Wolfiexe's Profile
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320 Reviews!
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320 Games
320 Reviews
Wolfiexe
For: I wanna be Anime
For: I wanna be Anime
Interesting adventure game with 3 stages, each themed around a separate anime and consisting of some platforming and a boss. Each stage brought something a little different, and made for a fun experience.
The left stage (Mekakucity Actors) is based primarily on needle platforming and triggers, which features some pretty interesting manoeuvres and segments. Some parts felt less creative needlewise, with some saves feeling reliant on 16px's and diagonals but they're usually enhanced by the triggers to the point where it doesn't get frustrating. The boss of the area is an avoidance which is designed very nicely and never feels too overwhelming or unfair.
The middle stage (No Game No Life) is based on games! There are a selection of mini-games of sorts, based off retro arcade games. They're fairly fun and don't overstay their welcome, although the real highlight of this stage was the needle which felt very creatively designed throughout. The boss of the area has one attack that causes some issue (the Jibril section), although I felt rushing it and optimizing damage as best I could trivialized it greatly.
The right stage (Haiyore! Nyaruko-San) is a little more puzzle-platforming based, and caused some unplanned galaxy brain moments for me as well as overwhelming confusion on one particular save (which turned out to be rather simple in the end). It also features my favourite boss in the game, akin to a Destination-style boss., which had very fun attacks to read and dodge.
There are also secret in the game which unlock an extra. Whilst I collected the secrets, I didn't opt to do extra so I can't comment on it. I hear it's unfinished and won't be completed. The save sound is also a little frustrating to hear over and over again, but I ended up tuning it out after a while. Overall a fun game though, definitely worth a shot.
[1] Like
The left stage (Mekakucity Actors) is based primarily on needle platforming and triggers, which features some pretty interesting manoeuvres and segments. Some parts felt less creative needlewise, with some saves feeling reliant on 16px's and diagonals but they're usually enhanced by the triggers to the point where it doesn't get frustrating. The boss of the area is an avoidance which is designed very nicely and never feels too overwhelming or unfair.
The middle stage (No Game No Life) is based on games! There are a selection of mini-games of sorts, based off retro arcade games. They're fairly fun and don't overstay their welcome, although the real highlight of this stage was the needle which felt very creatively designed throughout. The boss of the area has one attack that causes some issue (the Jibril section), although I felt rushing it and optimizing damage as best I could trivialized it greatly.
The right stage (Haiyore! Nyaruko-San) is a little more puzzle-platforming based, and caused some unplanned galaxy brain moments for me as well as overwhelming confusion on one particular save (which turned out to be rather simple in the end). It also features my favourite boss in the game, akin to a Destination-style boss., which had very fun attacks to read and dodge.
There are also secret in the game which unlock an extra. Whilst I collected the secrets, I didn't opt to do extra so I can't comment on it. I hear it's unfinished and won't be completed. The save sound is also a little frustrating to hear over and over again, but I ended up tuning it out after a while. Overall a fun game though, definitely worth a shot.
Rating: 7.8 78
Difficulty: 50 50
Aug 11, 2018
Wolfiexe
For: I wanna kill the troll king
For: I wanna kill the troll king
Troll King is a fantastic adventure game, as expected from Mattin who's built up a very high quality portfolio of games now. This is no exception, and the whole package from the level design to the production value is top notch.
Each stage in the game has a unique atmosphere and theme, making it feel like a proper adventure as if you're visiting different parts of a world. The hazards and gimmicks thrown at you always feel fitting and well designed to the point that they never get frustrating, even if the odd save feels like a bit of a bump in difficulty. There are some puzzle-related segments but they felt fairly simple and straightforward, so there's no galaxy-brain requirement in this case.
The bosses in particular are great, and a couple of them blew me away with their production value and overall visual design, the water-boat boss especially so. There were a couple of spots where attacks felt a bit unclear, namely the attack in Sagat where he shows a trail of where he's going to move forward and it seems like there are numerous safespots, but the actual intended way of dodging it involves dodging away from him completely. Despite some minor hiccups, the bosses always felt fun for me.
There's also sort of a gauntlet at the end where you go through a series of unrelated rooms/segments which makes for a nice bag of variety before the ending boss. Naturally with such a selection of varied segments, some are going to be more enjoyable than others. One of them had a very unclear path past a trap which caused a great deal of confusion, although was amusing when I realised.
