Cthaere's Profile
Send a PMJoined on: May 25, 2020
Bio:
I play fangames or stuff.
I try rating game compared to what they are trying to achieve rather than compared to fangames as a whole, and with knowledge of what you're getting into; If I rate a corridor needle game, I assume the person reading the review wants to play corridor needle, as if they don't they shouldn't bother playing it anyway. With that said, I tend to be very generous on needle ratings while being very skimpy on avoidances (although you likely won't see it as if I'd give it less than a 7 I just won't clear it instead).
with extremely rare exceptions, 9/10+ is reserved to games that have left deep emotional impact, while 10/10 is reserved for games I love unconditionally.
If I reviewed it and the review doesn't say otherwise, it's safe to assume I cleared it. I try adding my clears to df but I never really cared to keep track, so some might be missing.
don't expect diff ratings to be very accurate.
I've submitted:
237 Ratings!
158 Reviews!
9 Screenshots!
237 Games
158 Reviews
For: I Wanna Stop Him
Unfortunately, I have no wish of trying to give this game a more thorough analysis, as that would require dissecting it in a way I do not feel comfortable doing publicly. As such, all I can say is: It is a great avoidance that I would absolutely recommend to anyone who can handle all-around high level reading. Please go play it.
And as for the maker: From the bottom of my heart, thank you. You have made my Christmas truly special.
For: I Wanna Rewrite the Past
This game consists of 15 maker levels organized in 3 stages of 5. First stage deals with variable-sized spikes, the second has a sprinkle of very standard gimmicks and some water, while the third is focused around triple jump. The needle is for the most part fun to play, reminiscent a bit of the good parts of cn2 and the post-cn2 needle boom, however balancing feels somewhat random, both in jumps within an individual save and when comparing saves side by side.
The needle itself contains a few basic minor annoyances that I'd go as far as to call errors. These include using the ceiling as a killer in an awkward manner, not providing saves at the start of each room and tossing in a singlejump star in a context where while it does technically contribute to pathing, it really only serves as an annoyance that leads to boring gameplay. Finally, as I have said in my opener, the game lacks continuity, in the sense that it feels like playing a bunch of maker maps that are thematically similar but do not really have anything to do with each other.
On the production side, each stage has a custom tileset and song, with the first one also featuring a minor background effect, however these are not enough to create a full atmosphere. While the tilesets are gorgeous, the songs choices fall flat for me, and I'd suspect those are the main reason for the lack of atmosphere, combined with the already difficult task of tying together a bunch of disjointed maps.
As much as I feel have brought this down, I do think that the needle fundamentals showcased here are great, and the game itself has been enjoyable to go through, and so I would still recommend it despite the flaws detailed above. I'd like to see the maker experiment a bit more when it comes to gimmicks as well as try and make content with a finalized unified game in mind rather than shoehorning existing stuff into a game. I'd be looking forwards to the next release.
For: I wanna Musiclock
Have fun!
For: untitled needle game
I could not have put it better myself.
In any case, for me, this is the game morning dew was not.
Let me explain: For many people, morning dew is a long, arduous journey, one which can throw a curveball at any moment. It is a game that, at times, requires you to power through content that you may find nearly unbearable, often after hours of gameplay setting up the sunk cost fallacy trap. While these usually count against the game in many people's minds, they are also what makes it as special as it is. When you look back at it, it is something that while you're glad you've cleared, you're also somewhat relieved is over.
Such was not the case for me. In general, I found morning dew gameplay to go down quite smoothly, particularly the extremely wacky gimmicks, in which I excelled. There are only 2 points of strife (one of which I treasure dearly) and a handful of irritation, and neither managed to leave enough of an impact to make the game feel like what I've described above.
This game, however, is hard. From the beginning, with the tutorial mocking the inexperienced players daring to download this unprepared and the first screen of the game starting us off with a bit of serious yet creative jtool needle while being by far one of the easiest segments in the game, it is made abundantly clear. I have had my fair share of struggles, and am not afraid to admit I have abused debug keys more than once (although usually only once I have complained enough for the creator to agree to change the segment in the version I was playing at, including one extremely nasty end of save death that would have likely had me quit for at least a week had I played it without debug mode. To the game's credit, even after countless deaths to the final jump of what is undoubtedly the hardest save in the game, I was never tempted to cheat it). In this sense, I have had to mentally power through the game, although purely due to difficulty and learning factor concerns rather than due to wacky design choices. Throughout it all, though, I could not help but appreciate the game.
As most have deduced by now, especially those who have been following the handful of players who have gotten far enough to witness the full scope of the game, the vast majority of it tests the player on consistency. It is more common for a save to span multiple screens than not, which not only gets exponentially harder in length but also in learning factor, as no stage (aside from the first screen, if you really consider it that) consists of pure jtool needle. In this context, any mistake a player makes is going to hurt tenfold, and so any mistake the maker makes is going to hurt a thousandfold. Despite this, and the very much uncompromising style, the game manages to execute this concept in a way that is going to captivate anyone whose eyes are set of seriously grinding it, and while the struggle stays as real as ever, it has been quite rare for me to curse the maker rather than my own ability after an unfortunate death. This is a testament to the maker's skill that they have managed to pull it off as smoothly as they did at this difficulty level.
Now that the cards are (mostly) out in the open about the difficulty (heh, you thought I'd give it a rating and spoil how hard it truly gets? that'd just ruin the fun), I hope that those who can get past the initial difficulty barrier and have the mindset to clear a single stage would be able to continue to the end and find the game as excellent (if frustrating at times, although I do agree with marc that it helps build the emotional connection to it) as I did.
(edit to add: Shoutouts to Oneohtrix Point Never, particularly Replica. Go listen to it after playing this)
For: I Wanna Call The Hound
Pros:
- Comes with practice allowing ppl to enjoy even if they don't intend to clear.
- Attacks are fun to dodge in general.
- Attacks are generally well tuned, sometimes in unique and interesting ways that gives them a distinct identity when compared with many similar barrage attacks.
- Pacing feels good for the most part, the attacks feel like they test you on consistency without overstaying their welcome.
- Good song choice that fits very well with the structure of the avoidance.
Cons:
- Attack balance is wack. Out of the 17 attacks in the fight, I 1st tried around 12, including getting from sideways rain all the way to the final few seconds of bye bye completely blind in practice. Reversing, TIS and fast rain 2 are all miles harder than the rest, which are pretty consistent to get through even when autopiloting. Due to the placement of these attacks, a serious grind of this avoidance is quite unappealing when you have to get through the 1st wall and once you do have an attempt you only get to see if it seriously dies 4 minutes in, however I would personally not consider this a dealbreaker in isolation.
-1st attack is really boring. Combined with the previous point, I am unable to see myself ever grinding this seriously because of it, and anyone else who has a slow intro pet peeve is likely going to echo this sentiment.
Misc:
-Imo transitions are perfectly fine for the most part, although bye bye -> diagonal rain can be rly cringe if you're too close to the left wall, and is pretty far in.
-I fully echo the sentiment that a hitcounter would be a great addition.
Conclusion: Can't recommend this as a serious grind due to the problems outlined above, but it is very fun to play through and you should definitely give it a shot as a scattered faith type beat of a more approachable difficulty. I'd definitely be looking forwards to the qol/balance patch.
2 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna Musiclock | 74.7 | 9.3 | 20 |
I wanna Xanadu | 60.7 | 7.7 | 8 |
32 Favorite Games
143 Cleared Games