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Wahfuu
For: I wanna see my Friend
For: I wanna see my Friend
A one stage, multi screen vertical climb.
With the exception of one vine drop in the final save (in the top left), Most the needle was enjoyable and challenging enough to stay interesting. I was actually expecting it to be a bit easier seeing the ratings of the game but it didn't get boring.
Aesthetically, while the moody lighting and the song fit, I found it just kind of distracting after awhile. The music becomes droning pretty fast, and the whole darkness mechanic was just kinda bothersome for looking at jumps ahead of time. Would rather the screen be a little less dark or the actual spikes be just a tad brighter.
Still pretty good!
[0] Likes
With the exception of one vine drop in the final save (in the top left), Most the needle was enjoyable and challenging enough to stay interesting. I was actually expecting it to be a bit easier seeing the ratings of the game but it didn't get boring.
Aesthetically, while the moody lighting and the song fit, I found it just kind of distracting after awhile. The music becomes droning pretty fast, and the whole darkness mechanic was just kinda bothersome for looking at jumps ahead of time. Would rather the screen be a little less dark or the actual spikes be just a tad brighter.
Still pretty good!
Rating: 7.0 70
Difficulty: 62 62
Mar 11, 2019
Wahfuu
For: I Wanna Find a Cure
For: I Wanna Find a Cure
So, it's hard to find things about this game that haven't been said already, but i'll try to put my own take on this.
The TLDR: This is an extraordinarily well produced fangame with a variety of content thats worth it for pretty much anyone to try. I think it's individual parts are much better than the sum of its whole, and there's some huge pacing problems in the second half, but I think for the most part it succeeds at being a loveletter to videogames both old and new. If you want a spoiler-less review, I advise reading Kuraths. Personally I find it hard to really talk about this game without going into the stages themselves, so that's what i'm gonna do. It's my definition of a mixed bag.
So, spoilers ahoy.
Mario: Okay, can we all just admit that I Wanna mario stages are tired and just kind of trite at this point? It feels just sort of mandatory, like there's some sort of unseen force that just kind of morphs it into being when nobody is looking. This isn't all that bad, mind, and I thought the tricks with mario gimmicks stuff at the beginning was cute, but the sliding isn't really used all that well, and the tail isn't used nearly enough. So it kind of... peeters out without doing much. Not bad but, just kind of Another I Wanna Mario Level.
Boss: I really like the presentation of it, but I feel like if I had died more on it the beginning would have gotten super boring really fast. A bit fun at the end, though.
Megaman: Honestly this... doesn't feel like megaman at all, honestly. It's not a bad stage, but it's a bit bland. The dash is used in kind of bizarre ways and not really satisfying, honestly. I could have used a couple more screens I think.
Boss: I liked it. It's a little bullshitty at times though. Also, I died forgetting about the dash jump trying to get the ingredient at the end. Whoever made that decision, I hate you.
Cuphead: Honestly, one of the best stages in the game for sure. It unfortunately had to feature some of the worst parts of cuphead (the run and gun stages), but honestly it was kind of fun here! I wouldn't have even minded seeing some more parrying platforming. There's not a lot of clutter, it's terse and feels like cuphead. Good stuff.
Boss(s): The best bosses in the game in a walk, and honestly some of the best i've done in adventure games. Charming references to old videogames with kermit, tag, the devas, destination. The whole shebang. And MILES better than anything cuphead ever produced. It's a lot more fair and visible whats going on and what attack is being done. The new art is adorable aswell. Loved everything about it.
The End Is Nigh: The ACTUAL best stage in the game. Just like Cuphead, this game is just straight up better than what it's referencing. You don't really see how versatile and interesting a mechanic like ledge grabbing is without something like double jump. It adds a lot of depth to the platforming. There is a TON of screens, and I think Fastfall wasn't really used enough (and some of the poison cloud rooms are a bit too precise for my liking, it's like sussing out specific frame heights to jump at so you fall in time) but nothing too bad. Honestly felt like I could have played a full game like this.
Boss: This isn't bad but I think it kicks off a trend that Kurath mentioned: Too many platforming only bosses in a row. It's also a bit weird how water and fastfall just aren't referenced at all, and instead you just do a ledge grab full jump and that's it for the end. A bit of an anticlimax. Also the cycle in the stage 2 reference is a bit cluttered. Not bad but a bit forgetable, especially as part of a trifecta of platforming bosses.
Runner: I expected to dislike this a lot more than I did, truthfully. I'm not into autorunners, personally. I do REALLY think doublejump should have been introduced immediately and be built off it, because the other mechanics just aren't as involving as the extra keypress. The switch baiting is also kind of the bit of trial and error that i'm not a big fan of, but the iteration times are pretty fast and none of the stages are too long so it's not a huge deal. Liked it more than I thought I would.
Boss: A cute reference to Classic, for sure, but eugh. The teleporting being able to kill you just feels degenerate and it lasts WAY too long, and the beginning is dreary. Wasn't a big fan of this one.
Celeste: I am, unfortunately, one of the last people on the planet to play Celeste, (outside of up to 2A and 2B) so I can't quite comment on comparisons to the original much. It does feel like it was made with a lot of love for the original, though. I wasn't a huge fan of how walljumping just kind of sent you rocketing out as far as possible all the time, and I had some stumbles with dashing diagonally, but i'm not sure if that's the controls or me being dumb. None the less, I enjoyed my time here! A variety of platforming using simple but clever mechanics. I should really play this game, huh?
Boss: Probably my favorite out of the platforming boss trio, but it was getting a bit weary at this point. But nothing too bad. Same stuff above still applies.
