LastTISisLife's Profile
Send a PMJoined on: Mar 10, 2021
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Some of my ratings can be outdated, especially ones that before 2022
My ratings based on how fun and interesting the game was for what it is
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1139 Ratings!
893 Reviews!
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1139 Games
893 Reviews
LastTISisLife
For: I wanna explore the seven wonders
For: I wanna explore the seven wonders
Straight up banger, filled with unique and fun ideas, that are embodied in sort of minigame-type platforming, reminds me of Vibe with the Gods and Use Sextant, but easier (while staying really good and delivering it nicely), which means more enjoyment for everyone. Absolute recommendation
[1] Like
Rating: 9.7 97
Difficulty: 56 56
Sep 10, 2023
LastTISisLife
For: I wanna be the JOMANDA
For: I wanna be the JOMANDA
Pretty sweet avoidance with some interesting RNG stuff and visual decisions. Really like song as well. The only real problems is how disbalanced RNG at the times and instagibs at the second half, that could be way better if they has indicators or something. Overall tho i have fun, one of the better easy-ish avoidances i've played
[0] Likes
Rating: 7.2 72
Difficulty: 56 56
Sep 10, 2023
LastTISisLife
For: I Wanna Be A Good Learner
For: I Wanna Be A Good Learner
This maker definitely can make some good needle, which proves in very many screens, especially last stage and stage 10 were awesome. But unfortunately this maker also loves to be aidsy and add tone of generic jumps in not the best way, so yeah, overall packing is not that fun. Some floors are quite bad, most notorious are 78 (insanely bad screen based on NANG physics stuff) and 90 (just one jump, that is like huh). Quiz was dumb, but alright. In general there's definitely some soul put in this and i didn't find my experience irritating, can probably recommend
[0] Likes
Rating: 6.8 68
Difficulty: 72 72
Sep 8, 2023
LastTISisLife
For: I wanna Quest
For: I wanna Quest
(The reviews of this game were not wrong at all)
Some games can make you laugh, while being bad, it's totally fine. Even tho most of this games, i'd say i give them some credits for being at least somewhat enjoyable. But some games are way more in deep pit. They are not enjoyable, yet you still laugh, because you just fall in abyss with them, you understand your position, your understand there's no explanation, there's no escape, yet you still laugh, because what else you can do
This game is definetily one of those. I almost cleared it and have no fucking idea what this game is about. But i know for sure, this game have nothing good in it. Okay, maybe concept, that greetings everyone who would try this, but that's basically it. Like, absolutely nothing reedemable
So game starts with something tempting - you have stats, which is pretty unique thing for fangames - attack, defense and speed. If you think some of this stats are actually matters, you wrong. Maker didn't care about bringing some interesting gameplay to this stats. Your only goal in this game is grinding for a lot of levels for HP. Yeah, HP is secondary stat, that you can't even upgrade, it just automatically boosts with every levelup. Funnily enough, this is the only thing that matters
So anyway, you go into game and you encounter two enemies, that are basic apples with straitghforward attacks. You can think the game will be full of some encounters - you are very wrong. These two enemies is your only chance in the game to gain some XP. Use it. Not for 5 minutes, more. It will be boring and tedious, but did you really expected good gameplay?
