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320 Games
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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
Difficulty: 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
Difficulty: 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
Difficulty: 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
Difficulty: 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.
Reveal SpoilerSo 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.
Reveal SpoilerSo 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
Difficulty: 62
Jul 21, 2018
Wolfiexe
For: I wanna Peropero Yojo
For: I wanna Peropero Yojo
A very unique game, in which The Kid forgoes the use of his weapon, and makes use of his newfound ability to lick things in a world where anime girls plague the population.
The game has 3 or so stages, with the difficulty taking quite a big step up in the final stage. The last screen or so gave me a lot of trouble, and was quite the gauntlet. You'll need to apply all of your licking knowledge and experience that you've gained up till that point to stand a chance, but for the most part the platforming felt fairly straightforward without straying too far into difficult territory (other than that one screen). Each stage also has a boss. They're all fairly fun and they all felt roughly the same difficulty to me despite a couple hitches here and there.
It's quite an experience, but I had fun with it. Shoutouts to Kefit for being able to speedrun such a game, mastering the art of overcoming anime girls and using your tongue to get past any obstacle necessary.
[2] Likes
The game has 3 or so stages, with the difficulty taking quite a big step up in the final stage. The last screen or so gave me a lot of trouble, and was quite the gauntlet. You'll need to apply all of your licking knowledge and experience that you've gained up till that point to stand a chance, but for the most part the platforming felt fairly straightforward without straying too far into difficult territory (other than that one screen). Each stage also has a boss. They're all fairly fun and they all felt roughly the same difficulty to me despite a couple hitches here and there.
It's quite an experience, but I had fun with it. Shoutouts to Kefit for being able to speedrun such a game, mastering the art of overcoming anime girls and using your tongue to get past any obstacle necessary.
Rating: 5.4 54
Difficulty: 50 50
Jul 21, 2018
Wolfiexe
For: I wanna be the Permanence zero
For: I wanna be the Permanence zero
This game captures Tsuta's style very well in 3 separate games; Uhuhu Spike, Rosegear and Assaulted. As such, it gives a nice batch of variety and ranges from some fun Uhuhu-style needle to wacky traps and penalty rooms.
Whilst the Uhuhu needle was fun, I was sad to see it go by so quickly. It only lasts a couple of screens and the difficulty is quite low, meaning it doesn't take the spotlight for very long. The Assaulted area was great, full of funny traps often based around a certain penalty room that somehow never got old. Rosegear mixed in some fun platforming with again some amusing traps, taking influence from Assaulted in that regard. Platforming-wise, it's all pretty good stuff. Unless you're particularly turned away from traps, you should enjoy yourself.
The game does end with an avoidance, but it's relatively short and nothing too complicated or demanding, meaning the game keeps a pretty good flow throughout. I would've liked to have seen perhaps a boss for each stage, but as the short game that it is, an avoidance fits well as a round-off to the 3 stages it presents.
If you're a fan of Tsuta's games, you'll probably like this pseudo-tribute which does a great job of capturing the charm of the games it imitates. Fun stuff all-round.
[1] Like
Whilst the Uhuhu needle was fun, I was sad to see it go by so quickly. It only lasts a couple of screens and the difficulty is quite low, meaning it doesn't take the spotlight for very long. The Assaulted area was great, full of funny traps often based around a certain penalty room that somehow never got old. Rosegear mixed in some fun platforming with again some amusing traps, taking influence from Assaulted in that regard. Platforming-wise, it's all pretty good stuff. Unless you're particularly turned away from traps, you should enjoy yourself.
The game does end with an avoidance, but it's relatively short and nothing too complicated or demanding, meaning the game keeps a pretty good flow throughout. I would've liked to have seen perhaps a boss for each stage, but as the short game that it is, an avoidance fits well as a round-off to the 3 stages it presents.
If you're a fan of Tsuta's games, you'll probably like this pseudo-tribute which does a great job of capturing the charm of the games it imitates. Fun stuff all-round.
