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: Stratacoaster
For: Oh, I'm a Gummy Bear (yes) I'm a Gummy Bear Oh, I'm a yummy, chummy, funny, lucky, Gummy Bear I'm a jelly bear Yes I'm a Gummy Bear Oh I'm a movin', g
For: I wanna dance with you
The normal ending consists of a singular short +1 needle room that goes on for about a dozen iterations followed by an avoidance. The needle starts is relatively unengaging as it is easy even by the end, follows the +1 formula, and is not especially creative. The avoidance that follows is basically circle spam from the middle for 80% of it with the other 20% being a bouncing attack with a kinda yucky transition. Production value for either is practically nonexistent. As a whole, the experience would be 30 diff and about a 3/10 quality wise since while not particularly painful to play through it is a pretty boring experience.
Extra is a mirror image of normal, except it clearly has had much more effort put into it. It still consists of a +1 needle room and an avoidance, however both have received significant improvements. The needle has quite a lot of production value poured into it, with a lot of particles in the background as well as a surface effect (if you die on the wrong frame, you may get a crash related to it). The needle is a step up in difficulty, however unfortunately not in quality: The screen layout is 4 corridors stacked on top of each other, and the needle is what you would expect from it. Gates, diagonals, diamonds, corners, 16px, you name it. At the same time, saves are frequent and the needle isn't that hard, and so it does scratch the junk food needle itch very well.
The avoidance this time around has more than 2 attacks as well as the option to choose between 1,250 and 500 hp, all of which (presumably, I only checked 500) will lead you to the clear screen when beaten. Unfortunately, the avoidance has parts that are complete and utter bullshit, with extremely fast bullets being thrown into the screen to fill space then either getting launched away from the center, snapping towards the player for a bit before going away, or getting launched in a random direction. Some attacks rely on making randomly selected cherries in a formation go away with the other half staying, and expecting the player to get to the other side of the formation, and the random selection can easily screw you over leaving you with the gaps in your vicinity being covered by blocks. There is also a bouncing attack that accelerates to scattered faith level of speed and a couple instances of aimed+rng that seem like you just have to pray the rng doesn't prevent you from advancing, both of which are at the end of the avoidance. As a result, doing this with 1 HP would be a massive luck grind that I doubt anyone will want to go for, however with 500 hp most of the flaws can be overlooked and you can get to enjoy the more relaxed rng attacks which do occur frequently throughout the fight while flailing around and trying to minimize hp loss for the patterns.
Overall extra was fun in a guilty pleasure kind of way, and any% can just be breezed through to get to it, and so I'd say that this might be worth checking out for a veteran player looking for something chill to play if they don't mind junk food needle. Despite the difficulty tag (which honestly I'm not entirely sure of, since the avoidance is hard to gauge properly), I would not recommend this to new players.
For: I wanna Prioritize Difficulty
For: NEEDRe
To start off on a positive note, the game looks great. The background and effects as well as the "skin" (tiles+spikes+jtool gimmick sprites) look good, although they don't quite mash up seamlessly together. Spikes and blocks are placed in arrangements that are pleasing to looks at, making good usage out of the skin. To add more into the production value mix, we have a pretty save effect and a great, powerful death effect. Even though the game does look a bit disjointed, each individual bit looks good and the combination does not detract much.
Now for the meat of it: the needle. Unfortunately, the needle felt annoying/frustrating at times. Big offenders in that are the usage of full vspeed diagonals in drops, senselessly precise jumps especially towards the end of saves, and platforms being placed exclusively directly under a block, which meant seeing a platform on screen brought a sense of dread with it. To be quite honest, this felt like going through a bunch of jtool maps someone decided to slap production value on and ship, without going through testing to iron things out.
Overall I don't really recommend for or against this game, and would rather let the player make their own judgement. If you do decide to play this and it starts feeling unfun for you, I'd recommend you drop it, but as long as you're having fun there's no harm.
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