kurath's Profile
Send a PMJoined on: Jul 9, 2016
Bio:
Mediocre player, potentially dangerously unfocused maker. Mostly interested in the zany side of fangames over the difficulty.
I've submitted:
713 Ratings!
648 Reviews!
152 Screenshots!
713 Games
648 Reviews
kurath
For: I wanna be the 砂時計
For: I wanna be the 砂時計
Sudalv sums up the whole game there's not much more to say.
Tagged as: RNG
[0] Likes
Rating: 2.0 20
Difficulty: 15 15
Oct 12, 2019
kurath
For: I wanna be the Angel
For: I wanna be the Angel
A very long oldschool style japanese adventure game with a lot going for it, but unfortunately a lot of things holding it back. Review is based on Standard Medium difficulty on v1.2. There are two sets of difficulties in this game to be aware of, the first is Easy, Standard or Extreme - this affects actual gameplay, mostly as far as I can tell through the addition of spikes.
There's a lot to like in this game and a lot to hate. Lets start with the positives -
It's huge with a ton of content and variety. There's a lot of creativity with each stage usually having a couple of gimmicks used in a few different ways to keep things interesting. You get a mixture
of bosses, exploration, varied segments including memorization stuff, a mini rhythm game, light puzzles and so forth, along with traditional cycle based platform, light needling and cycles. The creator clearly put in a lot of love and effort into this game, and provides text documents and such to help if people get stuck or confused (as there's some backtracking and exploration required).
The cons? Well, for starters its on the dated poroniumu engine from 2013 or something and largely the game feels like its that old. Mostly stock graphics, restarting music and some weird interactions abound. Secondly, jank. Some of the gimmicks are janky. Controls might be awkward, enemy behavior might be awkward, mechanics might be unintuitive, cycles may be terrible and so forth. After a couple updates from the author, none of these are game breakers but they can get rough. Finally, balance. It's a common and difficult to pin down complaint usually, but in this game its a seismograph. Sometimes you run into a weird, super precise maneuver and it catches you off guard. Sometimes a save is 6 times longer than the previous and the subsequent and sometimes it combines these things. On average, the game is not that hard but it has some spikes that I'd argue probably go into the 70s, though most is 40-50 - the difficulty rating provided is where I figure you'd probably want to be at to get through with some occasional minor struggles.
Production wise, its largely nonexistent. Graphics are basic, music is eternally restarting and there's minimal sound effects in use. Performance can be an issue as many stages are single rooms of upwards of 20 screens. There are some QoL features though, including guides, some warp control and actually saving triggers.
Platforming wise, this is the core of the game. Its huge, has a ton of stages and substages, lots of variety and lots of creativity. There's rough... ROUGH spots, but there's always something new and interesting in the next rooms which is cool. Expect some learning curve with mechanics, especially if you can't read/translate japanese as there is a decent amount of text signs in-game to explain them, or in the docs to guide you through. Mechanics wise, this never really hurt me (except for one post-clear optional minigame which I still don't know what you're supposed to do).
Boss-wise, its weird. There's some really questionable stuff here but every boss is unique and has a cool identity. Balance is all over, they might be awkward and janky but atleast they're memorable.
Overall... its a cool game with a lot of cool stuff. It feels like its straight out of 2013 in terms of design and production and back in those times, it'd have probably been pretty amazing. At this point, its decent but you have to have some patience. If you like cool ideas, long games and interesting ideas, give it a shot. If you don't have that patience, its probably best to not get into it.
[3] Likes
There's a lot to like in this game and a lot to hate. Lets start with the positives -
It's huge with a ton of content and variety. There's a lot of creativity with each stage usually having a couple of gimmicks used in a few different ways to keep things interesting. You get a mixture
of bosses, exploration, varied segments including memorization stuff, a mini rhythm game, light puzzles and so forth, along with traditional cycle based platform, light needling and cycles. The creator clearly put in a lot of love and effort into this game, and provides text documents and such to help if people get stuck or confused (as there's some backtracking and exploration required).
The cons? Well, for starters its on the dated poroniumu engine from 2013 or something and largely the game feels like its that old. Mostly stock graphics, restarting music and some weird interactions abound. Secondly, jank. Some of the gimmicks are janky. Controls might be awkward, enemy behavior might be awkward, mechanics might be unintuitive, cycles may be terrible and so forth. After a couple updates from the author, none of these are game breakers but they can get rough. Finally, balance. It's a common and difficult to pin down complaint usually, but in this game its a seismograph. Sometimes you run into a weird, super precise maneuver and it catches you off guard. Sometimes a save is 6 times longer than the previous and the subsequent and sometimes it combines these things. On average, the game is not that hard but it has some spikes that I'd argue probably go into the 70s, though most is 40-50 - the difficulty rating provided is where I figure you'd probably want to be at to get through with some occasional minor struggles.
Production wise, its largely nonexistent. Graphics are basic, music is eternally restarting and there's minimal sound effects in use. Performance can be an issue as many stages are single rooms of upwards of 20 screens. There are some QoL features though, including guides, some warp control and actually saving triggers.