Rating: 7.4 74
Difficulty: 40 40
Jul 21, 2018
Wolfiexe
For: I wanna Distort the Travesty
For: I wanna Distort the Travesty
Having not played Distorted Travesty, I imagine I missed a fair chunk of references and such when playing through this. Regardless, I enjoyed it nonetheless. For his first game, Quof made some really fun stuff here, and it makes for a somewhat short but enjoyable challenge.
The game consists of a couple of stages, each with a boss at the end. The stages make use of couple gimmicks, such as a colour-switching gimmick to get past certain gates, killing enemies and making it past moving cycles. Nothing feels too hard or crazy, and there's also a couple of exploits you can do regarding making the gimmick easier, or just bypassing a section of a save entirely.
The strength of the game for me was in the bosses, mainly the second one which felt to me like a Rukito-style barrage boss. The attacks were fun to read and varied enough that each one was interesting and not a letdown to randomly get. There's even an extra-version of the boss if you feel like challenging yourself after the game which is a pretty tricky but enjoyable challenge.
The double-jump animation might throw some people off, which I assume again is a reference to Distorted Travesty, but I got adjusted to it fairly quickly. The game also has some little text-addons in each screen within the game window, although I forgot about them for most of the game.
Overall a pretty fun and short adventure. The highlight for me was definitely the final boss, and I'd look forward to seeing more if Quof gets another itch for fangame making!
[2] Likes
The game consists of a couple of stages, each with a boss at the end. The stages make use of couple gimmicks, such as a colour-switching gimmick to get past certain gates, killing enemies and making it past moving cycles. Nothing feels too hard or crazy, and there's also a couple of exploits you can do regarding making the gimmick easier, or just bypassing a section of a save entirely.
The strength of the game for me was in the bosses, mainly the second one which felt to me like a Rukito-style barrage boss. The attacks were fun to read and varied enough that each one was interesting and not a letdown to randomly get. There's even an extra-version of the boss if you feel like challenging yourself after the game which is a pretty tricky but enjoyable challenge.
The double-jump animation might throw some people off, which I assume again is a reference to Distorted Travesty, but I got adjusted to it fairly quickly. The game also has some little text-addons in each screen within the game window, although I forgot about them for most of the game.
Overall a pretty fun and short adventure. The highlight for me was definitely the final boss, and I'd look forward to seeing more if Quof gets another itch for fangame making!
Rating: 6.5 65
Difficulty: 45 45
Jul 21, 2018
Wolfiexe
For: I wanna reach the Moon
For: I wanna reach the Moon
Reach the Moon is a spiritual successor of sorts to See the Moon, a classic and great adventure game that's been around for some time now. After playing through this, I feel Reach the Moon will be established as another classic adventure game and cement itself in the adventure greats for the fangame community for some time to come.
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
[2] Likes
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
Rating: 9.8 98
Difficulty: 45 45
Jul 17, 2018
Wolfiexe
For: I wanna be the Blocktroid 2
For: I wanna be the Blocktroid 2
Erik has a really distinguishable style in his games, even without the cute little faces that make appearances on his often wide-range of enemies. Blocktroid 2 continues this tradition and forms a nice little adventure with a variety of enemies, platforming and even achievements!
The platforming is often based around the enemy design and placement, which is often done well. Learning the different attacks of each enemy and how best to play around them is a core mechanic of the game, and with the exception of a few areas where the surrounding space felt a bit tight, this made for some fun gameplay. The actual platforming was alright, although the water confused me a little as it seemed like normal water until you jumped out of it, at which point your jump height reverted to non-water height. This made for a weird mix of water-1 and water-2 which I'll refer to from this point on as water-E. Anyway, this made some of the water segments a bit jarring to play, although in contrast to this the water segments also proved to be one of the more fun areas, with a fish mechanic introduced in which you need to clear the path in-front of it to progress. One save that used 3 fish at once was particularly cool, and I would've liked to have seen more multi-fish saves utilised in creative ways.
