think it would've benefited from having far less HP and less downtime.
So overall, it's a mixed bag but with the good stuff mostly outweighing the bad stuff. If you can get past the early hitches then you're in for a good ride. Better yet, if you can enjoy the early stuff then you're probably set for a great time. Give it a try!
Rating: 7.6
Difficulty: 60
Aug 12, 2018
Wolfiexe
For: Not Another Needle Game
For: Not Another Needle Game
Rating is based on True End, which I finally got around to playing recently after years of nothing but Bad End.
Not Another Needle Game is a great game, worthy of the reputation it has. The level design stays consistently interesting for well over 380(?~) floors (if you're going for True End) which is no small feat, making use of a wide variety of gimmicks and combining them in fun ways to make the game flow always stay steady and enjoyable. The production value is at a very solid level which is supported by the clean visuals, different endings and high level of polish that's gone into making the game feel like a complete game.
Favourite personal stages include the water stages (both Bad and True End) which felt like the water usage was done very satisfyingly, and the Telejump stage which remains one of my favourite gimmicks used in needle for quite some time now. The only gimmick that sometimes got a bit grating was heavy gravity mixed with infinite jump, often when combined with low gravity. The shift between the two made for some very sudden movements that I had a hard time getting accustomed to over the course of the game.
Overall though it's a great game. Just about everyone is familiar with NANG now and has formed their own opinions on it, and I'm glad I finally got around to playing the True End of the game. It's 100% worth it.
[1] Like
Not Another Needle Game is a great game, worthy of the reputation it has. The level design stays consistently interesting for well over 380(?~) floors (if you're going for True End) which is no small feat, making use of a wide variety of gimmicks and combining them in fun ways to make the game flow always stay steady and enjoyable. The production value is at a very solid level which is supported by the clean visuals, different endings and high level of polish that's gone into making the game feel like a complete game.
Favourite personal stages include the water stages (both Bad and True End) which felt like the water usage was done very satisfyingly, and the Telejump stage which remains one of my favourite gimmicks used in needle for quite some time now. The only gimmick that sometimes got a bit grating was heavy gravity mixed with infinite jump, often when combined with low gravity. The shift between the two made for some very sudden movements that I had a hard time getting accustomed to over the course of the game.
Overall though it's a great game. Just about everyone is familiar with NANG now and has formed their own opinions on it, and I'm glad I finally got around to playing the True End of the game. It's 100% worth it.
Rating: 9.7
Difficulty: 65
Aug 11, 2018
Wolfiexe
For: I wanna go to the quantum world
For: I wanna go to the quantum world
Quantum World hits a lot of ticks in things I have fun with in fangames.
The game is built primarily off needle-based gameplay with some avoidances here and there. The stages each have a theme and some simple gimmicks based around them which make for some fun and simple platforming, such as moving cherry circles, collecting coins to open a gate or even some neon speed-changing dotkid needle. The only "gimmick" I didn't enjoy too much was the conveyor stage, and this was less down to the conveyors and moreso the length of the saves, often with trickier segments near the end that made it feel slightly tedious at times.
In terms of bosses, there are a couple and standard bosses alongside 3 avoidances. Whilst I can be a little wary of avoidances in adventure games (especially if there are 3 of them in one game), they're all done really well here. To summarise, the first avoidance is a classical music avoidance with primarily RNG based attacks and a tiny bit of learning here and there. It flows really nicely and felt fun to play, as well as being a breath of fresh air in terms of music choice. The second is a Miku avoidance but with checkpoints and attacks that feel fairly straightforward to learn, with my only complaint being that the third checkpoint feels very easy and short compared to the second. The third and final boss is a super fun barrage fight which gives you a smaller hitbox and HP. No attacks feel unfair or out of place, and it's just overall a really fun avoidance to read and play. All avoidances are designed in a way that doesn't break the flow of the game, which is an issue a lot of adventures with avoidances can suffer from.
Provided you're open to primarily needle and avoidance based gameplay, you'll probably have a good time with this. Give it a shot! It's a fun game for sure.
