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CanusAntonius
For: I wanna love the MMO
For: I wanna love the MMO
Love the MMO is a neat Adventure game from Marimario that consists of some interesting Gimmick usages that make for a neat playthrough.
The game starts with a trap stage introduction, all of the saves in it are pretty short and only have a few so it's pretty easy to get through. Past this is a hub with four stages, but you do have to beat them in order. These stages are the interesting part of the game as they all have their own gimmick. One stage involves a meter in which you can click to change the Kid's gravity. Another involves an RPG level up mechanic where killing enemies grants experience points to level up. There's also a stage in which hitting a spike forces you to immediately fight a boss, or you can do screens without damage to reach it without hp. Finally, there is a Kirby-themed stage at the end. Each of these four all come with its own boss which uses the stage gimmick pretty well, and they're not really that hard as well. The game ends after those four without a final stage, so be sure to enjoy them while you can.
I think it was a pretty fine Adventure game and would definitely recommend it. There are unique ideas here that I'd love to see more of in the future.
[1] Like
The game starts with a trap stage introduction, all of the saves in it are pretty short and only have a few so it's pretty easy to get through. Past this is a hub with four stages, but you do have to beat them in order. These stages are the interesting part of the game as they all have their own gimmick. One stage involves a meter in which you can click to change the Kid's gravity. Another involves an RPG level up mechanic where killing enemies grants experience points to level up. There's also a stage in which hitting a spike forces you to immediately fight a boss, or you can do screens without damage to reach it without hp. Finally, there is a Kirby-themed stage at the end. Each of these four all come with its own boss which uses the stage gimmick pretty well, and they're not really that hard as well. The game ends after those four without a final stage, so be sure to enjoy them while you can.
I think it was a pretty fine Adventure game and would definitely recommend it. There are unique ideas here that I'd love to see more of in the future.
Rating: 7.4 74
Difficulty: 30 30
Sep 13, 2022
CanusAntonius
For: I wanna be the 1×1
For: I wanna be the 1×1
What a silly game, it's a 32x32 pixel window, which means you're basically playing a fangame within a single block. It's definitely an interesting concept, but of course takes a toll with the gameplay.
I think the main issue with this is the physics, your block moves insanely fast, and this makes it really hard to play with the set window size. There are some awkward things you have to do with it too, such as bonk jumps with a killer wall to the other, as well as a fall you need to swerve and jump before the end. The boss of the game is also an issue though since it's pretty damn hard given the gimmick, and I (like most reviewers) resorted to resizing the screen in order to beat it. The boss's last attack especially was pretty obnoxious, I don't feel like for an experimental game like this it should have been hard at all.
I'd recommend it if you want to try something quirky, just be sure to resize the window if the size makes it too hard.
[1] Like
I think the main issue with this is the physics, your block moves insanely fast, and this makes it really hard to play with the set window size. There are some awkward things you have to do with it too, such as bonk jumps with a killer wall to the other, as well as a fall you need to swerve and jump before the end. The boss of the game is also an issue though since it's pretty damn hard given the gimmick, and I (like most reviewers) resorted to resizing the screen in order to beat it. The boss's last attack especially was pretty obnoxious, I don't feel like for an experimental game like this it should have been hard at all.
I'd recommend it if you want to try something quirky, just be sure to resize the window if the size makes it too hard.
Rating: 4.0 40
Difficulty: 45 45
Sep 12, 2022
CanusAntonius
For: Humble Abode
For: Humble Abode
Rating and Review based on the May 2022 update.
Humble Abode is Randy's homage to games created by wonderful and egg, and takes their inspiration to form something entirely new under his style. Just like figure and divisive game, Humble Abode is disguised as a traditional floor game but ends up being a good bit more. It's of course one of my favorite Needleventure games, and something I will stand by as being an excellent production.
As I have put in pretty much every review of a randomchaos_ game, he makes some of the most pleasurable needle in the entire community. This means large jumps with plenty of wiggle room designed to feel highly comfortable to perform, they're always intuitive and pretty simple to repeat once learned. So most of this game ends up being that applied to various stages, sometimes throwing in fun gimmicks such as low gravity or slow falling water. As someone who likes his needle, that makes a game this size just a large Thanksgiving feast for me. Occasionally there are Bosses and Avoidances as well, and like the inspirations that this game draws from they are mostly easier than the platforming.