Platforming wise, this is the core of the game. Its huge, has a ton of stages and substages, lots of variety and lots of creativity. There's rough... ROUGH spots, but there's always something new and interesting in the next rooms which is cool. Expect some learning curve with mechanics, especially if you can't read/translate japanese as there is a decent amount of text signs in-game to explain them, or in the docs to guide you through. Mechanics wise, this never really hurt me (except for one post-clear optional minigame which I still don't know what you're supposed to do).
Boss-wise, its weird. There's some really questionable stuff here but every boss is unique and has a cool identity. Balance is all over, they might be awkward and janky but atleast they're memorable.
Overall... its a cool game with a lot of cool stuff. It feels like its straight out of 2013 in terms of design and production and back in those times, it'd have probably been pretty amazing. At this point, its decent but you have to have some patience. If you like cool ideas, long games and interesting ideas, give it a shot. If you don't have that patience, its probably best to not get into it.
Rating: 7.0 70
Difficulty: 70 70
Oct 10, 2019
kurath
For: I wanna Start from Here
For: I wanna Start from Here
A short little adventure game inspired by Exit from Here.
Overall it's got the Erik charm with the visuals and some neat level design. As I'm unfamiliar with the original game, its hard to judge the comparison but it certainly stands for itself. Saves are long though, as is the second boss, so be wary for newer players as it will require a fair bit of consistency to get past parts.
[0] Likes
Overall it's got the Erik charm with the visuals and some neat level design. As I'm unfamiliar with the original game, its hard to judge the comparison but it certainly stands for itself. Saves are long though, as is the second boss, so be wary for newer players as it will require a fair bit of consistency to get past parts.
Rating: 7.5 75
Difficulty: 45 45
Oct 10, 2019
kurath
For: I Wanna Destroy the Maelstrom
For: I Wanna Destroy the Maelstrom
This is a very long needleventure game. It's a grand undertaking that starts quite easy and ramps up slowly over the course of its extensive length. Expect a wide variety of platforming and bosses as your journey progresses, though still heavily focused around traditional needle design. Accompanied by a traditional fangame story (generally a little corny and thin but gets the job done in terms of keeping the flow going), there's a lot of charm here. The game has secrets, though they are optional but do unlock an extra. If that sounds like your thing, its best to give it a shot.
The game's identity ended up feeling a bit strange to me, though, because I felt like at times the platforming and bosses came from completely different games, so I'm going to address their aspects individually.
Platforming-wise, outside of the traditional 'guy tile' first stage, there's a ton of great looking stages and production tends to ramp up for the most part over time. For the most part, each stage tends to focus on an individual gimmick as is typical for needleventure style games. These gimmicks, though, for the most part are more common needle gimmicks - engine gimmicks like platforms, jump refreshers waters and vines, and triggers or cycle based stuff. Though I did like almost all the platforming in the game, my favorite part of needleventure style games is typically the more creative, out there gimmick styles which made stage 5 easily my favorite. I'd have loved to have seen more of that.
Difficulty wise, the platforming starts out quite easy and trends up fairly smoothly over time with the exception of the secrets which tend to be more on par with lategame platforming regardless of their location in the game. The stages felt like they had a lot of care put into them and play well.
The bosses on the other hand, felt very much the opposite in many ways. Where the platforming felt smooth, polished and clean, the bosses felt very experimental and rough. They rarely had much to do with the stages they were in and due to that felt like a pretty sharp shift with each one. The big upside of this, for me, was that each one felt quite unique and generally had creative, uncommon mechanics and interactions. Unfortunately, since many of these were introduced mid-boss fight, they occasionally could become frustrating as you're learning attacks and mechanics simultaneously.
While the bosses do trend to be more difficult as the game progresses, it felt very much more all over the place where the difficulty peaked in stages 4 and 5. Production and balance wise, they also felt a lot more inconsistent. Some bosses would have a solid theme and play to it, and some of them felt like they'd just simply appear and throw default sprites at you for a while for no reason. Likewise with the visual design being hit or miss, the songs feel like they'd have benefited from some better cuts at parts to keep the energy higher but a lot of songs used featured softer intros/segments that felt out of place in a boss encounter.
Likewise, the balance was frustrating at times. As said, the bosses feature a number of interesting mechanics but these felt like they ended up taking a backseat to the boss being defined rather than working with its interesting mechanic but instead by a couple particular attacks that stood out as being more difficult. This was certainly frustrating at times. If you're a very good player, they're certainly not so out of place that you'll likely struggle by any means, but for a more moderate player, do expect to hit some rough bumps along the way.
Overall this game has a ton to offer and I certainly felt like I got a lot out of it. I'd definitely recommend it to the advanced player who likes a variety package featuring all different types of what fangames have to offer. For the intermediate player, I'd still recommend it but expect to take some breaks from it as you go as its very long and the bumpiness piles up a bit from time to time. Still, its giving a shot to.
[4] Likes
The game's identity ended up feeling a bit strange to me, though, because I felt like at times the platforming and bosses came from completely different games, so I'm going to address their aspects individually.
