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 dreamy state of mind
For: I wanna dreamy state of mind
A neat little adventure game. Very easy but with some unique gimmicks to atleast be interesting. It feels like it could have been continued and could've been great but ends after the first boss. The final stage has optional routes - the puzzle room of which is quite nice. Nice visuals, atmosphere and maze style trigger design (that actually saves triggers, which puts it ahead of many games) though its all quite easy.
Its worth playing if you're a new player looking for a little diversion as it likely won't take more than 30 minutes.
Its worth playing if you're a new player looking for a little diversion as it likely won't take more than 30 minutes.
Tagged as: Adventure
Beginner_Friendly
[0] Likes
Rating: 7.0 70
Difficulty: 25 25
Aug 19, 2018
kurath
For: Untitled15
For: Untitled15
A short needle game with two stages of 4-5 rooms each based on a nice summer/winter theme. The visuals are great, adding a lot of flavor and flair while looking clean and not hindering gameplay.
The needle is good and a bit different, using primarily stretched/skewed spikes to create slightly different setups with no generic layouts - a good amount of loopy water stuff with jump conservation and interesting inputs.
Overall definitely worth playing if you're looking for a short needle experience as you'd expect from the series and I think is probably one of the more interesting one in the series.
[2] Likes
The needle is good and a bit different, using primarily stretched/skewed spikes to create slightly different setups with no generic layouts - a good amount of loopy water stuff with jump conservation and interesting inputs.
Overall definitely worth playing if you're looking for a short needle experience as you'd expect from the series and I think is probably one of the more interesting one in the series.
Rating: 7.2 72
Difficulty: 60 60
Aug 14, 2018
kurath
For: Chill Needle
For: Chill Needle
Short clean mostly corridor-y needle. Has a good needle aesthetic with a little bit of flair and dynamism to keep it interesting. Needle feels somewhat meltdown inspired, with tons of minispikes and corridors without jumps feeling too precise.
[1] Like
Rating: 7.0 70
Difficulty: 45 45
Aug 13, 2018
kurath
For: I Wanna Find a Cure
For: I Wanna Find a Cure
Synopsis: This is an amazingly well-produced, intricately designed marathon game that is worth the time of any experienced fangame player and has few flaws (some of which won't even matter to many). It is not recommended for new players.
The Long:
Find a Cure is the third marathon game and continues the trend of phenomenal production value composing of areas inspired from other retro and contemporary classics. It has a minor, over-arching tie to bring it all together and contains a wide mix of hand-drawn art and well incorporated game assets to tie together the core of those games with core fangame concepts.
The stages are, for the most part, excellent and in a vacuum are all near as good as can be expected in a fangame concept. The whole, however, is much less than the sum of its parts. If you don't care about the flow of the game, feel free to ignore this, but the macro design of the game had many flaws for me that made the game feel far less than it could be. The middle of the game feels very homogenous and you will spend something like 2/3 to 3/4 of your entire playtime of the game without fighting a single boss. For an adventure game, this is bad. And I don't feel its quite that simple, specifically the following stages (which, again, are individually good) From the Cuphead area onward, you have the two longest sections of the game as well as two additional stages with no bosses. Not only is there no bosses but these areas have many similarities. End is Nigh is a straight left to right area, pure platforming area. It has an autoscroller pure platforming 'boss'. This follows with runner, a left-to-right autoscroller area, pure platforming area with an autoscroller pure platforming 'boss'. This follows with Celeste, built around an alternate control style (like runner) and again, another pure platforming boss. All three of these areas don't really have interactive gimmicks, just alternate control schemes/timing based killers. Along with that - no traps, no puzzles, just a lot of similarity. This leads into the metroid area, a monstrous platforming area (though it atleast has enemies) with many similar concepts. This further ruined the gameflow because you spend literally half your playtime in a single area.
Along with that, I found the metroid area quite unpleasant. While there's undoubtedly a personal disfavor towards long saves, most enemies also felt tedious and were best handled by slowrolling them from range (which all aspects of the game motivated the player to do) and many platforming sections where huge amounts of open filler space with one odd choke jump. Still, the detail in the design and production was very impressive.
