Kelvar's Profile
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42 Reviews!
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43 Games
42 Reviews
Kelvar
For: I wanna be the 針練習!
For: I wanna be the 針練習!
Series of small needle excerpts, one save per screen.
The final few corner-based jumps and the downward plane might give some players some trouble, but they can force their way through with some effort.
[0] Likes
The final few corner-based jumps and the downward plane might give some players some trouble, but they can force their way through with some effort.
Rating: 3.0 30
Difficulty: 45 45
May 4, 2023
Kelvar
For: I wanna play kk
For: I wanna play kk
Most of the music is from IWMaker (taken directly from IWMaker, judging from the file names).
The game has your typical "sudoku" aspects, including invisible block mazes, unclear layout, default backgrounds and tiles, etc.
The game changes resolution multiple times mid-game, which could make capturing it a pain.
Also, the double kid gimmick was really finicky when starting the room. It ended up working when I saved in the air, so maybe it's a solid collision thing?
Explanation for the difficulty rating:
The really hard jumps (4.5 in the first screen, double diamond and invert later on) all have some way to skip them. There is one room that's extremely difficult needle, but there is a warp right next to where you spawn, and the warp at the end of the screen leads to the same place.
The game does not end at the room that says "end".
[0] Likes
The game has your typical "sudoku" aspects, including invisible block mazes, unclear layout, default backgrounds and tiles, etc.
The game changes resolution multiple times mid-game, which could make capturing it a pain.
Also, the double kid gimmick was really finicky when starting the room. It ended up working when I saved in the air, so maybe it's a solid collision thing?
Explanation for the difficulty rating:
The really hard jumps (4.5 in the first screen, double diamond and invert later on) all have some way to skip them. There is one room that's extremely difficult needle, but there is a warp right next to where you spawn, and the warp at the end of the screen leads to the same place.
The game does not end at the room that says "end".
Rating: 2.5 25
Difficulty: 40 40
May 1, 2023
Kelvar
For: i wanna be the genius
For: i wanna be the genius
Most of the sprites are engine assets, or scribbles. The game uses the generic Guyrock/Wily themes, but most of it uses more unique music. Sadly, the music restarts on death, so unless you're trying to bait-out possible traps (which fill up the majority of the platforming), you likely won't hear most of the song.
A lot of the platforming in this game is filled with fast flying killer traps, often in long corridors. Long saves and trap-filled sections generally don't go well together, and this is no exception. From my recollection, Stage 1 was the worst offender in this.
There are fake blocks in some parts, but not using the typical engine object. They are just tiles with no collision.
To RYU:
I understand that this is your first work, and for an early game, it holds up alright.
The only part that I really had an issue with was the Miku avoidance. This was partially because of the long intro, and partially because of the waiting periods, and partially because of it's length. For players who aren't using a video, the amount of time and effort needed to beat an avoidance scales up notably with it's length.
If you are rely on traps for your stage design, try to make them a little more unique than flying spikes, fruit, and killer blocks. You can start by using different sprites, and as you improve in coding, branch out into more creative traps. Your fake-out with the screen border was funny in Stage 2, but it was re-used too much, and quickly lost its appeal.
In the future:
For bosses, try to add a bit more variety to them. To make fights feel less static, you can add some RNG-based attacks, or make them choose attacks at random, or both.
I liked Boss 2 the most of all of them, because it required a bit more than just going to different safespots. Boss 1 was the least interesting, because it was all about safespots. I've noted my problems with the avoidance. I don't have much to say about Boss 3, and the final boss was similar to Boss 2.
Consider taking graphics from places like The Spriters' Resource. The quality of a game's visuals has a huge impact on how a new player will perceive it.
Some of your song choices were nice, which made the generic Guyrock/Mega Man/Guy's Fortress picks all the more irritating. In general, it's better not to use those generic songs.
There's only one save-lock situation I noticed in this whole game: You can save in the spot of the upward-moving "DEAD" block in the second screen in the second save. Watch out if you put triggerable killer objects near a save. Good job on not having that situation happen anywhere else.
I noticed the game tends not to set traps at the end of long platforming-based saves, and I appreciate that.
As for the fake blocks, I appreciate not hearing the overlapping sndBlockChange sound from the engine object, but it still would have been nice to have the tiles disappear.
That said, this is an alright game. I wish you well on your future works.
[0] Likes
A lot of the platforming in this game is filled with fast flying killer traps, often in long corridors. Long saves and trap-filled sections generally don't go well together, and this is no exception. From my recollection, Stage 1 was the worst offender in this.
There are fake blocks in some parts, but not using the typical engine object. They are just tiles with no collision.
To RYU:
I understand that this is your first work, and for an early game, it holds up alright.
The only part that I really had an issue with was the Miku avoidance. This was partially because of the long intro, and partially because of the waiting periods, and partially because of it's length. For players who aren't using a video, the amount of time and effort needed to beat an avoidance scales up notably with it's length.