Well forget it. After you gained a lot of levels, go and fight pretty useless apple boss, where you need just tank basically until it's going down, and meet platforming - this will be your only entertainment until the end of the game. Yeah, no fun fights, or at least mediocre fight. Jesus, not even bad fights
Ok, for some defense, there is some idea about platforming. Platforming filled with dangerous obstacles, that reduces your HP. So if you follow my guide, you will just bruteforce it, and this is the only way to pass this. What a shame. Not only this, but maker decided to put some insanely bullshit thing - they literally put unavoidable stuff that you need to mash to death, because you can't cheese it with bruteforce. And you know, how many minutes you will need to just kill this things? You don't wanna know, believe me
Then there will be fake boss, that you don't need to fight, just jump in it, lol! Not joking at all. Then there will be somewhat of final stage, but actually not, because after this final stage there will be room filled with precision jumps. You know them, planes, corners, sphincters, diamonds etc. Big variety of them, you know. And the best thing is that you don't even need HP anymore. Just do jumps. Oh sorry, forgot to mention, the difficulty at this point will be around 80 and it all comes from difficulty of saves. Hard precision platforming, what a beauty to find here
I really don't know what to say at this point. Every concept was buried alive. Every good idea reflects as comedy. Every meaning of what's going on becomes into nothing. You just do fucking jumps and you accepted your destiny. At least you can think that the end is near, end of this nonsense
Unfortunately, NO! After this screen there will be another one - another hard platforming, but this time not 80, but full 90 difficulty. Single save with absolutely random jumps, that you don't wanna see on your monitor ever. I give up here. I know for a fact that this is a last struggle, but did i really need to force myself to do it? I mean, answer is obvious
And i can't say i didn't love bad fangames. For opposite, i'm fan of dumb stuff. I don't even mind cancerous stuff sometimes. And, man, i love unique ideas, even if execution is lacking. But here, i just find new dimension of bad. I find things that are disconnected in worst way possible. I find concepts, that even maker didn't care about. This game is like broken mirror, there's nothing good about it and it only reminds you of some good things that were seen in it maybe in some far past. But everything becomes dust at this point. Don't play this game, it didn't worth to try this sort of disgrace and i'm actually upset of how this game become like this
At least this game gives me some hopes at the start when i see starting screen with stats. Imagine there is some good game about this concept somewhere. For this dream i give this godforsaken game at least some incredibly small respect (and also some jumps in precision room were kinda fun to do, even tho it's barely matters in context of the game)
[1] Like
Some games can make you laugh, while being bad, it's totally fine. Even tho most of this games, i'd say i give them some credits for being at least somewhat enjoyable. But some games are way more in deep pit. They are not enjoyable, yet you still laugh, because you just fall in abyss with them, you understand your position, your understand there's no explanation, there's no escape, yet you still laugh, because what else you can do
This game is definetily one of those. I almost cleared it and have no fucking idea what this game is about. But i know for sure, this game have nothing good in it. Okay, maybe concept, that greetings everyone who would try this, but that's basically it. Like, absolutely nothing reedemable
So game starts with something tempting - you have stats, which is pretty unique thing for fangames - attack, defense and speed. If you think some of this stats are actually matters, you wrong. Maker didn't care about bringing some interesting gameplay to this stats. Your only goal in this game is grinding for a lot of levels for HP. Yeah, HP is secondary stat, that you can't even upgrade, it just automatically boosts with every levelup. Funnily enough, this is the only thing that matters
So anyway, you go into game and you encounter two enemies, that are basic apples with straitghforward attacks. You can think the game will be full of some encounters - you are very wrong. These two enemies is your only chance in the game to gain some XP. Use it. Not for 5 minutes, more. It will be boring and tedious, but did you really expected good gameplay?
Well forget it. After you gained a lot of levels, go and fight pretty useless apple boss, where you need just tank basically until it's going down, and meet platforming - this will be your only entertainment until the end of the game. Yeah, no fun fights, or at least mediocre fight. Jesus, not even bad fights
Ok, for some defense, there is some idea about platforming. Platforming filled with dangerous obstacles, that reduces your HP. So if you follow my guide, you will just bruteforce it, and this is the only way to pass this. What a shame. Not only this, but maker decided to put some insanely bullshit thing - they literally put unavoidable stuff that you need to mash to death, because you can't cheese it with bruteforce. And you know, how many minutes you will need to just kill this things? You don't wanna know, believe me