Overall just a great game. As always, I look forward to Mattin's next creation!
[0] Likes
Each stage in the game has a unique atmosphere and theme, making it feel like a proper adventure as if you're visiting different parts of a world. The hazards and gimmicks thrown at you always feel fitting and well designed to the point that they never get frustrating, even if the odd save feels like a bit of a bump in difficulty. There are some puzzle-related segments but they felt fairly simple and straightforward, so there's no galaxy-brain requirement in this case.
The bosses in particular are great, and a couple of them blew me away with their production value and overall visual design, the water-boat boss especially so. There were a couple of spots where attacks felt a bit unclear, namely the attack in Sagat where he shows a trail of where he's going to move forward and it seems like there are numerous safespots, but the actual intended way of dodging it involves dodging away from him completely. Despite some minor hiccups, the bosses always felt fun for me.
There's also sort of a gauntlet at the end where you go through a series of unrelated rooms/segments which makes for a nice bag of variety before the ending boss. Naturally with such a selection of varied segments, some are going to be more enjoyable than others. One of them had a very unclear path past a trap which caused a great deal of confusion, although was amusing when I realised.
Overall just a great game. As always, I look forward to Mattin's next creation!
Rating: 9.2 92
Difficulty: 45 45
Aug 7, 2018
Wolfiexe
For: I wanna Go Ahead!
For: I wanna Go Ahead!
Go Ahead is a super creative adventure game with a ton of fun ideas behind it. Whilst I didn't enjoy all of it (and some parts I really had gripes with), I'd still be very inclined to recommend it for the variety and gimmicks it presents.
To go into more detail, the game has the classic structure of stage boss stage boss stage etc. Whilst most of the stages are fairly fun, the bosses felt the complete opposite. I've seen it's a common complaint in some other reviews, but a large portion of the bosses had something that just sapped the fun out of it. The 100 hp pattern ball boss for example just felt tedious for the first part of the fight, and only really gave any challenge after the halfway point (which took a long time to get there). It also resorted in doing a ton of block ledges which feel very frustrating when you're forced to do them fast. The message box boss as well whilst also being a cool idea felt a bit silly and cryptic with some attacks. Maybe having knowledge of what the boxes are saying would help alleviate that, but I'm not sure. The first and final bosses I didn't have as many issues with, but they still felt far from perfect.
The stages themselves were more favourable and the bulk of my enjoyment came from these, with the exception of the Kirby stage which honestly I just didn't have fun with. The camera zoom made traversing the area uncomfortable, and often the visuals would be messy to the point where I couldn't tell if something was a platform, a spike or just in the background. The first stage of the game though in particular was very fun, with some very creative and amusing traps and fun save designs. It also featured the classic trap which after playing through this, you'll remember for some time.
Go Ahead is a good adventure game if you're willing to look past the unfortunate design choices that were put into some areas. Still worth a play for sure.
[0] Likes
To go into more detail, the game has the classic structure of stage boss stage boss stage etc. Whilst most of the stages are fairly fun, the bosses felt the complete opposite. I've seen it's a common complaint in some other reviews, but a large portion of the bosses had something that just sapped the fun out of it. The 100 hp pattern ball boss for example just felt tedious for the first part of the fight, and only really gave any challenge after the halfway point (which took a long time to get there). It also resorted in doing a ton of block ledges which feel very frustrating when you're forced to do them fast. The message box boss as well whilst also being a cool idea felt a bit silly and cryptic with some attacks. Maybe having knowledge of what the boxes are saying would help alleviate that, but I'm not sure. The first and final bosses I didn't have as many issues with, but they still felt far from perfect.
The stages themselves were more favourable and the bulk of my enjoyment came from these, with the exception of the Kirby stage which honestly I just didn't have fun with. The camera zoom made traversing the area uncomfortable, and often the visuals would be messy to the point where I couldn't tell if something was a platform, a spike or just in the background. The first stage of the game though in particular was very fun, with some very creative and amusing traps and fun save designs. It also featured the classic trap which after playing through this, you'll remember for some time.
Go Ahead is a good adventure game if you're willing to look past the unfortunate design choices that were put into some areas. Still worth a play for sure.
Rating: 7.5 75
Difficulty: 50 50
Aug 7, 2018
Wolfiexe
For: I wanna be soupreme
For: I wanna be soupreme
Soupreme is a fun little package featuring 4 short screens, each built around a unique cooking-ingredient-related idea and wrapped up with a climactic boss. Each ingredient was fun and felt different enough from the last and whilst some felt a little tricker than others, there was never that much of a difficulty gap between them.