After the first segment of the game comes a guest stage hub with five different collaborators, each bringing their own style. Three of these remain as pure needle screens, while the other two contain bosses. (These are the ones on each end of the row in case you want to space them). Each stage I thought brought a unique flavor to the game, and while I will mention that I think their difficulty kind of subtracts a tiny bit of enjoyment from the overall product (even causing me to quit the game once months ago), I did not hate their inclusion and think they're fine now that I can handle the heat. I also would like to give a shout-out to egg, who as one of the main inspirations of the game brought forth a guest stage that reminds me of why I like these games so much.
The version I am playing as mentioned was released in May 2022 and has nerfed a lot of the final stage. Although I never played the original, I can at least say the final stage now is incredibly smooth and that this is the best form the game has been in yet. I do want to mention some issues I had though in case there's ever hope for a final update, specifically due to the last boss. For starters, it's pretty damn long, but I think this can be mitigated by doing the same thing Kermit 3 does, giving the kid health. Nobody holds that boss as memorable because it was difficult, they did because it was climatic, and I think after playing about half of this final boss it also holds that power if granted. If health is out of the question, I would at least suggest fixing the starting phase to be smoother, a lot of times I spawn in to die to invisible bullets or get hit by tiny ones I can barely see later. I think it would be best if they spawned like a second or two later so they're actually visible first, as well as should disappear once the second phase starts since I've died so many times just falling on them. I am glad in the meantime that there's a replacement boss, but it really just doesn't have the power that the other does, so I hope there's a chance that could one day be patched somehow.
In the end, I was truly glad for how good this game was, and even though I do think the final boss was a bit of a hiccup, everything else was completely enjoyable and fun to play. I would highly recommend this to people who enjoy Needleventure games, so good luck sleeping!
[1] Like
Humble Abode is Randy's homage to games created by wonderful and egg, and takes their inspiration to form something entirely new under his style. Just like figure and divisive game, Humble Abode is disguised as a traditional floor game but ends up being a good bit more. It's of course one of my favorite Needleventure games, and something I will stand by as being an excellent production.
As I have put in pretty much every review of a randomchaos_ game, he makes some of the most pleasurable needle in the entire community. This means large jumps with plenty of wiggle room designed to feel highly comfortable to perform, they're always intuitive and pretty simple to repeat once learned. So most of this game ends up being that applied to various stages, sometimes throwing in fun gimmicks such as low gravity or slow falling water. As someone who likes his needle, that makes a game this size just a large Thanksgiving feast for me. Occasionally there are Bosses and Avoidances as well, and like the inspirations that this game draws from they are mostly easier than the platforming.
After the first segment of the game comes a guest stage hub with five different collaborators, each bringing their own style. Three of these remain as pure needle screens, while the other two contain bosses. (These are the ones on each end of the row in case you want to space them). Each stage I thought brought a unique flavor to the game, and while I will mention that I think their difficulty kind of subtracts a tiny bit of enjoyment from the overall product (even causing me to quit the game once months ago), I did not hate their inclusion and think they're fine now that I can handle the heat. I also would like to give a shout-out to egg, who as one of the main inspirations of the game brought forth a guest stage that reminds me of why I like these games so much.
The version I am playing as mentioned was released in May 2022 and has nerfed a lot of the final stage. Although I never played the original, I can at least say the final stage now is incredibly smooth and that this is the best form the game has been in yet. I do want to mention some issues I had though in case there's ever hope for a final update, specifically due to the last boss. For starters, it's pretty damn long, but I think this can be mitigated by doing the same thing Kermit 3 does, giving the kid health. Nobody holds that boss as memorable because it was difficult, they did because it was climatic, and I think after playing about half of this final boss it also holds that power if granted. If health is out of the question, I would at least suggest fixing the starting phase to be smoother, a lot of times I spawn in to die to invisible bullets or get hit by tiny ones I can barely see later. I think it would be best if they spawned like a second or two later so they're actually visible first, as well as should disappear once the second phase starts since I've died so many times just falling on them. I am glad in the meantime that there's a replacement boss, but it really just doesn't have the power that the other does, so I hope there's a chance that could one day be patched somehow.
In the end, I was truly glad for how good this game was, and even though I do think the final boss was a bit of a hiccup, everything else was completely enjoyable and fun to play. I would highly recommend this to people who enjoy Needleventure games, so good luck sleeping!
Rating: 9.2 92
Difficulty: 70 70
Sep 12, 2022
CanusAntonius
For: I Wanna be the Vandal
For: I Wanna be the Vandal
As one who is now known as the "Vandal" behind closed doors and hushed whispers, it felt necessary to remark on the journey taken for such a title. This is by far one of the highest quality Needle games to come out of the community and features exquisite gimmick usage throughout bundled under a chef's kiss.
