LastTISisLife's Profile
Send a PMJoined on: Mar 10, 2021
Bio:
Some of my ratings can be outdated, especially ones that before 2022, because back then my knowledge of various things in fangames was limited as well as understanding of my own difficulty scale
My ratings based on how fun and interesting the game was for what it is
Worth of noting that i'm completionist. If i start the game i would like to clear it eventually and i'm gaining same amount of positive from fact i've beated something as from playing something. I usually refrain from giving ratings to game that i didn't clear
I've submitted:
1284 Ratings!
1015 Reviews!
31 Screenshots!
1284 Games
1015 Reviews
LastTISisLife
For: I wanna gaze at the Horizon
For: I wanna gaze at the Horizon
I really want to write a long review on this, but i hardly can, so it will be not really polished (ok i actually manage to did it, and funnily enough this is represents my experience with the game). This game is for sure unique and mind-blowing and it's really one of kind challenge overall, that everyone can probably try. But also this game is... not healthy. Like at all
What i implied by that? Well, okay many puzzles in this games are awesome. They are required some really deep thinking, unorthodox solutions etc. They also used a lot of gimmicks, which making everything even more spicy. Combined this with unique tilesets, good original visual sprites and we will get a GOATed fangame? Yeah, but...
What about execution. Execution in this game SUCKS. For the most part, and i'm not joking. Filler backtracking - check. Precise shit at the end of the long saves - check. Repetative set of actions, that you start to forget - check. All this shit happens in relatively easy platforming in it's core in terms of jumps structure etc., which leads to insane disbalance, that feels very awful. Yeah, execution is the place where game lacking the most. Tedious, frustrating and annoying is terms that are really associated with execution strongly here. Not everytime, but most of the time
Difficulty is also abides in same place. Basically, what makes this fangame boring and unfun very strictly linked with difficulty. It's like maker specifically aimed for high difficulty just for the sake of difficulty itself, and tedium was his main tool to achieve this. Like maker just saw the goal of making hardest fucking puzzle fangame in every sense without even thinking that what he made could be way more fun if he has some limits or he would add some helpful mechanics that will reduce bullshit part of the game. But no unfortunately the more i got through the game, the more i feel like it was all intentional, especially after seeing 4 tester were involved in gamemaking process
I actually still don't think i formulate my thoughts correct and fully. I feel like you can feel me if you only play this game by yourself. Which is honestly not a bad decision - this game is definitely worth a shot, because you can see what i described in completely different lights and gain some positive from here. Anyways...
About content. Stage 1 is just needle with unique spikes, which is tbh strange opening of the game, chill filler, that feels too long. Boss 1 is wacky, but ig it's okay. Stage 2 is slime journey, it was fun, but tedium starts here (and never really ends after). Boss 2 is cool, not overextended, and one of the highlights of the game. Stage 3 is cycle needle in vein of Genky with you - pretty decent, but gets hard at the end and also feels too long. Boss 3 is dumb garbage with non-sense curvings
Stage 4 is again slime journey, but more complexed... and more tedious in many parts as well. This is the stage where i start to enjoy figuring out puzzles tho, because they become quite gBrain at this point (but if you think the game peaks here in that sense, you are wrong, lol). Boss 4 is similary to boss 2 is very unique, cool and awesome, and also one of the best parts of the game
Stage 5 is stage with interesting color-switch gimmick. First half is basically needle in main sense, and it was fun sometimes, and dumb sometimes as well. Second half is interesting combination of slimes and color-switch, where you need to managements things quite well - it's honestly one of the best parts of the game, even despite execution still feels annoying sometimes. Boss 5 is pretty good boss with crazy, but manageable color-switch attack, that fits stage well, and also some needle inserts, which were okay i guess
Stage 6 sucks. It has that gimmick where you rotate sections of the screen in the attempt of making your way through, and it was honestly executed very poorly. At some point you need to realize that tilesets must be smooth or you can't past which was kinda unintuitive and very visually confusing. Also this stage has claustrophobic needle screens in between of gimmick screens for some reason. They were more fun than gimmick ones tho
Boss 6 is the place where i give up on 1.0 version and switch to new one (because i accidentally downloaded old one, since it's on the top over the new one, so beware). This boss is basically Simon Says on steroids, where you need memorize so much of stuff, that pen and paper will be you only choice. And you know what also? In 1.0 maker decided that memorizing like 100 situations is not enough. And he adds some RNG that messed up layout, which basically leaves you with decreasing your chances of beating the boss drastically. What a fucking beauty... In current version, maker tho decides to not balancing this shit and just give you hints, that will do job for you and you basically not need to do everything. So overall, both versions of this boss sucks ass. Shame, because i love Simon Says and this boss has potential
