Wolfiexe's Profile
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320 Reviews!
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320 Games
320 Reviews
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
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 | 76 |
I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy | 58.3 | 7.8 | 75 |
I Wanna Give Chatran a Present! | 39.8 | 7.6 | 18 |
Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
I Wanna be the Vandal | 71.4 | 9.3 | 128 |
I wanna Weave Through the Witch's Needle | 65.6 | 7.7 | 45 |
15 Favorite Games
Game | Difficulty | User's Rating |
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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