The other problems I had with it are purely subjective and do not factor into the rating and will be spoilered out because otherwise its just a wall of text that most people don't care about. I'd urge the developers to consider it though, should they participate next year at the least. Of course, for anyone, feel free to not care.
This game, for me, was an incredible letdown. Not as a game, it was still a great game but as a marathon game. It has a unique place and presence as the marathon game because it garners a lot of attention and hype but more importantly because there are many people who do not regularly watch fangames but do tune in for parts of the marathon, including this. I have a couple such friends and they were much less impressed by this game because it felt like it had a lot less personality for the most part. The production is great, for a fangame, but for outsiders - they don't care.
There's a lot less accessible humor in this game and a lot more fangame references that frankly suck for outsiders. I had a friend whose first fangame was marathon because he loved the variety - the silly traps, the zany golf stage was among his favorites, the wild miku and the wacky pokemon stuff. Very few stages in this game embodied this. He played a few more fangames but got caught up in RL stuff and lost interest. Asked me again earlier this summer for some recommendations and watched part of the marathon. This game did not interest him - fortunately he had the chance to see a Reach the Moon playthrough which did.
I thought about it too, with the recent set of streamers out of the community playing Run the Marathon - would they want to play find the cure? I highly doubt it and their viewers probably wouldn't be as interested either. Its extremely beginner unfriendly in some places with numerous stages with long saves longer than anything in previous games. Not to mention the metroid area. Please, for the love of god, never even consider putting anything remotely close to that into a marathon game in the future. Not just because I wasn't a fan of it, but that kind of design is excessively punishing to a new player. Long saves require consistency which new players generally will not have, having hitpoints does not mitigate this when they hit a jump that will cost them many tries just to figure out and lose tons of progress or the potential for chain hits due to the hit knockback/teleportation. The single jumps after long sections such as before switches (the red switch comes to mind, or the room with nothing but a 4-spike jump with one at the top among other instances) are easy enough for an experienced player but will ruin a new player experience.
On top of that, again, the ruined variety. My friend took some 20 hours to beat Marathon. That's a long time, extrapolating that over (even assuming the games were the same length, when they're not), that's 15 hours of play time without a boss, without a humorous trap, without a puzzle (outside of general exploration) to break it up.
Every one of the people involved in this game is a talented maker and because of that perhaps my expectations were unfairly high but again, I'd urge anyone doing the marathon game next year to consider that this is a powerful project for the community we all care about and think about what opportunities it offers. I understand that there is no obligation to make the game meet those expectations and it was never expressly intended that the marathon game should to some degree be the face of the community but it does have that power. Run the Marathon and to a lesser degree Warp the Worlds truly had that power and I'd love to see that again.
[12] Likes
The Long:
Find a Cure is the third marathon game and continues the trend of phenomenal production value composing of areas inspired from other retro and contemporary classics. It has a minor, over-arching tie to bring it all together and contains a wide mix of hand-drawn art and well incorporated game assets to tie together the core of those games with core fangame concepts.
The stages are, for the most part, excellent and in a vacuum are all near as good as can be expected in a fangame concept. The whole, however, is much less than the sum of its parts. If you don't care about the flow of the game, feel free to ignore this, but the macro design of the game had many flaws for me that made the game feel far less than it could be. The middle of the game feels very homogenous and you will spend something like 2/3 to 3/4 of your entire playtime of the game without fighting a single boss. For an adventure game, this is bad. And I don't feel its quite that simple, specifically the following stages (which, again, are individually good) From the Cuphead area onward, you have the two longest sections of the game as well as two additional stages with no bosses. Not only is there no bosses but these areas have many similarities. End is Nigh is a straight left to right area, pure platforming area. It has an autoscroller pure platforming 'boss'. This follows with runner, a left-to-right autoscroller area, pure platforming area with an autoscroller pure platforming 'boss'. This follows with Celeste, built around an alternate control style (like runner) and again, another pure platforming boss. All three of these areas don't really have interactive gimmicks, just alternate control schemes/timing based killers. Along with that - no traps, no puzzles, just a lot of similarity. This leads into the metroid area, a monstrous platforming area (though it atleast has enemies) with many similar concepts. This further ruined the gameflow because you spend literally half your playtime in a single area.