[1] Like
The game is built primarily off needle-based gameplay with some avoidances here and there. The stages each have a theme and some simple gimmicks based around them which make for some fun and simple platforming, such as moving cherry circles, collecting coins to open a gate or even some neon speed-changing dotkid needle. The only "gimmick" I didn't enjoy too much was the conveyor stage, and this was less down to the conveyors and moreso the length of the saves, often with trickier segments near the end that made it feel slightly tedious at times.
In terms of bosses, there are a couple and standard bosses alongside 3 avoidances. Whilst I can be a little wary of avoidances in adventure games (especially if there are 3 of them in one game), they're all done really well here. To summarise, the first avoidance is a classical music avoidance with primarily RNG based attacks and a tiny bit of learning here and there. It flows really nicely and felt fun to play, as well as being a breath of fresh air in terms of music choice. The second is a Miku avoidance but with checkpoints and attacks that feel fairly straightforward to learn, with my only complaint being that the third checkpoint feels very easy and short compared to the second. The third and final boss is a super fun barrage fight which gives you a smaller hitbox and HP. No attacks feel unfair or out of place, and it's just overall a really fun avoidance to read and play. All avoidances are designed in a way that doesn't break the flow of the game, which is an issue a lot of adventures with avoidances can suffer from.
Provided you're open to primarily needle and avoidance based gameplay, you'll probably have a good time with this. Give it a shot! It's a fun game for sure.
Rating: 8.0
Difficulty: 65
Aug 11, 2018
Wolfiexe
For: I wanna be THE iDOLM@STER
For: I wanna be THE iDOLM@STER
iDOLM@ASTER is one hell of a game. It's hard to know what you're getting yourself into until you've played or watched any of it, but it's not quite like any other adventure fangame. One second you'll be prancing around in some Pacman-inspired pseudo-trap stage, the next you'll be plunged into a top-down RPG maze where you get smacked around by dragons, wizards and chasing around some anime girls like the zany Producer you are.
The game is built across a series of hubs à la Permanence 2, where you have a option of stages from a selection, before unlocking a new selection after beating them all. The stages are all of very different quality and style, but it makes for a very interesting experience. I felt like 50% of the stages were themed around some sort of retro arcade game with unusual mechanics or physics, and the remainder were normal fangame physics with trap or gimmick based platforming taking centre stage. As a result, stages can be very hit or miss, and some stages left me with a bit of a sour taste before immediately cleansing it with the next stage. Expect a mixed bag.
There's some cool little touches to the game, such as the inclusion of harder difficulties upon beating Normal (and then respectively, Hard to Very Hard) which actually change and add completely new stages. I hear these are substantially harder and I've only touched into Hard mode very slightly, so my experience is based entirely off the Normal difficulty. The saves also keep track of your save time so you can see how long you've been on a save for. This is a really basic thing but I thought it was a cool idea to have.
It's one hell of a game, in ways both good and bad. Definitely worth checking out and seeing if it holds your interest. I sure had a fun time with it and will probably delve deeper into Hard mode at a later date.
[1] Like
The game is built across a series of hubs à la Permanence 2, where you have a option of stages from a selection, before unlocking a new selection after beating them all. The stages are all of very different quality and style, but it makes for a very interesting experience. I felt like 50% of the stages were themed around some sort of retro arcade game with unusual mechanics or physics, and the remainder were normal fangame physics with trap or gimmick based platforming taking centre stage. As a result, stages can be very hit or miss, and some stages left me with a bit of a sour taste before immediately cleansing it with the next stage. Expect a mixed bag.
There's some cool little touches to the game, such as the inclusion of harder difficulties upon beating Normal (and then respectively, Hard to Very Hard) which actually change and add completely new stages. I hear these are substantially harder and I've only touched into Hard mode very slightly, so my experience is based entirely off the Normal difficulty. The saves also keep track of your save time so you can see how long you've been on a save for. This is a really basic thing but I thought it was a cool idea to have.
It's one hell of a game, in ways both good and bad. Definitely worth checking out and seeing if it holds your interest. I sure had a fun time with it and will probably delve deeper into Hard mode at a later date.
