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320 Games
320 Reviews
Wolfiexe
For: Needle Hatena
For: Needle Hatena
Needle Hatena is a well produced needle collab with a variety of makers in terms of both experience and styles. You can tackle the stages in any order you wish, keep your progress if you leave a stage and to my understanding don't even need to beat all the stages to reach the ending/clear, so if there's one that doesn't sit well with you then you can just shuffle onto that sweet credits stage.
I found some real highlights in here. Princeoflight's stage has some really usage of catharsis water and outline platforming. I do wonder if it might've looked more pleasing had the catharsis water not been blocks, but maybe more defined shapes to fit the really clean aesthetic that was going on, but it remains a favourite regardless. Egg's stage also has a really nice atmosphere and well flowing platforming between a few screens, which was very reminiscent of Kermit platforming for me.
Some stages didn't really feel quite as inspired. Starz0r's stage in particular felt full of mostly very generic jumps and limited to corridor platforming, in a Mario tileset which actually felt weirdly fitting for once (usually Mario tilesets and needle don't go well together for me, but this was an exception). With needle collabs, the stages that do different things and put effort into standing out with a gimmick or a unique style will always be the ones I end up remembering (for better or for worse). Chrisay's stage is one I was undecided on how much I enjoyed it due to the learny and not necessarily obvious nature of progressing through it, although I respected the design and effort put into it.
The game also gives you a few extra stages/screens after passing the credits. Not every maker has an extra, although there's some fun stuff in the ones you're given. Prince's extra again was probably my favourite of the bunch, utilising some cool manoeuvres in a memorable style. If there's one negative I encountered in the extra, it's that the easter egg in Kittygame's extra is obnoxious. Loud volume "funnies" will never be amusing to me, and easter eggs can be cute or amusing without needing to cram it down your eardrums to fool you into thinking that because something is unpleasantly loud, it's then funny.
The main takeaway though is that it's a very nicely produced needle collab (you even unlock hats!) with a variety of stages. Some stages feel lacking in creativity or individuality, but nothing felt like it was detracting from the overall game and the difficulty never got in the way of the design. I'd look forward to a Hatena 2 if it's ever a consideration!
[6] Likes
I found some real highlights in here. Princeoflight's stage has some really usage of catharsis water and outline platforming. I do wonder if it might've looked more pleasing had the catharsis water not been blocks, but maybe more defined shapes to fit the really clean aesthetic that was going on, but it remains a favourite regardless. Egg's stage also has a really nice atmosphere and well flowing platforming between a few screens, which was very reminiscent of Kermit platforming for me.
Some stages didn't really feel quite as inspired. Starz0r's stage in particular felt full of mostly very generic jumps and limited to corridor platforming, in a Mario tileset which actually felt weirdly fitting for once (usually Mario tilesets and needle don't go well together for me, but this was an exception). With needle collabs, the stages that do different things and put effort into standing out with a gimmick or a unique style will always be the ones I end up remembering (for better or for worse). Chrisay's stage is one I was undecided on how much I enjoyed it due to the learny and not necessarily obvious nature of progressing through it, although I respected the design and effort put into it.
The game also gives you a few extra stages/screens after passing the credits. Not every maker has an extra, although there's some fun stuff in the ones you're given. Prince's extra again was probably my favourite of the bunch, utilising some cool manoeuvres in a memorable style. If there's one negative I encountered in the extra, it's that the easter egg in Kittygame's extra is obnoxious. Loud volume "funnies" will never be amusing to me, and easter eggs can be cute or amusing without needing to cram it down your eardrums to fool you into thinking that because something is unpleasantly loud, it's then funny.
The main takeaway though is that it's a very nicely produced needle collab (you even unlock hats!) with a variety of stages. Some stages feel lacking in creativity or individuality, but nothing felt like it was detracting from the overall game and the difficulty never got in the way of the design. I'd look forward to a Hatena 2 if it's ever a consideration!
Rating: 7.8 78
Difficulty: 65 65
Jul 22, 2020
Wolfiexe
For: I wanna be the Scenario
For: I wanna be the Scenario
Scenario is an incredibly varied fangame by Azure with a very old-school sort of feel, hearkening back to the older days of adventure fangames where weird risks were taken and kooky ideas were scattered throughout with weird cohesion. With his last work being in 2015 (Farewell), it was great to see a new game by this maker and the same interesting and often bizarre themes that he uses in his games make a strong return.