The boss makes use of all these gimmicks and makes for a nice round-off to a short but sweet game, and the production value in general is very clean and polished. If you want a short but varied game, look no further.
[1] Like
The boss makes use of all these gimmicks and makes for a nice round-off to a short but sweet game, and the production value in general is very clean and polished. If you want a short but varied game, look no further.
Rating: 8.0 80
Difficulty: 40 40
Aug 7, 2018
Wolfiexe
For: The Cardinal House
For: The Cardinal House
Cardinal House is an incredibly unique fangame, giving me memories of hunting around mansions in Resident Evil games, looking for keys and other useful items to figure out which rooms I can unlock next, all whilst keeping a spooky atmosphere. I'll get into extra at the end of the review, but the main game in particular is pretty damn great and is what my scores are based on.
It's also worth nothing this game was initially a much shorter game before it was updated and finished not long ago, meaning other review scores may be slightly inaccurate they were based off what was essentially the first stage of the game.
The game features a story which is unfortunately all in Japanese, but you can draw your own conclusions about what is going on. You wake up in a room of a large house, and start exploring to find other room keys which let you access locked doors scattered amongst multiple floors of the mansion. Each floor has generally has some platforming going on which starts with some simple gimmicks like moving eye lasers and basic knight enemies, to pretty crazy stuff later on. I won't spoil any later gimmicks but the platforming gets very creative.
There are also a multitude of bosses in the game, the majority of which are really neat. A couple of them suffer from the issue of certain attacks lasting a little too long, resulting in some tedium and frustration, but for the most part their design is pretty interesting. The final boss in particular feels very reminiscent of a Gustav boss. Whether or not he had a hand in the creation of it, I'm not sure, but it definitely feels inspired by a lot of his works.
The visuals do stay the same for the most part which can cause it to become a little graphically stale at times, and whilst new floors and bosses have some variety in visuals, you're going to want to get used to seeing the inside of this house for the rest of your foreseeable journey. Everything looks really polished though, and I can tell a great deal of work went into the production value.
There's also some puzzles here and there, and this may be the first fangame in a long time (if ever) I remember having to bust out a notepad file to write down some ideas and important information I think will be relevant later. It really adds to the atmosphere and gives it a puzzly adventure sort of vibe, although if you're not a fan of exploration and potentially getting lost many many times then this might cause some frustration.
There are 7 hidden coins that are often in unusual places or in hidden walls scattered throughout the house. These are required to get the main ending (not extra, just the main actual ending). Fortunately, a book can be found at one point lategame which reveals the rooms in which these coins are hiding. This helps narrow down the possibilities and make the final search much easier.
Overall the game is just great. It's not quite like anything else in terms of the atmosphere and setting, and it's for sure worth a play. After you beat the game, there's then extra which can be done, as you may realise there was a door you never got around to opening. I'll cover extra in a spoiler as I'll go into a bit more detail.
So when exploring the house post-game, you can find a new portrait combination which you can then enter in the real house and find the key to extra. Unfortunately I wasn't as big of a fan of extra. It has some really cool segments, but some parts just felt like it'd been designed by a different maker. One gimmick in particular features a ball you have to guide by activating directional objects, but one save makes you do this around an empty corridor for 30 seconds, before then going off to platform around some FPS-slowdown-water and some awkward jumps. This got incredibly tedious, as you'd waste 30 seconds only then to go and die to something silly due to the speed-up difference between the water and normal physics. I guess I just didn't like the gimmick in general, but this save just didn't feel like it was designed by the same maker. There's some other saves which feature some kinda precise bouncing jumps that feel annoying, as they only really pop-up at the end of the save which made it flow very uncomfortably.
This isn't to say I disliked the extra platforming, as some areas made uses of the gimmicks really creatively and were really fun to play around, but some spots just felt so unfun and frustrating that it put a dampener on the end of the game for me, especially after how well the main game ended and rounded things off.
The extra boss whilst being pretty neat has problems too. It has an avoidance intermission at 66% HP and another at 33%, each one lasting far too long. The first one felt pretty free too, whereas the second one was legitimately challenging. Their length really makes me question how these attacks were thought to be okay, and it's kind of weird when looking at the design of the rest of the game (although the main game final boss did have this problem to an extent too).