There are some mini-bosses and normal bosses. Mini-bosses are generally quite simplistic and feature one or two attacks that you can get a grasp of pretty quickly, whereas the main bosses are a bit more elaborate. The first boss was actually one of my favourites, with the visual design being really neat and the flow feeling well designed. The second boss was okay although it felt less interesting to me, probably due to the nature of how the boss moves around the same all fight. The final boss caused me some frustration due to a couple of unfortunate deaths, one of those being a transition gib where dodging an attack in the middle was followed up by the boss teleporting in the middle. Granted the timing was unfortunate and this won't happen to the vast majority of players. The attacks themselves were fun to dodge though and personal frustration aside it was a neatly designed boss fight to round up the game.
There's also an extra if you need more Erik-goodness, with a short platforming stage and an extra boss (which I first tried, not sure if I got lucky or if it really is just easier than everything else). It's nothing too hard and doesn't take too long, so definitely consider giving it a try once you beat the game!
I understand the game was recently updated to brighten many dark sprites. This was nice to hear, although I felt that sometimes it was still a bit tricky to distinguish things such as blocks, background and water due to the heavy grey-scale colour scheme of the game. I wasn't a big fan of this choice but it suits the atmosphere well so this will really be a hit-or-miss kind of thing I think depending on the player. Perhaps I just generally prefer more colourful and vivid visuals, if nothing else because it reduces the risk of visual confusion.
Ultimately it's a solid adventure game. Nothing too long and nothing too complicated. It has charm to it and has that classic Erik feel you'd expect in any of his games. Well worth a play!
[1] Like
The platforming is often based around the enemy design and placement, which is often done well. Learning the different attacks of each enemy and how best to play around them is a core mechanic of the game, and with the exception of a few areas where the surrounding space felt a bit tight, this made for some fun gameplay. The actual platforming was alright, although the water confused me a little as it seemed like normal water until you jumped out of it, at which point your jump height reverted to non-water height. This made for a weird mix of water-1 and water-2 which I'll refer to from this point on as water-E. Anyway, this made some of the water segments a bit jarring to play, although in contrast to this the water segments also proved to be one of the more fun areas, with a fish mechanic introduced in which you need to clear the path in-front of it to progress. One save that used 3 fish at once was particularly cool, and I would've liked to have seen more multi-fish saves utilised in creative ways.
There are some mini-bosses and normal bosses. Mini-bosses are generally quite simplistic and feature one or two attacks that you can get a grasp of pretty quickly, whereas the main bosses are a bit more elaborate. The first boss was actually one of my favourites, with the visual design being really neat and the flow feeling well designed. The second boss was okay although it felt less interesting to me, probably due to the nature of how the boss moves around the same all fight. The final boss caused me some frustration due to a couple of unfortunate deaths, one of those being a transition gib where dodging an attack in the middle was followed up by the boss teleporting in the middle. Granted the timing was unfortunate and this won't happen to the vast majority of players. The attacks themselves were fun to dodge though and personal frustration aside it was a neatly designed boss fight to round up the game.
There's also an extra if you need more Erik-goodness, with a short platforming stage and an extra boss (which I first tried, not sure if I got lucky or if it really is just easier than everything else). It's nothing too hard and doesn't take too long, so definitely consider giving it a try once you beat the game!
I understand the game was recently updated to brighten many dark sprites. This was nice to hear, although I felt that sometimes it was still a bit tricky to distinguish things such as blocks, background and water due to the heavy grey-scale colour scheme of the game. I wasn't a big fan of this choice but it suits the atmosphere well so this will really be a hit-or-miss kind of thing I think depending on the player. Perhaps I just generally prefer more colourful and vivid visuals, if nothing else because it reduces the risk of visual confusion.
Ultimately it's a solid adventure game. Nothing too long and nothing too complicated. It has charm to it and has that classic Erik feel you'd expect in any of his games. Well worth a play!
Rating: 7.4 74
Difficulty: 45 45
Jul 17, 2018
10 Games
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I Wanna be Pat's Secret Santa | 33.9 | 8.2 | 25 |
I wanna climb the Witch's Tower | 61.8 | 8.2 | 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 |
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Not Another Needle Game | 65.0 | 9.7 |
I Wanna Uhuhu Spike 2 | 55.0 | 8.0 |
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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 |
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