It's well known that Wolfie has been an exceptional fangame designer for a while before this game, but if you view Witch's Tower as FFXII then Vandal is the sky-shattering zodiac age. It's such a crisp and beautiful evolution of design that you can both see the humble beginnings alongside his newfound abilities intermingled with one another. It creates a wonderful game that holds both his traditional design philosophy alongside a fresh modern coat, and I greatly enjoyed it.
Set as a 50-floor game, every area in it feels distinctly creative and unique. For the most part, this comes to flesh by adding a new gimmick per stage, and it's very clear that the design is made to suit them extremely well. Sometimes gimmicks can feel shoehorned into a save, or needle placed to suit a gimmick, but the game feels as if both are thought of at the same time. There is typically a good difficulty balance between these saves, if you have a harder gimmick segment to do then it'll be balanced with easier regular jumps for the other half.
The aesthetics of the game are also pretty beautiful, and the overall narrative going on actually makes this feel more like an Adventure game than most Needle stuff does. You have your favorite Magic Tower characters back in action to help the Kid on his journey (or not), each providing funny dialogue worth reading whenever you can. The visuals really help each area feel like part of a greater world, of course, expanded upon by the various maps throughout the game (the final one being quite the spectacle). Finally, there's the music, in which you're basically going to want to save some of these songs to your playlist as they're quite jamming. (As a side note: the soundtrack playlist in the Readme doesn't seem to work anymore which is a bit unfortunate). I'd also like to give a special shoutout to the final stage, which ends up being the Tower Lead of Needle in such an amazing way.
I did have a few minor issues with the game, most of which might be more of a personal dilemma than the design. First, I felt as if there was a major visibility issue in one of the ending stages, especially since it made the water nearly impossible to see. It's hard to appreciate a visual challenge usually as I only view it as contradictory to the general gameplay of Needle, and here is certainly no exception, it doesn't feel fun to play when I can barely see the screen with how dark it is. Second, the final segment of that stage feels like quite an outcast from the rest of the game, I don't really think the theme matches anything else going on, it was also like the hardest thing in the game for me since it once again has the visual dilemma alongside a forced timer. I also kind of feel like the design earlier in that stage was a bit of a lesser stance than the rest of the game because of how difficult it was, but also because stuff like the tiny water gaps when they're over spikes didn't really feel like the design anywhere else, it was uncomfortable to play. Finally, I really don't get the green block gimmicks, I always felt like the height they pushed me up was a bit random, I'm not even sure if it relied on if I held down shift or not. Beating the entire game and not understanding the gimmick mostly probably means it's a bit of a weaker chain link than the others. This being said, these issues didn't make me stop enjoying the game, but just wanted to mention them for the sake of the review.
Overall, Vandal is one of the most important Needle releases ever to come out, and after playing it I've realized exactly why. It's a stunning game, and well worth the attention it gets from everyone, I would even say that it's my favorite pure Needle game at this point. It's such a shame that people are going to vandalize it, or is it?
[0] Likes
It's well known that Wolfie has been an exceptional fangame designer for a while before this game, but if you view Witch's Tower as FFXII then Vandal is the sky-shattering zodiac age. It's such a crisp and beautiful evolution of design that you can both see the humble beginnings alongside his newfound abilities intermingled with one another. It creates a wonderful game that holds both his traditional design philosophy alongside a fresh modern coat, and I greatly enjoyed it.
Set as a 50-floor game, every area in it feels distinctly creative and unique. For the most part, this comes to flesh by adding a new gimmick per stage, and it's very clear that the design is made to suit them extremely well. Sometimes gimmicks can feel shoehorned into a save, or needle placed to suit a gimmick, but the game feels as if both are thought of at the same time. There is typically a good difficulty balance between these saves, if you have a harder gimmick segment to do then it'll be balanced with easier regular jumps for the other half.
The aesthetics of the game are also pretty beautiful, and the overall narrative going on actually makes this feel more like an Adventure game than most Needle stuff does. You have your favorite Magic Tower characters back in action to help the Kid on his journey (or not), each providing funny dialogue worth reading whenever you can. The visuals really help each area feel like part of a greater world, of course, expanded upon by the various maps throughout the game (the final one being quite the spectacle). Finally, there's the music, in which you're basically going to want to save some of these songs to your playlist as they're quite jamming. (As a side note: the soundtrack playlist in the Readme doesn't seem to work anymore which is a bit unfortunate). I'd also like to give a special shoutout to the final stage, which ends up being the Tower Lead of Needle in such an amazing way.