Platforming-wise, outside of the traditional 'guy tile' first stage, there's a ton of great looking stages and production tends to ramp up for the most part over time. For the most part, each stage tends to focus on an individual gimmick as is typical for needleventure style games. These gimmicks, though, for the most part are more common needle gimmicks - engine gimmicks like platforms, jump refreshers waters and vines, and triggers or cycle based stuff. Though I did like almost all the platforming in the game, my favorite part of needleventure style games is typically the more creative, out there gimmick styles which made stage 5 easily my favorite. I'd have loved to have seen more of that.
Difficulty wise, the platforming starts out quite easy and trends up fairly smoothly over time with the exception of the secrets which tend to be more on par with lategame platforming regardless of their location in the game. The stages felt like they had a lot of care put into them and play well.
The bosses on the other hand, felt very much the opposite in many ways. Where the platforming felt smooth, polished and clean, the bosses felt very experimental and rough. They rarely had much to do with the stages they were in and due to that felt like a pretty sharp shift with each one. The big upside of this, for me, was that each one felt quite unique and generally had creative, uncommon mechanics and interactions. Unfortunately, since many of these were introduced mid-boss fight, they occasionally could become frustrating as you're learning attacks and mechanics simultaneously.
While the bosses do trend to be more difficult as the game progresses, it felt very much more all over the place where the difficulty peaked in stages 4 and 5. Production and balance wise, they also felt a lot more inconsistent. Some bosses would have a solid theme and play to it, and some of them felt like they'd just simply appear and throw default sprites at you for a while for no reason. Likewise with the visual design being hit or miss, the songs feel like they'd have benefited from some better cuts at parts to keep the energy higher but a lot of songs used featured softer intros/segments that felt out of place in a boss encounter.
Likewise, the balance was frustrating at times. As said, the bosses feature a number of interesting mechanics but these felt like they ended up taking a backseat to the boss being defined rather than working with its interesting mechanic but instead by a couple particular attacks that stood out as being more difficult. This was certainly frustrating at times. If you're a very good player, they're certainly not so out of place that you'll likely struggle by any means, but for a more moderate player, do expect to hit some rough bumps along the way.
Overall this game has a ton to offer and I certainly felt like I got a lot out of it. I'd definitely recommend it to the advanced player who likes a variety package featuring all different types of what fangames have to offer. For the intermediate player, I'd still recommend it but expect to take some breaks from it as you go as its very long and the bumpiness piles up a bit from time to time. Still, its giving a shot to.
Rating: 8.7 87
Difficulty: 68 68
Oct 9, 2019
kurath
For: I wanna be the linearity 2
For: I wanna be the linearity 2
Really great gimmick needle game, which follows along with Chance's penchant for line style needle.
Its got tons of creative ideas and I think most important prioritizes its creativity and uniqueness over difficulty, with lots of zany layouts and weird obstacles that are usually much easier than they could be. It feels like a showcase for cool stuff while still being fun, rather than trying to be a challenge. The production value is good and lends itself towards that, with a focus on looking cool and tons of variety of concepts. The amount of different things you see in what is going to be less than an hour playthrough for most is just great.
It caps it off with a ~2 min avoidance which was more cinematic than challenging as well. Whilst I'm not usually that big on avoidance, I really enjoyed this one because even though it was easy and there
often wasn't too much going on, the open nature with infinite jump and wide movements meant there was atleast something to do, and the artistic style of it was really cool to look at.
Overall, its fun, short and pretty easy. Most importantly for me, it has a ton of creativity and does something different. Both the platforming and avoidance are memorable and definitely stand out, and I think that's a very commendable attribute.
[2] Likes
Its got tons of creative ideas and I think most important prioritizes its creativity and uniqueness over difficulty, with lots of zany layouts and weird obstacles that are usually much easier than they could be. It feels like a showcase for cool stuff while still being fun, rather than trying to be a challenge. The production value is good and lends itself towards that, with a focus on looking cool and tons of variety of concepts. The amount of different things you see in what is going to be less than an hour playthrough for most is just great.
It caps it off with a ~2 min avoidance which was more cinematic than challenging as well. Whilst I'm not usually that big on avoidance, I really enjoyed this one because even though it was easy and there
often wasn't too much going on, the open nature with infinite jump and wide movements meant there was atleast something to do, and the artistic style of it was really cool to look at.
Overall, its fun, short and pretty easy. Most importantly for me, it has a ton of creativity and does something different. Both the platforming and avoidance are memorable and definitely stand out, and I think that's a very commendable attribute.
Rating: 8.7 87
Difficulty: 40 40
Oct 9, 2019
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
Fangame Guesser | N/A | 9.2 | 11 |
I Wanna Fill In The Blanks | 35.5 | 8.0 | 38 |
I Wanna Fill in the Blanks 2 | 49.4 | 9.1 | 18 |
MiniMetroidvania 4 | 64.3 | 9.2 | 14 |
I wanna be the Ocean Princess | 69.0 | 9.3 | 49 |
I Wanna Ponder | 69.4 | 9.7 | 32 |
The Farewell Medley | 72.1 | 9.5 | 24 |
1 Favorite Game
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Ocean Princess | N/A | N/A |
User's clear list is empty!