Then there will be fake boss, that you don't need to fight, just jump in it, lol! Not joking at all. Then there will be somewhat of final stage, but actually not, because after this final stage there will be room filled with precision jumps. You know them, planes, corners, sphincters, diamonds etc. Big variety of them, you know. And the best thing is that you don't even need HP anymore. Just do jumps. Oh sorry, forgot to mention, the difficulty at this point will be around 80 and it all comes from difficulty of saves. Hard precision platforming, what a beauty to find here
I really don't know what to say at this point. Every concept was buried alive. Every good idea reflects as comedy. Every meaning of what's going on becomes into nothing. You just do fucking jumps and you accepted your destiny. At least you can think that the end is near, end of this nonsense
Unfortunately, NO! After this screen there will be another one - another hard platforming, but this time not 80, but full 90 difficulty. Single save with absolutely random jumps, that you don't wanna see on your monitor ever. I give up here. I know for a fact that this is a last struggle, but did i really need to force myself to do it? I mean, answer is obvious
And i can't say i didn't love bad fangames. For opposite, i'm fan of dumb stuff. I don't even mind cancerous stuff sometimes. And, man, i love unique ideas, even if execution is lacking. But here, i just find new dimension of bad. I find things that are disconnected in worst way possible. I find concepts, that even maker didn't care about. This game is like broken mirror, there's nothing good about it and it only reminds you of some good things that were seen in it maybe in some far past. But everything becomes dust at this point. Don't play this game, it didn't worth to try this sort of disgrace and i'm actually upset of how this game become like this
At least this game gives me some hopes at the start when i see starting screen with stats. Imagine there is some good game about this concept somewhere. For this dream i give this godforsaken game at least some incredibly small respect (and also some jumps in precision room were kinda fun to do, even tho it's barely matters in context of the game)
Rating: 0.4 4
Difficulty: N/A
Sep 7, 2023
LastTISisLife
For: Nebulous Thoughts
For: Nebulous Thoughts
It was hard, but interesting experience. I didn't heard that many things about this game before getting into, and it ended up way better than i expected. Consistently great needle with addition of mostly soft to understand gimmicks, which is always pleasant, it was also difficult overall, but in a great way mostly. Favourites stage in this game also can be related as my favourites needle stages in general, because general evaluation of this game is above 9,5, but about this aspect i will go talk later
Also what really stands out in this game is atmosphere. Usually, atmosphere in the game creates by visuals and music, and it mostly pronounced pretty obviously, but in this game however i believe maker did layouts of atmosphere somewhat more deeply. Feeling of big world that you are in will haunt you during playthrough, ephemeral and melancholic vibe of everything is magical and it really gots me. I can't really explain how this was done, it's just combination of everything - stages are never that long and it feels like you are guest everywhere, additions of unobvious screen transictions (tag "Trap" comes from here), looping paths and so on, so on. Very beautiful work in that sense
Stage 1 is very strong start for the game and one of my favourites stages of the game. Disappearing water gimmick opens up some new breath in many ways, from interesting paths to breackneck maneuvers. I can't think that i get annoyed at some point, it was smooth, fun and cool, some saves were kinda harsh to understand tho, but it was never across the border of exhausting, which is awesome
Stage 2 was complicated, but fun i'd say. Yeah, it uses some unorthodox methods to give you challenge here, specifically on last save, but i can't say i got confused by them. Overall, very driving platforming with big focus on moving objects and getting through them
Stage 3 was first really hard challenge in the game. Consistent ascend with main gimmick of bounce blocks and abusing movements with them. I liked it overall, even tho visuals didn't really hit me there, platforming itself was never boring. Most of the saves requires some thinking about what you gonna to do, but never too much, and the execution is satisfying
Stage 4 is also very lovely stage. I really like idea about this stage - you granted by very low gravity and you make you path kinda blindly with big usage of refreshers jump. Design of screens is very spacious, the whole vibe is very aerial, and overall this was fantastic. I don't know if i the only one who find staying in this stage really entertaining, but yeah, it was one-of-kind experience - calming stuff, where atmosphere getting really strong, with platforming remaining superb. My favourite stage of the game
Stage 5 is nice pure needle thing with very good and smooth jumps overall. The idea of multi-screen pathing with callbacks to previous ones is main theme here, it was done very properly and i had massive fun overall with this stage
Stage 6 focuces on hard water maneuvers and it was mostly fine. The pathing of each screen is strong - i hardly can tell from first glance how i gonna do it, because screens are fulled with paths and you might be even scared, because all screens are one-saves, but surpisingly everything was very very smooth. Final save has interesting twist, i find it enjoyable, even tho it was kinda out of blue and i don't sure if it fits correctly