If you are rely on traps for your stage design, try to make them a little more unique than flying spikes, fruit, and killer blocks. You can start by using different sprites, and as you improve in coding, branch out into more creative traps. Your fake-out with the screen border was funny in Stage 2, but it was re-used too much, and quickly lost its appeal.
In the future:
For bosses, try to add a bit more variety to them. To make fights feel less static, you can add some RNG-based attacks, or make them choose attacks at random, or both.
I liked Boss 2 the most of all of them, because it required a bit more than just going to different safespots. Boss 1 was the least interesting, because it was all about safespots. I've noted my problems with the avoidance. I don't have much to say about Boss 3, and the final boss was similar to Boss 2.
Consider taking graphics from places like The Spriters' Resource. The quality of a game's visuals has a huge impact on how a new player will perceive it.
Some of your song choices were nice, which made the generic Guyrock/Mega Man/Guy's Fortress picks all the more irritating. In general, it's better not to use those generic songs.
There's only one save-lock situation I noticed in this whole game: You can save in the spot of the upward-moving "DEAD" block in the second screen in the second save. Watch out if you put triggerable killer objects near a save. Good job on not having that situation happen anywhere else.
I noticed the game tends not to set traps at the end of long platforming-based saves, and I appreciate that.
As for the fake blocks, I appreciate not hearing the overlapping sndBlockChange sound from the engine object, but it still would have been nice to have the tiles disappear.
That said, this is an alright game. I wish you well on your future works.
Rating: 4.0 40
Difficulty: 40 40
Apr 29, 2023
Kelvar
For: i wanna eat the piano
For: i wanna eat the piano
The toughest attacks are all at the end, and several of the earlier attacks (white bouncing, yellow targeted circles) are practically free.
The vertical white->red->blue fruit attack went on for way too long, especially given how easy it is. Even with the random360 directional change afterward, it still felt like a waiting period.
I didn't like the spinning screen attack at all, and I wish there was more transition time after the prior attack stopped before it began.
I do wish the blocks had tiles over them, just to make it a bit easier to dodge attacks near the corners, and the spinning attack.
All-in-all, it's an alright fight.
The vertical white->red->blue fruit attack went on for way too long, especially given how easy it is. Even with the random360 directional change afterward, it still felt like a waiting period.
I didn't like the spinning screen attack at all, and I wish there was more transition time after the prior attack stopped before it began.
I do wish the blocks had tiles over them, just to make it a bit easier to dodge attacks near the corners, and the spinning attack.
All-in-all, it's an alright fight.
Tagged as: Avoidance
[0] Likes
Rating: 4.5 45
Difficulty: 50 50
Apr 23, 2023
Kelvar
For: I wanna Kill the MrBeast
For: I wanna Kill the MrBeast
To the dev: When making a "meme" game, incorporate jokes and references into the actual gameplay, rather than just using sprites and music related to a trend.
Traps and bosses are a great way to do this. See Erik's sudoku games, Chungo's Gauntlet, "Bigger Penis", etc.
This game is a medley, but despite the titlecards, it doesn't really feel like one. All of the rooms have the exact same aesthetic, down to the sprites of fruit and platforms. All of the screens were needle, and even the ones that weren't *pure* needle (such as "Pass Various Levels", or "Damn the Daniel") didn't feel special.
The difficulty balance is all over the place. Most of the needle is very easy, and I first tried a lot of it blind. That said, I'm rating the game 45/100 because the "Corner Jump" screen gave me a fair bit of trouble, and the "MKTK" screen felt rough, though looking back you can skip one section of MKTK by resetting to respawn the normal<->dotkid switch object.
The boss is a standard "shootable enemy on path that shoots aimed projectile" boss, like the Yuuutu Engine giant fruit one.
I know this is meant to be a meme game, and I can certainly appreciate those. It just feels like a rushed and haphazard way to play off a trend, rather than an attempt at humor.
[1] Like
Traps and bosses are a great way to do this. See Erik's sudoku games, Chungo's Gauntlet, "Bigger Penis", etc.
This game is a medley, but despite the titlecards, it doesn't really feel like one. All of the rooms have the exact same aesthetic, down to the sprites of fruit and platforms. All of the screens were needle, and even the ones that weren't *pure* needle (such as "Pass Various Levels", or "Damn the Daniel") didn't feel special.
The difficulty balance is all over the place. Most of the needle is very easy, and I first tried a lot of it blind. That said, I'm rating the game 45/100 because the "Corner Jump" screen gave me a fair bit of trouble, and the "MKTK" screen felt rough, though looking back you can skip one section of MKTK by resetting to respawn the normal<->dotkid switch object.
The boss is a standard "shootable enemy on path that shoots aimed projectile" boss, like the Yuuutu Engine giant fruit one.
I know this is meant to be a meme game, and I can certainly appreciate those. It just feels like a rushed and haphazard way to play off a trend, rather than an attempt at humor.
Rating: 5.0 50
Difficulty: 45 45
Apr 14, 2023
1 Game
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
The Maker Medley | 44.1 | 8.9 | 57 |
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