Rating: 7.6 76
Difficulty: 65 65
Aug 11, 2018
Wolfiexe
For: I wanna break the mashikaku
For: I wanna break the mashikaku
Break the Mashikaku is a very mixed bag that left me disappointed I didn't have more fun with it, because it has a lot of really fun content that's mixed in with some more questionable stuff that didn't sit as well with me.
The game features an overworld where The Kid travels from guest stage to guest stage. As you might imagine, the quality of the stages differs quite a lot in quality, complexity and difficulty. The early stages are generally quite straightforward; they'll have a few traps here and there or some simple platforming with a gimmick thrown in but nothing too crazy. A couple of segments such as the Splatoon world felt interesting and once I'd gotten the mechanic down, was pretty fun to execute. The Genki-esque style world whilst being really visually interesting just didn't feel interesting to actually play around, but was very unique and one of the more memorable stages of the game.
At some point there's a puzzle heavy stage which put me off a bit, because it was based primarily off an existing puzzle fangame this being Design. It kind of throws you in the deep end in terms of solving the puzzles using the gimmick, and whilst it gives you a practice room of sorts, there's no real flow or instructions which made it kind of bumpy for me and not too enjoyable to learn. Design-wise it's really interesting and the majority of people will have a good time here, but I felt like I was at a disadvantage for not having played the game it was based on.
There's also a pattern-heavy avoidance later which whilst not being too complicated to learn, felt like it slowed down the flow of the game for me, although maybe that's more of a personal aversion to dropping learny avoidances in the middle of adventure games. It's actually quite a nice avoidance putting that aside.
There's also in general quite an increase in the amount of bosses towards the end of the game. Some are pretty fun (albeit overwhelmingly long and have vast amounts of downtime before anything of value happens), although the final boss rubbed me the wrong way. It's extremely long and has some attacks that just feel kind of stupid (namely the green wall sort-of-aimed attack) and the final attack puts very light bullets on a light background whilst forcing you to already read a bunch of dense stuff, and it just became a bit of a clown fiasco. Yes, a fiasco not a fiesta, because that's how intense it felt.
Overall the game felt like a huge mixed bag to me. There was a bunch of fun and really unique stuff, but an equal amount of stuff that just didn't feel that enjoyable for me and caused more frustration than enjoyment, which is a shame because I think this game is probably underplayed and deserves more attention than it gets. I'd still recommend it, just be ready for a wide variety of content both in quality and difficulty.
[0] Likes
The game features an overworld where The Kid travels from guest stage to guest stage. As you might imagine, the quality of the stages differs quite a lot in quality, complexity and difficulty. The early stages are generally quite straightforward; they'll have a few traps here and there or some simple platforming with a gimmick thrown in but nothing too crazy. A couple of segments such as the Splatoon world felt interesting and once I'd gotten the mechanic down, was pretty fun to execute. The Genki-esque style world whilst being really visually interesting just didn't feel interesting to actually play around, but was very unique and one of the more memorable stages of the game.
At some point there's a puzzle heavy stage which put me off a bit, because it was based primarily off an existing puzzle fangame this being Design. It kind of throws you in the deep end in terms of solving the puzzles using the gimmick, and whilst it gives you a practice room of sorts, there's no real flow or instructions which made it kind of bumpy for me and not too enjoyable to learn. Design-wise it's really interesting and the majority of people will have a good time here, but I felt like I was at a disadvantage for not having played the game it was based on.
There's also a pattern-heavy avoidance later which whilst not being too complicated to learn, felt like it slowed down the flow of the game for me, although maybe that's more of a personal aversion to dropping learny avoidances in the middle of adventure games. It's actually quite a nice avoidance putting that aside.
There's also in general quite an increase in the amount of bosses towards the end of the game. Some are pretty fun (albeit overwhelmingly long and have vast amounts of downtime before anything of value happens), although the final boss rubbed me the wrong way. It's extremely long and has some attacks that just feel kind of stupid (namely the green wall sort-of-aimed attack) and the final attack puts very light bullets on a light background whilst forcing you to already read a bunch of dense stuff, and it just became a bit of a clown fiasco. Yes, a fiasco not a fiesta, because that's how intense it felt.
