Wolfiexe's Profile
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moleYo
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320 Ratings!
320 Reviews!
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320 Games
320 Reviews
Wolfiexe
For: I wanna V
For: I wanna V
A short needle game consisting of just a few screens, mostly consisting of your typical generic jumps. It kind of fills that junk food needle itch as the saves are never too lengthy and the jumps are difficult yet familiar to most, making it simple enough to get through. Still, it's pretty forgettable and the visuals don't stray from the one tileset/background it uses.
It fills a good quick generic needle itch if you're feeling it!
It fills a good quick generic needle itch if you're feeling it!
Tagged as: Needle
[0] Likes
Rating: 3.5 35
Difficulty: 60 60
Dec 10, 2019
Wolfiexe
For: I wanna Turn Slowly
For: I wanna Turn Slowly
It's an exceptionally short trap game where you get to play as a Reimu head (the 'Take It Easy!' Touhou meme thing). I believe the hitbox is also larger as a result (or at least it felt like it), but the platforming is so incredibly basic that it isn't really going to make much of a difference.
The game only lasts like 5-6 screens or something, and the traps are all pretty predictable and very basic. Despite this, it's pretty harmless in that it all looks fairly okay with a nice tileset and background, the music is somewhat fitting despite the drawback of it restarting and the difficulty makes it accessible to pretty much anybody. I had a pleasant few minutes with it.
The game only lasts like 5-6 screens or something, and the traps are all pretty predictable and very basic. Despite this, it's pretty harmless in that it all looks fairly okay with a nice tileset and background, the music is somewhat fitting despite the drawback of it restarting and the difficulty makes it accessible to pretty much anybody. I had a pleasant few minutes with it.
Tagged as: Trap
[1] Like
Rating: 3.0 30
Difficulty: 10 10
Dec 6, 2019
Wolfiexe
For: I wanna be the Wednesday おヴぇ
For: I wanna be the Wednesday おヴぇ
Wednesday consists of a single cutscene with an important and educational lesson that we can all walk away with.
Tagged as: Meme
educational
[1] Like
Rating: 1.2 12
Difficulty: 0 0
Dec 5, 2019
Wolfiexe
For: I Wanna Defeat The Discord Makers NA Side
For: I Wanna Defeat The Discord Makers NA Side
A pretty solid needle collab by the NA crew (and one non-NA member because they dared to break the rules). Most stages follow the format of a bunch of separated screens with the usual focus on a standard gimmick or two, with most achieving a somewhat similar difficulty aside from a couple outliers, which ended up far harder in my experience (most notably Inferno's).
The production value on the title screen and stage select is pretty flashy with the whole Hotline Miami style going on, although the stage production value varies quite greatly. Some have pretty nice effort put into aesthetics to stand out that little bit more, whereas a few are pretty simple in terms of the tilesets and backgrounds used. They're all pleasing enough and fit their respective maker's style as I would expect so I didn't really have any complaints, although one part of Stonk's stage has tiling reminiscent of Piece's infamous pre-patch Sandwich tiling which I won't soon forget.
In terms of the level design, if you've played any of the makers stuff before then you'll know what to expect. Jestre has the classic loon-aesthetic with triggers and pleasing colour combinations going on, Inferno has his signature visual style accompanied with some very tricky water-grab needle and Dopamine has...well, the good old dopamine-effect. It's all good stuff. If I were to pick a favourite, I'd say I enjoyed Piece's stage the most. This is partly down to it feeling more like a mini-area and not just a collection of unrelated screens separated with warps, with it looping around and using layout pretty interestingly, as well as having in general good design and pleasing visuals. This is something I wish more stages did, not just in needle collabs but in needle games in general, as it makes them feel more cohesive and memorable to me rather than a just a jumble of unrelated needle screens.
As mentioned earlier, a few parts did feel like spikes in difficulty. A couple of water segments in Inferno's stage really stung for me, Wonderful definitely had a couple overly tricky parts too and Vi's stage kept the high difficulty quality she's known for. In a way, I can't really complain too much about difficulty given I was initially a tester for this game long ago but only got around to doing a few stages. I don't think the difficulty ever gets too much, but depending on your familiarity with a few gimmicks, you may run into some blocks.
Overall it's a solid needle collab. It doesn't do too much to reinvent the idea and the quality bounces around a bit alongside the difficulty, but for the most part you're getting interesting and competent needle without any strings attached. If that sounds like a good time, you should give it a shot!
[1] Like
The production value on the title screen and stage select is pretty flashy with the whole Hotline Miami style going on, although the stage production value varies quite greatly. Some have pretty nice effort put into aesthetics to stand out that little bit more, whereas a few are pretty simple in terms of the tilesets and backgrounds used. They're all pleasing enough and fit their respective maker's style as I would expect so I didn't really have any complaints, although one part of Stonk's stage has tiling reminiscent of Piece's infamous pre-patch Sandwich tiling which I won't soon forget.