You can expect to be challenged in many different ways in Scenario, which is why I rated the difficulty a 65. I feel challenge often comes in this game from being tested in unusual ways as opposed to just difficult RNG or precise needle jumps, and instead with strange minigames, unusual tasks and many, many gimmicks. I was a fan of just about all of them, although a couple screens felt a little overly precise or punishing first-time around. A personal favourite would be the Dark Sector with the shadow gimmick, which makes for some really cool manoeuvring.
Scenario's bosses feel very reminiscent of Azure's other games. They tend to be on the lower-HP side of things although with often quite a fast-paced style and sometimes punishing approaches. Every boss stands out in its own right though and often makes use of the associated stage gimmick rather well. I did feel the final boss felt a little unfair at times, particularly towards the end of the fight where your space can become really limited what with the large hitboxes of the attacks, but I can also see it becoming rather consistent with more practice.
The game also has a story which is definitely one of the main focuses of the game, and it's all in English too so there are no excuses to not sit back and enjoy a Lore% playthrough. It's honestly one of the best fangame stories I've experienced in terms of the effort put into it, which took me by surprise! It's the kind of thing that makes me see just how much heart and passion the maker put into making this, which I respect a great deal.
Chances are that not everything in Scenario will click with you. There's such a big variety of gimmicks and challenges you'll encounter that a couple might cause a bit of frustration, but I think that's what makes adventures often so appealing to me, in that you get to experience so many different things and ways to make fangames feel that little bit different. That's the reason I've always liked Azure games in general. The difficulty can sometimes be kinda shaky when bundled alongside the design, but I'm not going to forget what I've played very easily. I'd definitely recommend you give it a try, and it might just strike a chord with you if you don't mind being challenged in unusual and sometimes challenging ways.
[3] Likes
You can expect to be challenged in many different ways in Scenario, which is why I rated the difficulty a 65. I feel challenge often comes in this game from being tested in unusual ways as opposed to just difficult RNG or precise needle jumps, and instead with strange minigames, unusual tasks and many, many gimmicks. I was a fan of just about all of them, although a couple screens felt a little overly precise or punishing first-time around. A personal favourite would be the Dark Sector with the shadow gimmick, which makes for some really cool manoeuvring.
Scenario's bosses feel very reminiscent of Azure's other games. They tend to be on the lower-HP side of things although with often quite a fast-paced style and sometimes punishing approaches. Every boss stands out in its own right though and often makes use of the associated stage gimmick rather well. I did feel the final boss felt a little unfair at times, particularly towards the end of the fight where your space can become really limited what with the large hitboxes of the attacks, but I can also see it becoming rather consistent with more practice.
The game also has a story which is definitely one of the main focuses of the game, and it's all in English too so there are no excuses to not sit back and enjoy a Lore% playthrough. It's honestly one of the best fangame stories I've experienced in terms of the effort put into it, which took me by surprise! It's the kind of thing that makes me see just how much heart and passion the maker put into making this, which I respect a great deal.
Chances are that not everything in Scenario will click with you. There's such a big variety of gimmicks and challenges you'll encounter that a couple might cause a bit of frustration, but I think that's what makes adventures often so appealing to me, in that you get to experience so many different things and ways to make fangames feel that little bit different. That's the reason I've always liked Azure games in general. The difficulty can sometimes be kinda shaky when bundled alongside the design, but I'm not going to forget what I've played very easily. I'd definitely recommend you give it a try, and it might just strike a chord with you if you don't mind being challenged in unusual and sometimes challenging ways.
Rating: 9.0 90
Difficulty: 65 65
Jul 16, 2020
Wolfiexe
For: Neo Needle Buffet
For: Neo Needle Buffet
Neo Needle Buffet is a needle collab game made up of stages provided by 8 different makers, where an effort was made to highlight lesser known or newer makers. The end result is a pretty enjoyable and varied collection of needle stages of quite varying difficulty and themes, which for the most part I had a good time with!