I did have a few minor issues with the game, most of which might be more of a personal dilemma than the design. First, I felt as if there was a major visibility issue in one of the ending stages, especially since it made the water nearly impossible to see. It's hard to appreciate a visual challenge usually as I only view it as contradictory to the general gameplay of Needle, and here is certainly no exception, it doesn't feel fun to play when I can barely see the screen with how dark it is. Second, the final segment of that stage feels like quite an outcast from the rest of the game, I don't really think the theme matches anything else going on, it was also like the hardest thing in the game for me since it once again has the visual dilemma alongside a forced timer. I also kind of feel like the design earlier in that stage was a bit of a lesser stance than the rest of the game because of how difficult it was, but also because stuff like the tiny water gaps when they're over spikes didn't really feel like the design anywhere else, it was uncomfortable to play. Finally, I really don't get the green block gimmicks, I always felt like the height they pushed me up was a bit random, I'm not even sure if it relied on if I held down shift or not. Beating the entire game and not understanding the gimmick mostly probably means it's a bit of a weaker chain link than the others. This being said, these issues didn't make me stop enjoying the game, but just wanted to mention them for the sake of the review.
Overall, Vandal is one of the most important Needle releases ever to come out, and after playing it I've realized exactly why. It's a stunning game, and well worth the attention it gets from everyone, I would even say that it's my favorite pure Needle game at this point. It's such a shame that people are going to vandalize it, or is it?
Rating: 9.5 95
Difficulty: 72 72
Sep 11, 2022
CanusAntonius
For: I wanna be the RUKIMIN!7(SEVEN!)
For: I wanna be the RUKIMIN!7(SEVEN!)
This is one of the best-looking fangames there are, it's also one of the least enjoyable ones. Riddled with so many problems that it became extremely tedious to play, it was one of the most annoying things I've ever completed.
Rukimin7 at its core is a visually polished game with borderline terrible gameplay. There are traps that are decent but others that are random flying spikes. There are cannons that feel like the coding took just a few seconds and then wasn't playtested at all. There are mechanics that make absolutely no sense because they aren't explained at all, such as a flying gimmick in which it never tells you Shift makes you go slow. There's easily the worst Schmup stage I've ever played due to atrocious difficulty balancing and enemy attacks that play like garbage. There are bosses that have a high amount of HP and rely on you being able to mash them. Honestly, visuals are literally the only thing this game has that I'd consider any sort of redeeming quality, anything that tries to be unique in terms of gameplay just completely fails to accomplish what it seemed set to do.
For whatever reason, and I'm not sure if this applies to other bosses, the final one seems to have a rank system in which it will lose ranks the more you die to it, making the fight easier. While I was able to reach the ending and die at the last second on Rank 1, it decreased to -1 which made it a lot more reasonable. However, there is still a completely fucked attack that you'll need to use an item for by pressing X to destroy all bullets on screen, which of course is never explained to you because why would it, that would make too much sense.
Overall, I've beaten the game and plan to never return to it for extra. I would probably never recommend it unless you need an example of why Production Value can be meaningless if your gameplay is trash. I'll at least give it credit though for convincing me it was a very modern release due to its looks.
[1] Like
Rukimin7 at its core is a visually polished game with borderline terrible gameplay. There are traps that are decent but others that are random flying spikes. There are cannons that feel like the coding took just a few seconds and then wasn't playtested at all. There are mechanics that make absolutely no sense because they aren't explained at all, such as a flying gimmick in which it never tells you Shift makes you go slow. There's easily the worst Schmup stage I've ever played due to atrocious difficulty balancing and enemy attacks that play like garbage. There are bosses that have a high amount of HP and rely on you being able to mash them. Honestly, visuals are literally the only thing this game has that I'd consider any sort of redeeming quality, anything that tries to be unique in terms of gameplay just completely fails to accomplish what it seemed set to do.
For whatever reason, and I'm not sure if this applies to other bosses, the final one seems to have a rank system in which it will lose ranks the more you die to it, making the fight easier. While I was able to reach the ending and die at the last second on Rank 1, it decreased to -1 which made it a lot more reasonable. However, there is still a completely fucked attack that you'll need to use an item for by pressing X to destroy all bullets on screen, which of course is never explained to you because why would it, that would make too much sense.
Overall, I've beaten the game and plan to never return to it for extra. I would probably never recommend it unless you need an example of why Production Value can be meaningless if your gameplay is trash. I'll at least give it credit though for convincing me it was a very modern release due to its looks.
Rating: 3.5 35
Difficulty: 55 55
Sep 9, 2022
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3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be the Kid Escape | 6.6 | 6.9 | 25 |
I Wanna be the Kid Escape 2 | 26.5 | 8.3 | 5 |
Kid Tales - The Legend of Brom | 0.2 | 8.0 | 18 |
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