In terms of the level design, if you've played any of the makers stuff before then you'll know what to expect. Jestre has the classic loon-aesthetic with triggers and pleasing colour combinations going on, Inferno has his signature visual style accompanied with some very tricky water-grab needle and Dopamine has...well, the good old dopamine-effect. It's all good stuff. If I were to pick a favourite, I'd say I enjoyed Piece's stage the most. This is partly down to it feeling more like a mini-area and not just a collection of unrelated screens separated with warps, with it looping around and using layout pretty interestingly, as well as having in general good design and pleasing visuals. This is something I wish more stages did, not just in needle collabs but in needle games in general, as it makes them feel more cohesive and memorable to me rather than a just a jumble of unrelated needle screens.
As mentioned earlier, a few parts did feel like spikes in difficulty. A couple of water segments in Inferno's stage really stung for me, Wonderful definitely had a couple overly tricky parts too and Vi's stage kept the high difficulty quality she's known for. In a way, I can't really complain too much about difficulty given I was initially a tester for this game long ago but only got around to doing a few stages. I don't think the difficulty ever gets too much, but depending on your familiarity with a few gimmicks, you may run into some blocks.
Overall it's a solid needle collab. It doesn't do too much to reinvent the idea and the quality bounces around a bit alongside the difficulty, but for the most part you're getting interesting and competent needle without any strings attached. If that sounds like a good time, you should give it a shot!
Rating: 8.0 80
Difficulty: 75 75
Dec 4, 2019
Wolfiexe
For: I wanna join the AA
For: I wanna join the AA
Join the AA is a roughly 2 minute long barrage avoidance, featuring a bunch of well designed attacks all synced very nicely to AA BlackY mix. I suppose one initial complaint that isn't really towards the game itself is that the the first 30 seconds of the song can feel quite repetitive and with an early attack being particularly tricky, it can make the song grow a little old, but that's no fault of the game and moreso just a personal distaste.
One thing I liked a great deal is how a lot of the attacks have a big focus on multi-tasking, often throwing two separate hazards your away such as combining an infinite jump screen-wrap barrage attack with the corner aimed bullets that form a small circle upon impact, or the early sideways-barrage attack combined with the 4 orbs circling around the screen border. It felt like a really good design choice and made the avoidance feel a lot more engaging, at least in my case. A special shoutout also goes to the semicircle attack near the end, with the opposite-facing bullets indicating the upcoming opening. I found this attack to be very satisfying to read and well designed, and not something I can recall seeing before.
I always find it difficult picking flaws in barrage avoidances, as I often struggle to really decide if I think an attack is necessarily unbalanced or a bit off, or if I'm just having difficulties in general reading and getting good at it (the more likely of the two). If I were to pick out a couple, I suppose the first attack can feel a bit sudden to read and overbearing with the RNG it can throw out, especially given your starting position right beneath it. It's not a big deal as it's right at the beginning, but it did cause a little frustration. I also found the aforementioned sideways-barrage attack with the moving border bullets to be one of the hardest parts of the fight to get good at, making for some really difficult and perhaps sometimes unreasonable situations, but again it's hard to say if I'm really blaming the game or my own skill here.
Overall it's a very solid avoidance. I hope Gludraq makes more in the future, as his first solo project has some interesting ideas and in general shows a lot of creativity in terms of attack design. Would recommend to anyone looking for a barrage to get stuck into.
[1] Like
One thing I liked a great deal is how a lot of the attacks have a big focus on multi-tasking, often throwing two separate hazards your away such as combining an infinite jump screen-wrap barrage attack with the corner aimed bullets that form a small circle upon impact, or the early sideways-barrage attack combined with the 4 orbs circling around the screen border. It felt like a really good design choice and made the avoidance feel a lot more engaging, at least in my case. A special shoutout also goes to the semicircle attack near the end, with the opposite-facing bullets indicating the upcoming opening. I found this attack to be very satisfying to read and well designed, and not something I can recall seeing before.
I always find it difficult picking flaws in barrage avoidances, as I often struggle to really decide if I think an attack is necessarily unbalanced or a bit off, or if I'm just having difficulties in general reading and getting good at it (the more likely of the two). If I were to pick out a couple, I suppose the first attack can feel a bit sudden to read and overbearing with the RNG it can throw out, especially given your starting position right beneath it. It's not a big deal as it's right at the beginning, but it did cause a little frustration. I also found the aforementioned sideways-barrage attack with the moving border bullets to be one of the hardest parts of the fight to get good at, making for some really difficult and perhaps sometimes unreasonable situations, but again it's hard to say if I'm really blaming the game or my own skill here.
Overall it's a very solid avoidance. I hope Gludraq makes more in the future, as his first solo project has some interesting ideas and in general shows a lot of creativity in terms of attack design. Would recommend to anyone looking for a barrage to get stuck into.
Rating: 8.1 81
Difficulty: 72 72
Dec 4, 2019
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