Overall the game felt like a huge mixed bag to me. There was a bunch of fun and really unique stuff, but an equal amount of stuff that just didn't feel that enjoyable for me and caused more frustration than enjoyment, which is a shame because I think this game is probably underplayed and deserves more attention than it gets. I'd still recommend it, just be ready for a wide variety of content both in quality and difficulty.
Rating: 6.6 66
Difficulty: 65 65
Aug 11, 2018
Wolfiexe
For: I wanna be the hanamogeta
For: I wanna be the hanamogeta
This is definitely Hanamogeta's best creation so far. As expected, the game sets a really high bar right from the start in terms of production value, and maintains that standard in terms of quality all the way throughout.
This game starts with The Kid in an overworld of sorts, next to a game console of which there are no cartidges. The world is designed with teleporters in mind so you can backtrack to a couple of places if you so desire or if you miss something, but all the cartridges are relatively easy to find. The overworld features some very amusing traps and creative gimmick sections which feel very reminiscent of Hanamogeta's older games like Go BANANAS and Darejar. Where the game really diverges however is within the cartridges.
Each cartridge is almost like a separate shorter fangame, built upon a very unique gimmick or mechanic. To name a few, one plays homage to the indie platformer INK, where by moving you can splatter coloured ink around you and illuminate your path and other hazards, or the Galaxy stage where you hop from planet to planet in some daring space escapes. Do be warned that some stages do get very puzzly, and I was having a real struggle coming to the solution for a couple of them (particularly in the Swapper stage). Also the INK stage has one very questionable screen that feels very poorly designed, and forced me to bust open Photoshop to help "solve" the route.
Regardless of the hiccups though, the variety on display is pretty insane and each cartridge makes for some very memorable fangaming. Strongly recommended.
[0] Likes
This game starts with The Kid in an overworld of sorts, next to a game console of which there are no cartidges. The world is designed with teleporters in mind so you can backtrack to a couple of places if you so desire or if you miss something, but all the cartridges are relatively easy to find. The overworld features some very amusing traps and creative gimmick sections which feel very reminiscent of Hanamogeta's older games like Go BANANAS and Darejar. Where the game really diverges however is within the cartridges.
Each cartridge is almost like a separate shorter fangame, built upon a very unique gimmick or mechanic. To name a few, one plays homage to the indie platformer INK, where by moving you can splatter coloured ink around you and illuminate your path and other hazards, or the Galaxy stage where you hop from planet to planet in some daring space escapes. Do be warned that some stages do get very puzzly, and I was having a real struggle coming to the solution for a couple of them (particularly in the Swapper stage). Also the INK stage has one very questionable screen that feels very poorly designed, and forced me to bust open Photoshop to help "solve" the route.
Regardless of the hiccups though, the variety on display is pretty insane and each cartridge makes for some very memorable fangaming. Strongly recommended.
Rating: 9.0 90
Difficulty: 55 55
Aug 11, 2018
Wolfiexe
For: I wanna Roll Around
For: I wanna Roll Around
Roll Around brings a very creative gimmick to the table. As the name would suggest, the primary mechanic of the game features The Kid rolling around under gaps, bouncing off pads and batting his way through a world that only a ball-shaped object could survive in.
The game features 3 stages, each with a boss and some new additions thrown in to keep it interesting. I was worried the game might end up getting overwhelming as it plays off a new gimmick so heavily, but it flows very smoothly and never feels like too much. Some saves you really have to plan out your route forward and how to get to your goal, and these always felt really rewarding to me. Getting used to the gimmick initially took me a moment, but after a short while it ends up feeling very natural.
There are some hiccups such as some awkward sections and a post-death boss troll of sorts, but they never broke the flow for me. There's also a potential softlock I was warned about, so do be careful where you're saving near the end of the first stage (as unlikely as it is you'll run into it). The final boss also definitely has some tricky attacks (and feels quite lengthy to boot) so less experienced players may have some trouble here, although design-wise it felt fun and came together very nicely.
Artardss did a great job building an entire game around a fresh new gimmick and came up with something very memorable. If you're looking for something you won't soon forget, you'll be hard pressed to find something more suitable than this.
