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 be Abducted
For: I wanna be Abducted
A really neat game. Can only be described as atmospheric needle, its a scavenger hunt through a bunch of zones with creepy but well executed aesthetics in a few stages off of hub design with some non-linear sections.
Overall its a great testament to how diverging from the standard needle formula can completely change the feel of the game, even though the core gameplay is all needle with a couple instances of standard gimmicks and moving objects. Definitely recommended for anyone looking for a needle game with a bit more production and something unique.
Overall its a great testament to how diverging from the standard needle formula can completely change the feel of the game, even though the core gameplay is all needle with a couple instances of standard gimmicks and moving objects. Definitely recommended for anyone looking for a needle game with a bit more production and something unique.
Tagged as: Needle
[1] Like
Rating: 8.8 88
Difficulty: 56 56
Feb 1, 2018
kurath
For: I Wanna Kill The Blue Mage 2
For: I Wanna Kill The Blue Mage 2
This game is kind of a mess. However, its largely a pretty enjoyable mess. There's more details if you're interested but the summary is that this is a sizable, almost pure needle platforming adventure game with some interesting bosses and I'd certainly recommend a playthrough to those who like that combination. I would not recommend it to those looking for an adventure game that incorporates interesting gimmicks.
There's two aspects where I feel the game shines. The first is that the graphics are almost entirely great and there's generally some good use of varied sound effects. Animations and transitions are well executed and the general production was excellent. The second is the bosses and that's even factoring in there's some pretty atrocious attack balance and some fairly repetitive attacks. I think a large part of that is that he good use of the battle arena and having varied arenas, and the sword felt powerful and interesting to use throughout.
Unfortunately the platforming I felt leaned more towards the mess side. Save balance was a total mess, and a large part of that was due to the sword. It felt like it was added after the fact (and it was a great addition) but that the vast majority of the stages weren't adjusted to compensate for it. Even after there was a sign saying 'I'm onto you and your tricks', immediately afterwards there would be entire saves you could just effortlessly skip with it. Even when the sword wasn't involved, the save balance was a mess though. The good thing about this is usually when save balance made no sense, it erred on the side of caution but it made large sections of the platforming feel unsatisfying. Gimmicks would come and go seemingly at random and rarely felt important. The jump refreshers and ceiling platforms for instance felt like impractical downgrades of the traditional (but most were trivialized by the sword anyway), triggers which were consistent throughout the early game suddenly became more like traps, briefly, or change form or function constantly. It was... messy. The baseline needle was still solid though, so it wasn't terrible.
Finally, the cohesiveness of the game felt like it was dissolving throughout. The cutscenes became less consistent, the area transitions and aesthetics felt less logical and progression felt jumpy culminating in an ending that didn't seem to even exist. However, the impression I got from it is not so much that DevFlare/BlueMage didn't know what he was doing, so much as he was losing passion for the project. What he is capable of really showed through here and I hope he finds inspiration for a new game because with a bit of polishing and a bit more passion this could've been really stellar.
[3] Likes
There's two aspects where I feel the game shines. The first is that the graphics are almost entirely great and there's generally some good use of varied sound effects. Animations and transitions are well executed and the general production was excellent. The second is the bosses and that's even factoring in there's some pretty atrocious attack balance and some fairly repetitive attacks. I think a large part of that is that he good use of the battle arena and having varied arenas, and the sword felt powerful and interesting to use throughout.
Unfortunately the platforming I felt leaned more towards the mess side. Save balance was a total mess, and a large part of that was due to the sword. It felt like it was added after the fact (and it was a great addition) but that the vast majority of the stages weren't adjusted to compensate for it. Even after there was a sign saying 'I'm onto you and your tricks', immediately afterwards there would be entire saves you could just effortlessly skip with it. Even when the sword wasn't involved, the save balance was a mess though. The good thing about this is usually when save balance made no sense, it erred on the side of caution but it made large sections of the platforming feel unsatisfying. Gimmicks would come and go seemingly at random and rarely felt important. The jump refreshers and ceiling platforms for instance felt like impractical downgrades of the traditional (but most were trivialized by the sword anyway), triggers which were consistent throughout the early game suddenly became more like traps, briefly, or change form or function constantly. It was... messy. The baseline needle was still solid though, so it wasn't terrible.