You can tackle the 8 stages in any order you like, provided you discover them by traversing a little hub of sorts to discover the stage entrances, which in turn unlocks a warp to that area in your main hub room. This lets you start multiple areas and dip out if you're getting stuck or just feel like trying something else, with the ability to easily return to any stage AND keep your progress which I feel is an essential part of these kind of collabs, so I was very glad to see this be a feature. There were some other nice touches I liked too in terms of production value, such as your save being a snapshot behind the title screen.
Stages range from trigger-fests to stylistic mountain-climbs to galactic brain speed-changing platforming. Chances are that not every stage is going to click with you, but you'll probably find a good few that feel just right. Some highlights for me were Synth's stage which has a really cool aesthetic and overall design, and also Kiyoshi's which despite the uncomfortable difficulty had some really fun and interesting design to it. But that is one of my more common gripes with the game, is that at times the difficulty like it was detrimental to the design. Kiyoshi for example has since re-released his stage as an single game but with various nerfs and adjustments, which I'm sure would feel like a much more polished and fun experience and no doubt would've been a more fun time.
A few other examples are Gab's stage, where I surprised myself by enjoying a gimmick I expected not to enjoy, but I couldn't help but feel it was over the top at times and it felt very trial-by-fire. It just throws you in a stage with a pretty intimidating gimmick and expects you to play to a high level, whereas I feel more leniency would've gone a long way. JRocker's stage was very cool too with some really interesting trigger design and moving hazards, but the final save in particular felt like you had to execute such a high amount of precise manoeuvres on a cycle that felt ambiguous due to when you choose to enter the water, so it could easily differ from person to person.
Obviously other people may not have these issues, but with these and some other parts I certainly felt like the difficulty pushed too far in comparison to either the rest of the stage and/or game, and that had they been a little easier, it would've been more appealing to play and less bumpy. In my experience at least.
Overall it's a fun time if you're looking for a variety of different needle styles and want to try some unexpected stuff. It was also a good introduction to me for a number of the makers here, and I'm looking forward to seeing any future projects they might have in the works!
[3] Likes
You can tackle the 8 stages in any order you like, provided you discover them by traversing a little hub of sorts to discover the stage entrances, which in turn unlocks a warp to that area in your main hub room. This lets you start multiple areas and dip out if you're getting stuck or just feel like trying something else, with the ability to easily return to any stage AND keep your progress which I feel is an essential part of these kind of collabs, so I was very glad to see this be a feature. There were some other nice touches I liked too in terms of production value, such as your save being a snapshot behind the title screen.
Stages range from trigger-fests to stylistic mountain-climbs to galactic brain speed-changing platforming. Chances are that not every stage is going to click with you, but you'll probably find a good few that feel just right. Some highlights for me were Synth's stage which has a really cool aesthetic and overall design, and also Kiyoshi's which despite the uncomfortable difficulty had some really fun and interesting design to it. But that is one of my more common gripes with the game, is that at times the difficulty like it was detrimental to the design. Kiyoshi for example has since re-released his stage as an single game but with various nerfs and adjustments, which I'm sure would feel like a much more polished and fun experience and no doubt would've been a more fun time.
A few other examples are Gab's stage, where I surprised myself by enjoying a gimmick I expected not to enjoy, but I couldn't help but feel it was over the top at times and it felt very trial-by-fire. It just throws you in a stage with a pretty intimidating gimmick and expects you to play to a high level, whereas I feel more leniency would've gone a long way. JRocker's stage was very cool too with some really interesting trigger design and moving hazards, but the final save in particular felt like you had to execute such a high amount of precise manoeuvres on a cycle that felt ambiguous due to when you choose to enter the water, so it could easily differ from person to person.
Obviously other people may not have these issues, but with these and some other parts I certainly felt like the difficulty pushed too far in comparison to either the rest of the stage and/or game, and that had they been a little easier, it would've been more appealing to play and less bumpy. In my experience at least.
Overall it's a fun time if you're looking for a variety of different needle styles and want to try some unexpected stuff. It was also a good introduction to me for a number of the makers here, and I'm looking forward to seeing any future projects they might have in the works!