[2] Likes
The game features 3 stages, each with a boss and some new additions thrown in to keep it interesting. I was worried the game might end up getting overwhelming as it plays off a new gimmick so heavily, but it flows very smoothly and never feels like too much. Some saves you really have to plan out your route forward and how to get to your goal, and these always felt really rewarding to me. Getting used to the gimmick initially took me a moment, but after a short while it ends up feeling very natural.
There are some hiccups such as some awkward sections and a post-death boss troll of sorts, but they never broke the flow for me. There's also a potential softlock I was warned about, so do be careful where you're saving near the end of the first stage (as unlikely as it is you'll run into it). The final boss also definitely has some tricky attacks (and feels quite lengthy to boot) so less experienced players may have some trouble here, although design-wise it felt fun and came together very nicely.
Artardss did a great job building an entire game around a fresh new gimmick and came up with something very memorable. If you're looking for something you won't soon forget, you'll be hard pressed to find something more suitable than this.
Rating: 9.0 90
Difficulty: 55 55
Aug 11, 2018
Wolfiexe
For: I wanna be Assaulted
For: I wanna be Assaulted
Assaulted is a short collab between Tsuta and Dagger, which if you're familiar with any of their other games might give you a good idea of what to expect here. It features a mix of traps, standard platforming, avoidances and some shaky gimmicks here and there, but overall it's a fairly fun game if you're open to all of the above.
The left path features a retro-game style platforming section by Tsuta, which is kinda interesting. You chase a blue car around whilst being chased by red cars and picking up flags to extend your phase time. The design is actually kinda fun, although it definitely leads itself to a bit of frustration. This is followed up by a short platforming segment by Dagger which is okay until the spotlight gimmick sets in, where it becomes more annoying than interesting. This path is concluded with a Dagger avoidance, set to a very nice song and pretty visuals. The difficulty is lower than that of the other route too and none of the patterns are too intense to learn.
The right path starts with a trap segment by Dagger. There are some pretty amusing traps and clever workarounds to them, which is also rounded off by a very...unique boss. If you're a Cirno fan then you might have a good time. From here, the most iconic part of Assaulted makes its appearance with Tsuta's trap stage, featuring some 5000 IQ traps and the most iconic penalty room out there. The path is then concluded with Tsuta's avoidance, which feels very reminiscent to one in Permanence 2 in both song and style. This one feels a bit harder than Dagger's on the left route, and some attacks may take a couple of attempts to find a good strat for, although nothing gets too rough or frustrating.
Starting with the left path feels like the better flow for the game in terms of difficulty curve, although if you're only interested in parts of it then the gist of it is that the left path is more gimmick/platforming based, and the right path is trap based. There's some mixed stuff, but I had a good time.
[0] Likes
The left path features a retro-game style platforming section by Tsuta, which is kinda interesting. You chase a blue car around whilst being chased by red cars and picking up flags to extend your phase time. The design is actually kinda fun, although it definitely leads itself to a bit of frustration. This is followed up by a short platforming segment by Dagger which is okay until the spotlight gimmick sets in, where it becomes more annoying than interesting. This path is concluded with a Dagger avoidance, set to a very nice song and pretty visuals. The difficulty is lower than that of the other route too and none of the patterns are too intense to learn.
The right path starts with a trap segment by Dagger. There are some pretty amusing traps and clever workarounds to them, which is also rounded off by a very...unique boss. If you're a Cirno fan then you might have a good time. From here, the most iconic part of Assaulted makes its appearance with Tsuta's trap stage, featuring some 5000 IQ traps and the most iconic penalty room out there. The path is then concluded with Tsuta's avoidance, which feels very reminiscent to one in Permanence 2 in both song and style. This one feels a bit harder than Dagger's on the left route, and some attacks may take a couple of attempts to find a good strat for, although nothing gets too rough or frustrating.
Starting with the left path feels like the better flow for the game in terms of difficulty curve, although if you're only interested in parts of it then the gist of it is that the left path is more gimmick/platforming based, and the right path is trap based. There's some mixed stuff, but I had a good time.
Rating: 7.4 74
Difficulty: 55 55
Aug 11, 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