Stage 7 is Keypick journey. Starting with some adequate screens it falls in a pit of madness and having too much choices, becoming actually unthinkable. Only way is bruteforcing and it's not a great way. I tried this for as long as i can, but give up on pre-last screen and ended up following the best course from speedrunners. I still wanna comeback to this one day, but honestly it's just my insanity and actually love for Keypick (Update: I'm actually figured out those screens by my own - haha, fuck you, Keypick). And you know, as i Keypick fan, i still can't give shoutouts to this stage at all. It just sucks, saves are too long, solutions are too complicated and enjoyment is close to zero. Weakest stage in the game in every way. At least i enjoyed last two filler screens that were funny diamond and corner rush with key management meanwhile
Boss 7 tho is fun. Basically some Undertale shield stuff but with management of keys. It was cool and not that hard, i had enjoyment
Stage 8 is final puzzle stage and it's journey on it's own. Tetris and combining tetrominos in pure geometry ideal (which is way harder than you can imagine) will be main gimmick of the stage with additions of switches that will slowly decreasing your pathing, timer on tetrominos that will makes your manipulation of them way more complicated, color activators and according color blocks... this stage has everything. It even has Packman-style screen at some point. It was overall very fun. It's definitely hardest stage that requires a lot of thinking, but in a good way. Execution feels also more nice than in other stages somehow, despite saves are long and very chokeable, maybe because everything in saves has a lot of impact, following your hard-won route is satisfying and there is no real fillers here. Also music is catJAM and one of my favourite tracks in fangaming platforming. Period
Boss 8 is...
Abomination. So the thing about this boss is that it has very big potential. The gimmick is that you stucked in 3x3 cube and need to dodge upcoming tetrominos. They are not coming in easy way, but they are linked between themselves, so finding savespot is really hard and basically becoming game where you need to remember every fucking situation. It's actually crazy how insane this boss is, it's definitely the hardest shit in the game, that requires full concentration in every attempt. But what actually make this boss bad tho?
Well, amount of HP for example? You need to survive 50 rounds of dodging to defeat this boss. Since you need to be focused entire time, it's almost 3 minutes of insane gaming. I think you don't need to think hardly to guess how often you will painfully choke. But it's not even worst case here. Worst case is to getting in some savespots you need to jump extremely accurate. You need to basically get through tetrominos in very precise way. This shit SUCKS. The timing is so precise and unforgiving for no real reason, which makes everything really awful. The worst feeling is when you guess savespot correctly, but failed timing. And you will feel this. Over and over. And over and over. Do i also need to mention that at the end there will be cruel twist - you will swapped upside-down, which will make dodges even more hard due to nature of gravity-switch platforming. So yeah, ig now you can see why this boss is such a horrendous thing. Shame, because potential is insanely big
Last stage is nothing. Just two bro nothing screens and then screen of precise shit jumps. The funny thing is that you can skip this and this is probably last puzzle that game gives you - how to skip this needle. But hey if that was a intended way, why making this needle passable tho? Idk, i also confused about this. So i just toss a coin, and was forced to beat this needle. Was not that hard tho, but nothing truly enjoyable
And then comes the last boss. Concept is once again great - boss takes everything from another bosses and you overcome them one by one. But you know what? Concept might be great, but this is where the execution sucks dicks strongest. Yeah, this boss is actually worse than boss 8
So imagine boss where you have 4 first sections that are literally not hard, but very long, has RNG that existed to make your attempts even longer and only for that, also first section is literally waste of 30 seconds every time, where you can't die if you make minimal attention to the game and third sections sometimes just meme you with bullshit RNG? Sounds good? Then how about that...
After those 4 incredibly tedious sections, section 5 will be one of the hard and chokeable jumps from the big bunch of them. Section 6 will serves no more purpose as well as section 7, only just to get you more nervous to final section 8, which is reminder of boss 8, but now you do it at the end of the long endurance fight with no real feeling of flow of attacks, which will lead to more perplexity, and panic and chokes as well
And that's how final boss goes. Actual lowpoint of the game and i'm just glad i don't need to play it ever after clearing
Gaze at the Horizon is really the game of all time. I actually don't know what do i need to say, i feel like i described everything pretty minutely. I'm proud for myself for beating this game, i'm consider myself as average person and Horizon always was a mountain that i wanna conquer. I did it and i had so many regrets. But i still has some warm feelings through the way. Game sucks, but it's also has some brilliant parts in it and it's the game that you played once and never getting same experience again. Only for that feeling of identity (and also stage 8, stage 5 puzzles, stage 4 puzzles, boss 2, boss 4, boss 5 and boss 7, and in general how the actually fuck maker creates this puzzles in a first place???) and also for incredible visual style i give salute to this game. And also wave goodbye; and then thank God that i don't need to ever beat this again
[3] Likes
What i implied by that? Well, okay many puzzles in this games are awesome. They are required some really deep thinking, unorthodox solutions etc. They also used a lot of gimmicks, which making everything even more spicy. Combined this with unique tilesets, good original visual sprites and we will get a GOATed fangame? Yeah, but...