Finally, the cohesiveness of the game felt like it was dissolving throughout. The cutscenes became less consistent, the area transitions and aesthetics felt less logical and progression felt jumpy culminating in an ending that didn't seem to even exist. However, the impression I got from it is not so much that DevFlare/BlueMage didn't know what he was doing, so much as he was losing passion for the project. What he is capable of really showed through here and I hope he finds inspiration for a new game because with a bit of polishing and a bit more passion this could've been really stellar.
Rating: 7.5 75
Difficulty: 62 62
Jan 11, 2018
kurath
For: Jason Enjoys The Witch's Dangerous Dandies
For: Jason Enjoys The Witch's Dangerous Dandies
Another solid entry in the Wookie storyline. Its pretty much exactly what you'd expect from the combined works of the two creators.
Very solid platforming with some creative gimmicks and a little dark humor.
Very solid platforming with some creative gimmicks and a little dark humor.
Tagged as: Gimmick
[5] Likes
Rating: 9.0 90
Difficulty: 50 50
Jan 9, 2018
kurath
For: I wanna be the Steak Temple
For: I wanna be the Steak Temple
An entertaining adventure game barring one area. Very creative, quite well designed and a pretty good, flat difficulty curve. There was a pretty good variety between the areas and the final boss was really original and well executed as Lss seems to have made a name for himself doing.
If only he'd left the terrible +1 gimmick concept in the garbage. I don't get how a gimmick where 'do the same thing over and over except while progressively worse aesthetics assault your senses' is catching on, but I sure hope it doesn't continue to do so (or hell, someone could just stick to adding interesting gameplay elements, which happens maybe 50% of the time instead of just tacking on visual trash)
Nonetheless, if you're willing to suffer through a little eye-searing, you'll be treated to some amusing traps, non-standard bosses and interesting platforming - and it is worth it.
[1] Like
If only he'd left the terrible +1 gimmick concept in the garbage. I don't get how a gimmick where 'do the same thing over and over except while progressively worse aesthetics assault your senses' is catching on, but I sure hope it doesn't continue to do so (or hell, someone could just stick to adding interesting gameplay elements, which happens maybe 50% of the time instead of just tacking on visual trash)
Nonetheless, if you're willing to suffer through a little eye-searing, you'll be treated to some amusing traps, non-standard bosses and interesting platforming - and it is worth it.
Rating: 8.5 85
Difficulty: 57 57
Jan 7, 2018
kurath
For: I Wanna Make the Marathon Needle 2
For: I Wanna Make the Marathon Needle 2
The regular screens were mostly quite interesting, though the difficulty curve was a little all over the place, it was to be expected given the format. Liberal use of the traditional gimmicks introduced a lot of variety and beyond the gameplay, seeing how they approached the twist was somewhat interesting. Standard screens were probably about a 50-55 on difficulty.
The remix screens were also interesting but a bit overboard in a few ways. On average, the difficulty wasn't much higher but there were a couple saves that felt heavily out of place (piece3 last save comes to mind) that cranks up the number. The design was still interesting but I felt there was too much trying to get cute with jump conservation and such with water/platform/vines and it ended up with a lot of extended periods of just holding down the jump button which grinds away at your fingers. That said, in doing so he managed to create some pretty interesting jumps.
I'd recommend the regular screens to anyone looking for some pretty quality needle (Wolfie continuing to solidify himself as a top tier needle maker), but the remix only to skilled players who like the heavy vine/water interactions. Expect a bit of a bumpy ride though - the marathon screens were excusably a bit varied in difficulty but I think the remix could've been smoothed out a bit more. I ended up with nearly twice as many deaths in the screens associated with Alex as any of the other 3, as an indication of the difficulty spikes.
The remix screens were also interesting but a bit overboard in a few ways. On average, the difficulty wasn't much higher but there were a couple saves that felt heavily out of place (piece3 last save comes to mind) that cranks up the number. The design was still interesting but I felt there was too much trying to get cute with jump conservation and such with water/platform/vines and it ended up with a lot of extended periods of just holding down the jump button which grinds away at your fingers. That said, in doing so he managed to create some pretty interesting jumps.
I'd recommend the regular screens to anyone looking for some pretty quality needle (Wolfie continuing to solidify himself as a top tier needle maker), but the remix only to skilled players who like the heavy vine/water interactions. Expect a bit of a bumpy ride though - the marathon screens were excusably a bit varied in difficulty but I think the remix could've been smoothed out a bit more. I ended up with nearly twice as many deaths in the screens associated with Alex as any of the other 3, as an indication of the difficulty spikes.
Tagged as: Needle
[5] Likes
Rating: 7.5 75
Difficulty: 70 70
Dec 6, 2017
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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 |
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