Stage 7 is triple jump platform stage. Gimmick is very easy to understand, and it mostly feels like you just playing regular platform needle, but with few details. Main thing is that you can't land on platform - and i think that what hits me in best way; with this addition platforming becomes way more driving and safety in terms of you can't just get on ledge, which saves you from accidents. Nice touch, and with this thing it was nice ride from start to finish, absolutely fun, one of my favourites as well
Stage 8 is water 1 based stuff. It might be foreshadowing that everything where water 1 appears will automatically sucks, but you know. Anyways, yeah this stage starts strongly, but falls in pit with last save. I didn't know why maker decided to do it like this, this save feels absolutely randomly designed and it's so contradicts with flow and philosophy of previous stages, that it's really upsetting me. This save alone dragging game rating by few points. The main problem with this save is how it filled with awkward, straightforward too precise jumps (squished diagonal (!), awkward corner (!!), full vstring drop gate (!!!). And the save is not easy at all, it's 3 screens long thing. Experience was dreadful not only because of annoying jumps, but as i say it's just feels so wrong to being here, so i'm like just asking myself - am i playing on old version? or this was some cameo from different maker? or maybe maker just... fucked up? Tragedy
Stage 9 is what i originally expected to hate most - sideways gravity is red color for me, i hate this gimmick with passion in 90 % of time. Fortunately, here there was that 10 % of something enjoyment. Maker did great job with this gimmick, it's not about precise stuff, but more about having fun with short saves, and the last save is just pure abuse of technical aspect of switches, which i really liked. So yeah i did find this pretty decent, it was nice chill after atrocious ending of previous stage
Stage 10 is where i'm struggled the most, way more than with even save that almost everyone considers to be hardest (last save of the game). Every save in this stage is very hard, they are all based on same maneuvers as in stage 6 - heavy inclusion of water, but more raw, screens has not that many jumps, but they are all way harder in average. I had solid amount of enjoyment, it's probably the only stage in the game where difficulty prevails over atmosphere, but in great way, since every save is challenging on it's own in unique way and they are filled with stuff you didn't regulary meet in needle
Last stage is final step in the game. Visuals are pretty straightforward, leaving you will pure needle, pushing you to logical conclusion to game. I kinda hate one save here, but not that much as last save of stage 8 - pre-last save, it ends with hard section that includes corner, which is eeeh. Most of the saves are easy tho, but don't fall in this trap - last save will be menacing 4-screens journey. Last save structured pretty interestingly, it didn't contain any really hard jumps, mostly easy and medium range, but complete this in one go is tougher than it seems. It was actually nice paced and i never get bored, even tho i got lucky overall and first tried last screen
After last save there will be short section of... i don't know even know, but you can't die here, it was just final present of the game, to being here slightly more than you should, enjoying last bits of experience, that you can get only here (from what i remember from my experience, Crying Myself to Sleep and Abducted did the same things). And the last jump of this section is cool, you just staying before pit and you are in confusion, but you are still jumping in eventually, because what's the another option - this really got me for some reason, probably one of the best endings to fangame i've ever seen
All in all, this was astonishing. Most of the stages provides unique and interesting challenge. I really hate the fact that last save of stage 8 exists, without this thing, my rating will be way higher and it will probably my favourite needle game overall. Would highly recommend to every experienced needle player
[2] Likes
Also what really stands out in this game is atmosphere. Usually, atmosphere in the game creates by visuals and music, and it mostly pronounced pretty obviously, but in this game however i believe maker did layouts of atmosphere somewhat more deeply. Feeling of big world that you are in will haunt you during playthrough, ephemeral and melancholic vibe of everything is magical and it really gots me. I can't really explain how this was done, it's just combination of everything - stages are never that long and it feels like you are guest everywhere, additions of unobvious screen transictions (tag "Trap" comes from here), looping paths and so on, so on. Very beautiful work in that sense
Stage 1 is very strong start for the game and one of my favourites stages of the game. Disappearing water gimmick opens up some new breath in many ways, from interesting paths to breackneck maneuvers. I can't think that i get annoyed at some point, it was smooth, fun and cool, some saves were kinda harsh to understand tho, but it was never across the border of exhausting, which is awesome
Stage 2 was complicated, but fun i'd say. Yeah, it uses some unorthodox methods to give you challenge here, specifically on last save, but i can't say i got confused by them. Overall, very driving platforming with big focus on moving objects and getting through them