What about execution. Execution in this game SUCKS. For the most part, and i'm not joking. Filler backtracking - check. Precise shit at the end of the long saves - check. Repetative set of actions, that you start to forget - check. All this shit happens in relatively easy platforming in it's core in terms of jumps structure etc., which leads to insane disbalance, that feels very awful. Yeah, execution is the place where game lacking the most. Tedious, frustrating and annoying is terms that are really associated with execution strongly here. Not everytime, but most of the time
Difficulty is also abides in same place. Basically, what makes this fangame boring and unfun very strictly linked with difficulty. It's like maker specifically aimed for high difficulty just for the sake of difficulty itself, and tedium was his main tool to achieve this. Like maker just saw the goal of making hardest fucking puzzle fangame in every sense without even thinking that what he made could be way more fun if he has some limits or he would add some helpful mechanics that will reduce bullshit part of the game. But no unfortunately the more i got through the game, the more i feel like it was all intentional, especially after seeing 4 tester were involved in gamemaking process
I actually still don't think i formulate my thoughts correct and fully. I feel like you can feel me if you only play this game by yourself. Which is honestly not a bad decision - this game is definitely worth a shot, because you can see what i described in completely different lights and gain some positive from here. Anyways...
About content. Stage 1 is just needle with unique spikes, which is tbh strange opening of the game, chill filler, that feels too long. Boss 1 is wacky, but ig it's okay. Stage 2 is slime journey, it was fun, but tedium starts here (and never really ends after). Boss 2 is cool, not overextended, and one of the highlights of the game. Stage 3 is cycle needle in vein of Genky with you - pretty decent, but gets hard at the end and also feels too long. Boss 3 is dumb garbage with non-sense curvings
Stage 4 is again slime journey, but more complexed... and more tedious in many parts as well. This is the stage where i start to enjoy figuring out puzzles tho, because they become quite gBrain at this point (but if you think the game peaks here in that sense, you are wrong, lol). Boss 4 is similary to boss 2 is very unique, cool and awesome, and also one of the best parts of the game
Stage 5 is stage with interesting color-switch gimmick. First half is basically needle in main sense, and it was fun sometimes, and dumb sometimes as well. Second half is interesting combination of slimes and color-switch, where you need to managements things quite well - it's honestly one of the best parts of the game, even despite execution still feels annoying sometimes. Boss 5 is pretty good boss with crazy, but manageable color-switch attack, that fits stage well, and also some needle inserts, which were okay i guess
Stage 6 sucks. It has that gimmick where you rotate sections of the screen in the attempt of making your way through, and it was honestly executed very poorly. At some point you need to realize that tilesets must be smooth or you can't past which was kinda unintuitive and very visually confusing. Also this stage has claustrophobic needle screens in between of gimmick screens for some reason. They were more fun than gimmick ones tho
Boss 6 is the place where i give up on 1.0 version and switch to new one (because i accidentally downloaded old one, since it's on the top over the new one, so beware). This boss is basically Simon Says on steroids, where you need memorize so much of stuff, that pen and paper will be you only choice. And you know what also? In 1.0 maker decided that memorizing like 100 situations is not enough. And he adds some RNG that messed up layout, which basically leaves you with decreasing your chances of beating the boss drastically. What a fucking beauty... In current version, maker tho decides to not balancing this shit and just give you hints, that will do job for you and you basically not need to do everything. So overall, both versions of this boss sucks ass. Shame, because i love Simon Says and this boss has potential
Stage 7 is Keypick journey. Starting with some adequate screens it falls in a pit of madness and having too much choices, becoming actually unthinkable. Only way is bruteforcing and it's not a great way. I tried this for as long as i can, but give up on pre-last screen and ended up following the best course from speedrunners. I still wanna comeback to this one day, but honestly it's just my insanity and actually love for Keypick (Update: I'm actually figured out those screens by my own - haha, fuck you, Keypick). And you know, as i Keypick fan, i still can't give shoutouts to this stage at all. It just sucks, saves are too long, solutions are too complicated and enjoyment is close to zero. Weakest stage in the game in every way. At least i enjoyed last two filler screens that were funny diamond and corner rush with key management meanwhile
Boss 7 tho is fun. Basically some Undertale shield stuff but with management of keys. It was cool and not that hard, i had enjoyment
Stage 8 is final puzzle stage and it's journey on it's own. Tetris and combining tetrominos in pure geometry ideal (which is way harder than you can imagine) will be main gimmick of the stage with additions of switches that will slowly decreasing your pathing, timer on tetrominos that will makes your manipulation of them way more complicated, color activators and according color blocks... this stage has everything. It even has Packman-style screen at some point. It was overall very fun. It's definitely hardest stage that requires a lot of thinking, but in a good way. Execution feels also more nice than in other stages somehow, despite saves are long and very chokeable, maybe because everything in saves has a lot of impact, following your hard-won route is satisfying and there is no real fillers here. Also music is catJAM and one of my favourite tracks in fangaming platforming. Period
Boss 8 is...