I'd even still suggest trying extra because it was overall a fun experience, but the rough spots really got frustrating for me after how high-tier the rest of the game was.
Ultimately though this game is definitely worth your time if you have any interest in exploration and a bit of thinking, as well as some amusing and interesting gimmicks. Also this probably comes as close as I can think of to being a horror fangame, without resorting to obnoxious jumpscares or trying too hard. Worth your time!
[4] Likes
It's also worth nothing this game was initially a much shorter game before it was updated and finished not long ago, meaning other review scores may be slightly inaccurate they were based off what was essentially the first stage of the game.
The game features a story which is unfortunately all in Japanese, but you can draw your own conclusions about what is going on. You wake up in a room of a large house, and start exploring to find other room keys which let you access locked doors scattered amongst multiple floors of the mansion. Each floor has generally has some platforming going on which starts with some simple gimmicks like moving eye lasers and basic knight enemies, to pretty crazy stuff later on. I won't spoil any later gimmicks but the platforming gets very creative.
There are also a multitude of bosses in the game, the majority of which are really neat. A couple of them suffer from the issue of certain attacks lasting a little too long, resulting in some tedium and frustration, but for the most part their design is pretty interesting. The final boss in particular feels very reminiscent of a Gustav boss. Whether or not he had a hand in the creation of it, I'm not sure, but it definitely feels inspired by a lot of his works.
The visuals do stay the same for the most part which can cause it to become a little graphically stale at times, and whilst new floors and bosses have some variety in visuals, you're going to want to get used to seeing the inside of this house for the rest of your foreseeable journey. Everything looks really polished though, and I can tell a great deal of work went into the production value.
There's also some puzzles here and there, and this may be the first fangame in a long time (if ever) I remember having to bust out a notepad file to write down some ideas and important information I think will be relevant later. It really adds to the atmosphere and gives it a puzzly adventure sort of vibe, although if you're not a fan of exploration and potentially getting lost many many times then this might cause some frustration.
There are 7 hidden coins that are often in unusual places or in hidden walls scattered throughout the house. These are required to get the main ending (not extra, just the main actual ending). Fortunately, a book can be found at one point lategame which reveals the rooms in which these coins are hiding. This helps narrow down the possibilities and make the final search much easier.
Overall the game is just great. It's not quite like anything else in terms of the atmosphere and setting, and it's for sure worth a play. After you beat the game, there's then extra which can be done, as you may realise there was a door you never got around to opening. I'll cover extra in a spoiler as I'll go into a bit more detail.
So when exploring the house post-game, you can find a new portrait combination which you can then enter in the real house and find the key to extra. Unfortunately I wasn't as big of a fan of extra. It has some really cool segments, but some parts just felt like it'd been designed by a different maker. One gimmick in particular features a ball you have to guide by activating directional objects, but one save makes you do this around an empty corridor for 30 seconds, before then going off to platform around some FPS-slowdown-water and some awkward jumps. This got incredibly tedious, as you'd waste 30 seconds only then to go and die to something silly due to the speed-up difference between the water and normal physics. I guess I just didn't like the gimmick in general, but this save just didn't feel like it was designed by the same maker. There's some other saves which feature some kinda precise bouncing jumps that feel annoying, as they only really pop-up at the end of the save which made it flow very uncomfortably.
This isn't to say I disliked the extra platforming, as some areas made uses of the gimmicks really creatively and were really fun to play around, but some spots just felt so unfun and frustrating that it put a dampener on the end of the game for me, especially after how well the main game ended and rounded things off.
The extra boss whilst being pretty neat has problems too. It has an avoidance intermission at 66% HP and another at 33%, each one lasting far too long. The first one felt pretty free too, whereas the second one was legitimately challenging. Their length really makes me question how these attacks were thought to be okay, and it's kind of weird when looking at the design of the rest of the game (although the main game final boss did have this problem to an extent too).
I'd even still suggest trying extra because it was overall a fun experience, but the rough spots really got frustrating for me after how high-tier the rest of the game was.
Ultimately though this game is definitely worth your time if you have any interest in exploration and a bit of thinking, as well as some amusing and interesting gimmicks. Also this probably comes as close as I can think of to being a horror fangame, without resorting to obnoxious jumpscares or trying too hard. Worth your time!
Rating: 9.2 92
Difficulty: 62 62
Jul 21, 2018
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