Stage 3 was first really hard challenge in the game. Consistent ascend with main gimmick of bounce blocks and abusing movements with them. I liked it overall, even tho visuals didn't really hit me there, platforming itself was never boring. Most of the saves requires some thinking about what you gonna to do, but never too much, and the execution is satisfying
Stage 4 is also very lovely stage. I really like idea about this stage - you granted by very low gravity and you make you path kinda blindly with big usage of refreshers jump. Design of screens is very spacious, the whole vibe is very aerial, and overall this was fantastic. I don't know if i the only one who find staying in this stage really entertaining, but yeah, it was one-of-kind experience - calming stuff, where atmosphere getting really strong, with platforming remaining superb. My favourite stage of the game
Stage 5 is nice pure needle thing with very good and smooth jumps overall. The idea of multi-screen pathing with callbacks to previous ones is main theme here, it was done very properly and i had massive fun overall with this stage
Stage 6 focuces on hard water maneuvers and it was mostly fine. The pathing of each screen is strong - i hardly can tell from first glance how i gonna do it, because screens are fulled with paths and you might be even scared, because all screens are one-saves, but surpisingly everything was very very smooth. Final save has interesting twist, i find it enjoyable, even tho it was kinda out of blue and i don't sure if it fits correctly
Stage 7 is triple jump platform stage. Gimmick is very easy to understand, and it mostly feels like you just playing regular platform needle, but with few details. Main thing is that you can't land on platform - and i think that what hits me in best way; with this addition platforming becomes way more driving and safety in terms of you can't just get on ledge, which saves you from accidents. Nice touch, and with this thing it was nice ride from start to finish, absolutely fun, one of my favourites as well
Stage 8 is water 1 based stuff. It might be foreshadowing that everything where water 1 appears will automatically sucks, but you know. Anyways, yeah this stage starts strongly, but falls in pit with last save. I didn't know why maker decided to do it like this, this save feels absolutely randomly designed and it's so contradicts with flow and philosophy of previous stages, that it's really upsetting me. This save alone dragging game rating by few points. The main problem with this save is how it filled with awkward, straightforward too precise jumps (squished diagonal (!), awkward corner (!!), full vstring drop gate (!!!). And the save is not easy at all, it's 3 screens long thing. Experience was dreadful not only because of annoying jumps, but as i say it's just feels so wrong to being here, so i'm like just asking myself - am i playing on old version? or this was some cameo from different maker? or maybe maker just... fucked up? Tragedy
Stage 9 is what i originally expected to hate most - sideways gravity is red color for me, i hate this gimmick with passion in 90 % of time. Fortunately, here there was that 10 % of something enjoyment. Maker did great job with this gimmick, it's not about precise stuff, but more about having fun with short saves, and the last save is just pure abuse of technical aspect of switches, which i really liked. So yeah i did find this pretty decent, it was nice chill after atrocious ending of previous stage
Stage 10 is where i'm struggled the most, way more than with even save that almost everyone considers to be hardest (last save of the game). Every save in this stage is very hard, they are all based on same maneuvers as in stage 6 - heavy inclusion of water, but more raw, screens has not that many jumps, but they are all way harder in average. I had solid amount of enjoyment, it's probably the only stage in the game where difficulty prevails over atmosphere, but in great way, since every save is challenging on it's own in unique way and they are filled with stuff you didn't regulary meet in needle
Last stage is final step in the game. Visuals are pretty straightforward, leaving you will pure needle, pushing you to logical conclusion to game. I kinda hate one save here, but not that much as last save of stage 8 - pre-last save, it ends with hard section that includes corner, which is eeeh. Most of the saves are easy tho, but don't fall in this trap - last save will be menacing 4-screens journey. Last save structured pretty interestingly, it didn't contain any really hard jumps, mostly easy and medium range, but complete this in one go is tougher than it seems. It was actually nice paced and i never get bored, even tho i got lucky overall and first tried last screen
After last save there will be short section of... i don't know even know, but you can't die here, it was just final present of the game, to being here slightly more than you should, enjoying last bits of experience, that you can get only here (from what i remember from my experience, Crying Myself to Sleep and Abducted did the same things). And the last jump of this section is cool, you just staying before pit and you are in confusion, but you are still jumping in eventually, because what's the another option - this really got me for some reason, probably one of the best endings to fangame i've ever seen
All in all, this was astonishing. Most of the stages provides unique and interesting challenge. I really hate the fact that last save of stage 8 exists, without this thing, my rating will be way higher and it will probably my favourite needle game overall. Would highly recommend to every experienced needle player
Rating: 9.4 94
Difficulty: 82 82
Sep 7, 2023
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