Abomination. So the thing about this boss is that it has very big potential. The gimmick is that you stucked in 3x3 cube and need to dodge upcoming tetrominos. They are not coming in easy way, but they are linked between themselves, so finding savespot is really hard and basically becoming game where you need to remember every fucking situation. It's actually crazy how insane this boss is, it's definitely the hardest shit in the game, that requires full concentration in every attempt. But what actually make this boss bad tho?
Well, amount of HP for example? You need to survive 50 rounds of dodging to defeat this boss. Since you need to be focused entire time, it's almost 3 minutes of insane gaming. I think you don't need to think hardly to guess how often you will painfully choke. But it's not even worst case here. Worst case is to getting in some savespots you need to jump extremely accurate. You need to basically get through tetrominos in very precise way. This shit SUCKS. The timing is so precise and unforgiving for no real reason, which makes everything really awful. The worst feeling is when you guess savespot correctly, but failed timing. And you will feel this. Over and over. And over and over. Do i also need to mention that at the end there will be cruel twist - you will swapped upside-down, which will make dodges even more hard due to nature of gravity-switch platforming. So yeah, ig now you can see why this boss is such a horrendous thing. Shame, because potential is insanely big
Last stage is nothing. Just two bro nothing screens and then screen of precise shit jumps. The funny thing is that you can skip this and this is probably last puzzle that game gives you - how to skip this needle. But hey if that was a intended way, why making this needle passable tho? Idk, i also confused about this. So i just toss a coin, and was forced to beat this needle. Was not that hard tho, but nothing truly enjoyable
And then comes the last boss. Concept is once again great - boss takes everything from another bosses and you overcome them one by one. But you know what? Concept might be great, but this is where the execution sucks dicks strongest. Yeah, this boss is actually worse than boss 8
So imagine boss where you have 4 first sections that are literally not hard, but very long, has RNG that existed to make your attempts even longer and only for that, also first section is literally waste of 30 seconds every time, where you can't die if you make minimal attention to the game and third sections sometimes just meme you with bullshit RNG? Sounds good? Then how about that...
After those 4 incredibly tedious sections, section 5 will be one of the hard and chokeable jumps from the big bunch of them. Section 6 will serves no more purpose as well as section 7, only just to get you more nervous to final section 8, which is reminder of boss 8, but now you do it at the end of the long endurance fight with no real feeling of flow of attacks, which will lead to more perplexity, and panic and chokes as well
And that's how final boss goes. Actual lowpoint of the game and i'm just glad i don't need to play it ever after clearing
Gaze at the Horizon is really the game of all time. I actually don't know what do i need to say, i feel like i described everything pretty minutely. I'm proud for myself for beating this game, i'm consider myself as average person and Horizon always was a mountain that i wanna conquer. I did it and i had so many regrets. But i still has some warm feelings through the way. Game sucks, but it's also has some brilliant parts in it and it's the game that you played once and never getting same experience again. Only for that feeling of identity (and also stage 8, stage 5 puzzles, stage 4 puzzles, boss 2, boss 4, boss 5 and boss 7, and in general how the actually fuck maker creates this puzzles in a first place???) and also for incredible visual style i give salute to this game. And also wave goodbye; and then thank God that i don't need to ever beat this again
Rating: 5.1
Difficulty: 83
May 17, 2024
LastTISisLife
For: I wanna be the 2 second
For: I wanna be the 2 second
There's nothing to really appreciated here. Needle is meh and so is the avoidance. They might looking promising because of non-standard objects used, but it's honestly doesn't add any quality at all
[0] Likes
Rating: 4.0
Difficulty: 55
May 13, 2024
LastTISisLife
For: I wanna be the 偽のムーゲ!!
For: I wanna be the 偽のムーゲ!!
Not really inspiring, and stage 2 sucks ass because of annoying spotlight gimmick. Bosses were also kinda mid at best
[0] Likes
Rating: 5.4
Difficulty: 37
May 13, 2024
LastTISisLife
For: I wanna be the Scarlet Devil
For: I wanna be the Scarlet Devil
I Wanna be the Lucky, but it's by Lily
[1] Like
Rating: 2.0
Difficulty: 73
May 13, 2024
LastTISisLife
For: I wanna be the Dearest
For: I wanna be the Dearest
It's okay, somewhat of a modern look on style of games like Strongest Fairy
[0] Likes
Rating: 6.9
Difficulty: 30
May 13, 2024
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