Along with that, I found the metroid area quite unpleasant. While there's undoubtedly a personal disfavor towards long saves, most enemies also felt tedious and were best handled by slowrolling them from range (which all aspects of the game motivated the player to do) and many platforming sections where huge amounts of open filler space with one odd choke jump. Still, the detail in the design and production was very impressive.
The other problems I had with it are purely subjective and do not factor into the rating and will be spoilered out because otherwise its just a wall of text that most people don't care about. I'd urge the developers to consider it though, should they participate next year at the least. Of course, for anyone, feel free to not care.
This game, for me, was an incredible letdown. Not as a game, it was still a great game but as a marathon game. It has a unique place and presence as the marathon game because it garners a lot of attention and hype but more importantly because there are many people who do not regularly watch fangames but do tune in for parts of the marathon, including this. I have a couple such friends and they were much less impressed by this game because it felt like it had a lot less personality for the most part. The production is great, for a fangame, but for outsiders - they don't care.
There's a lot less accessible humor in this game and a lot more fangame references that frankly suck for outsiders. I had a friend whose first fangame was marathon because he loved the variety - the silly traps, the zany golf stage was among his favorites, the wild miku and the wacky pokemon stuff. Very few stages in this game embodied this. He played a few more fangames but got caught up in RL stuff and lost interest. Asked me again earlier this summer for some recommendations and watched part of the marathon. This game did not interest him - fortunately he had the chance to see a Reach the Moon playthrough which did.
I thought about it too, with the recent set of streamers out of the community playing Run the Marathon - would they want to play find the cure? I highly doubt it and their viewers probably wouldn't be as interested either. Its extremely beginner unfriendly in some places with numerous stages with long saves longer than anything in previous games. Not to mention the metroid area. Please, for the love of god, never even consider putting anything remotely close to that into a marathon game in the future. Not just because I wasn't a fan of it, but that kind of design is excessively punishing to a new player. Long saves require consistency which new players generally will not have, having hitpoints does not mitigate this when they hit a jump that will cost them many tries just to figure out and lose tons of progress or the potential for chain hits due to the hit knockback/teleportation. The single jumps after long sections such as before switches (the red switch comes to mind, or the room with nothing but a 4-spike jump with one at the top among other instances) are easy enough for an experienced player but will ruin a new player experience.
On top of that, again, the ruined variety. My friend took some 20 hours to beat Marathon. That's a long time, extrapolating that over (even assuming the games were the same length, when they're not), that's 15 hours of play time without a boss, without a humorous trap, without a puzzle (outside of general exploration) to break it up.
Every one of the people involved in this game is a talented maker and because of that perhaps my expectations were unfairly high but again, I'd urge anyone doing the marathon game next year to consider that this is a powerful project for the community we all care about and think about what opportunities it offers. I understand that there is no obligation to make the game meet those expectations and it was never expressly intended that the marathon game should to some degree be the face of the community but it does have that power. Run the Marathon and to a lesser degree Warp the Worlds truly had that power and I'd love to see that again.
Rating: 8.5 85
Difficulty: 58 58
Aug 13, 2018
kurath
For: I Wanna Kill the Kermit 3
For: I Wanna Kill the Kermit 3
A fitting conclusion to the series. It stays true to style as it was left and carries on in the same style and difficulty.
Production-wise, it's a real mixed bag. The music choices continue as they are - typically slower classic/pop songs that seem out of place in a game's soundtrack and the visuals are all over the place. They are typically quite minimalist but carefully polished. There are a lot of questionable choices on this front but Wonderful has really refined his style to make it work. The music cautiously fits the tone well and the visual production while keeping it simple manages to add a nice clean touch and detail to almost every segment to keep it interesting. Its a dangerous line, but he walks it well.
The game has a ton of stages, and though they are individually quite short, the end result is still quite an extensive game that can take a very substantial amount of time to get through. Expect to bounce from hub to hub for a while.