Rating: 7.8 78
Difficulty: 80 80
Jun 9, 2020
Wolfiexe
For: Phonotransmitter
For: Phonotransmitter
Phonotransmitter is a very solid and well designed needle game consisting of 4 stages, each utilising a particular gimmick with some trademark quality needle design as expected from the maker.
The gimmicks all lend themselves to the platforming design very nicely, and jumps feel consistently fun and intuitive to pull off without feeling awkward or clunky to execute. The platform design in particular I was big fan of, even using the legendary vertical platform that's taken the world by storm in the last few years. Another cool touch the game has that I didn't find out about until I was told is that the game has a randomized room order, with a few exceptions. This makes every playthrough structure a bit different which is a fun little touch to spice up people's experiences from one another. I also quite enjoyed how every stage started off with a pseudo-tutorial screen, which felt like a nice change of pace from non-stop needle every screen. It is fairly challenging, and a couple of saves popped up now and again that felt like a slight difficulty spike, but it's always hard to say if this is just a personal problem or something other people will share.
If I had one gripe, and it's not so much an issue with the game itself but just a personal preference I like to mention, is that whilst visually the game looks very clean, it never really felt different from stage to stage. The visuals do change, but it always felt like I was seeing the same thing from start to finish, that being a fancy tileset on a very cool-looking sky background with some really good atmosphere. It's great visually, but I think some different visual styles/areas would help make each individual stage feel more memorable, as when they all look so alike they end up clashing in memory for me. But still like I said, it's not a fault against the game. Moreso just something I enjoy seeing in gimmick needle games to help give each stage/gimmick more memorability and identity.
All-in-all a great needle experience if you're a fan of Inferno/Chatran's style and want to see it with a handful of gimmicks at a challenging level. Also the credits, title screen, warp animation and in fact all the production value in the game is really damn good, so big props for that. I'm looking forward to whatever your next project is, and what Umineko songs will end up getting slid in.
[1] Like
The gimmicks all lend themselves to the platforming design very nicely, and jumps feel consistently fun and intuitive to pull off without feeling awkward or clunky to execute. The platform design in particular I was big fan of, even using the legendary vertical platform that's taken the world by storm in the last few years. Another cool touch the game has that I didn't find out about until I was told is that the game has a randomized room order, with a few exceptions. This makes every playthrough structure a bit different which is a fun little touch to spice up people's experiences from one another. I also quite enjoyed how every stage started off with a pseudo-tutorial screen, which felt like a nice change of pace from non-stop needle every screen. It is fairly challenging, and a couple of saves popped up now and again that felt like a slight difficulty spike, but it's always hard to say if this is just a personal problem or something other people will share.
If I had one gripe, and it's not so much an issue with the game itself but just a personal preference I like to mention, is that whilst visually the game looks very clean, it never really felt different from stage to stage. The visuals do change, but it always felt like I was seeing the same thing from start to finish, that being a fancy tileset on a very cool-looking sky background with some really good atmosphere. It's great visually, but I think some different visual styles/areas would help make each individual stage feel more memorable, as when they all look so alike they end up clashing in memory for me. But still like I said, it's not a fault against the game. Moreso just something I enjoy seeing in gimmick needle games to help give each stage/gimmick more memorability and identity.
All-in-all a great needle experience if you're a fan of Inferno/Chatran's style and want to see it with a handful of gimmicks at a challenging level. Also the credits, title screen, warp animation and in fact all the production value in the game is really damn good, so big props for that. I'm looking forward to whatever your next project is, and what Umineko songs will end up getting slid in.
Rating: 9.0 90
Difficulty: 76 76
May 27, 2020
Wolfiexe
For: Designer L's Wacky Randventure!
For: Designer L's Wacky Randventure!
did you know; mario is luigi brudda
[2] Likes
Rating: 8.0 80
Difficulty: 44 44
Feb 30, 2020
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I wanna enjoy the Electrified Butterscotch Dandy | 54.6 | 7.9 | 112 |
I wanna enjoy the Galvanized Peppermint Dandy | 53.1 | 8.2 | 98 |
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Hydrohomies | 72.8 | 8.2 | 20 |
I Wanna be the RO | 69.7 | 9.1 | 49 |
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