The platforming tends to be what the Kermit games are known for. This is where the majority of the difficulty lies and its probably where its at its best and worst. At its core its a needle game, and doesn't shy away from difficulty with it. There's a ton of generic jumps in this that I personally felt unnecessary and grindy. However, every stage has a gimmick that brings uniqueness to it and usually makes those repeated jumps atleast a little different and the variety among the gimmicks is where it shines. Again, this is a dangerous game that Wonderful has refined with experience but there's definitely a couple points where it falls short. Difficulty balance is a bit all over the place and there's a couple stages/segments that are truly terrible. Watch out for Poorly executed RNG platforming and timed ice physics.
As you'd expect with a ton of stages, there are a lot of bosses too. I'm a big fan of these. Unlike a lot of adventure games they are never the stopping point in this game and are all varied and fair (and usually more than a little bit trippy). They're simplistic, usually containing only a couple of attacks but always mix in a gimmick of sorts to make them stand out.
Overall this is a bumpy ride, but one worth taking once you reach the necessary skill level. Its a unique style with a lot of creative design that it best represented and kept within this series. Play this if you're looking for something familiar to a needle grind but with a ton of variety and a lot of twists on the typical fangame gimmicks. Its far from perfect but the bad points are easily eclipsed by the good points and its easy to appreciate that with doing this many different things in a single game, some won't turn out well. That said, I don't recommend this to anyone who isn't confident they can handle it. It starts hard, stays hard and you will likely find something you're not a fan of and don't like. From experience, it's certainly beyond my skill level at points and some of those points got very frustrating. All said, this game (and by association the series) is an important piece of fangame history and way more memorable than almost anything else you will come across.
[4] Likes
Production-wise, it's a real mixed bag. The music choices continue as they are - typically slower classic/pop songs that seem out of place in a game's soundtrack and the visuals are all over the place. They are typically quite minimalist but carefully polished. There are a lot of questionable choices on this front but Wonderful has really refined his style to make it work. The music cautiously fits the tone well and the visual production while keeping it simple manages to add a nice clean touch and detail to almost every segment to keep it interesting. Its a dangerous line, but he walks it well.
The game has a ton of stages, and though they are individually quite short, the end result is still quite an extensive game that can take a very substantial amount of time to get through. Expect to bounce from hub to hub for a while.
The platforming tends to be what the Kermit games are known for. This is where the majority of the difficulty lies and its probably where its at its best and worst. At its core its a needle game, and doesn't shy away from difficulty with it. There's a ton of generic jumps in this that I personally felt unnecessary and grindy. However, every stage has a gimmick that brings uniqueness to it and usually makes those repeated jumps atleast a little different and the variety among the gimmicks is where it shines. Again, this is a dangerous game that Wonderful has refined with experience but there's definitely a couple points where it falls short. Difficulty balance is a bit all over the place and there's a couple stages/segments that are truly terrible. Watch out for Poorly executed RNG platforming and timed ice physics.
As you'd expect with a ton of stages, there are a lot of bosses too. I'm a big fan of these. Unlike a lot of adventure games they are never the stopping point in this game and are all varied and fair (and usually more than a little bit trippy). They're simplistic, usually containing only a couple of attacks but always mix in a gimmick of sorts to make them stand out.
Overall this is a bumpy ride, but one worth taking once you reach the necessary skill level. Its a unique style with a lot of creative design that it best represented and kept within this series. Play this if you're looking for something familiar to a needle grind but with a ton of variety and a lot of twists on the typical fangame gimmicks. Its far from perfect but the bad points are easily eclipsed by the good points and its easy to appreciate that with doing this many different things in a single game, some won't turn out well. That said, I don't recommend this to anyone who isn't confident they can handle it. It starts hard, stays hard and you will likely find something you're not a fan of and don't like. From experience, it's certainly beyond my skill level at points and some of those points got very frustrating. All said, this game (and by association the series) is an important piece of fangame history and way more memorable than almost anything else you will come across.
Rating: 9.0 90
Difficulty: 77 77
Aug 9, 2018
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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!