Metroid: *Deep Breath*
Holy jesus christ. This is by far one of the worst metroid, metroidvanias, any sort of platforming combat mix I have ever played. In fangame or otherwise. It's apalling. I can't believe people tested this and thought it was okay. I can't even wrap my head around it.
Let's get one thing straight: The scale and production of this area is genuinely impressive. It's worth being praised for that, and I understand. And the interwoven-ness of the map, especially once you get the X-Ray scanner and see all the secret walls, is kind of cool. But that's all the praise I will ever give this, because everything else about this area is an absolute abomination.
For starters: Whose idea was it to just have progress unlock in the most unexciting, non meaningful way ever? By pushing a switch and just being able to shoot different colored doors? Not unlocked by bombs, missiles, or any other sort of powerup, but just by hitting a switch? What? Progression in this is so utterly unsatisying because you get absolutely no feeling of power in yourself. It's all just some sort of key or equipment shaped key, like the lava suit or speed booster.
Second: Because for some reason space jump was deemed to be too fun for this area, or any other movement ability until the very end, you get to walk kids slow ass walk speed across vast spaces of ABSOLUTELY FUCKING NOTHING except the generic, bad enemies untill you beg for universe entropy. Let's be clear: Super metroid maps are a lot more claustrophobic and shorter screen to screen. Not that metroid doesn't have rooms of nothing, but they don't last eternities like they do in this.
This area doesn't take a long time because there's a lot of stuff to do, but because the map is so unforgivably bloated and nothing is given to the player to help them move around it. AT LEAST half the dead space of this level could be removed or condensed and absolutely nothing would be lost. And the way forward would be a lot more intuitive aswell.
This area is an apocalypse. There is not a modicrum of game design in it. It single handedly lowered my score of this game from 7.5-8 to this.
Final Boss: The first one, the ribbon, is fun, if a bit forgetable. The second has some cool presentation and a very unique way of damaging it. It kind of reminds me of something Wonderful would do. I think the visuals do a bit more harm than good, since the attacks, platforms and walls are all pretty much the same black color, but that's kind of hard to fix considering the aesthetic it wants to go for. I think one more hit could be shaved off aswell, the first 3 are a bit too slow, but I understand health phase symmetry.
So, at the end of the day, this is a game that has a lot of good, and some bad, and one case of extremely long very bad. But I think everyones bound to like something, or alot of somethings in it. So, it's worth a play from everyone I think.
[9] Likes
The TLDR: This is an extraordinarily well produced fangame with a variety of content thats worth it for pretty much anyone to try. I think it's individual parts are much better than the sum of its whole, and there's some huge pacing problems in the second half, but I think for the most part it succeeds at being a loveletter to videogames both old and new. If you want a spoiler-less review, I advise reading Kuraths. Personally I find it hard to really talk about this game without going into the stages themselves, so that's what i'm gonna do. It's my definition of a mixed bag.
So, spoilers ahoy.
Mario: Okay, can we all just admit that I Wanna mario stages are tired and just kind of trite at this point? It feels just sort of mandatory, like there's some sort of unseen force that just kind of morphs it into being when nobody is looking. This isn't all that bad, mind, and I thought the tricks with mario gimmicks stuff at the beginning was cute, but the sliding isn't really used all that well, and the tail isn't used nearly enough. So it kind of... peeters out without doing much. Not bad but, just kind of Another I Wanna Mario Level.
Boss: I really like the presentation of it, but I feel like if I had died more on it the beginning would have gotten super boring really fast. A bit fun at the end, though.
Megaman: Honestly this... doesn't feel like megaman at all, honestly. It's not a bad stage, but it's a bit bland. The dash is used in kind of bizarre ways and not really satisfying, honestly. I could have used a couple more screens I think.
Boss: I liked it. It's a little bullshitty at times though. Also, I died forgetting about the dash jump trying to get the ingredient at the end. Whoever made that decision, I hate you.
Cuphead: Honestly, one of the best stages in the game for sure. It unfortunately had to feature some of the worst parts of cuphead (the run and gun stages), but honestly it was kind of fun here! I wouldn't have even minded seeing some more parrying platforming. There's not a lot of clutter, it's terse and feels like cuphead. Good stuff.
Boss(s): The best bosses in the game in a walk, and honestly some of the best i've done in adventure games. Charming references to old videogames with kermit, tag, the devas, destination. The whole shebang. And MILES better than anything cuphead ever produced. It's a lot more fair and visible whats going on and what attack is being done. The new art is adorable aswell. Loved everything about it.
The End Is Nigh: The ACTUAL best stage in the game. Just like Cuphead, this game is just straight up better than what it's referencing. You don't really see how versatile and interesting a mechanic like ledge grabbing is without something like double jump. It adds a lot of depth to the platforming. There is a TON of screens, and I think Fastfall wasn't really used enough (and some of the poison cloud rooms are a bit too precise for my liking, it's like sussing out specific frame heights to jump at so you fall in time) but nothing too bad. Honestly felt like I could have played a full game like this.
Boss: This isn't bad but I think it kicks off a trend that Kurath mentioned: Too many platforming only bosses in a row. It's also a bit weird how water and fastfall just aren't referenced at all, and instead you just do a ledge grab full jump and that's it for the end. A bit of an anticlimax. Also the cycle in the stage 2 reference is a bit cluttered. Not bad but a bit forgetable, especially as part of a trifecta of platforming bosses.
Runner: I expected to dislike this a lot more than I did, truthfully. I'm not into autorunners, personally. I do REALLY think doublejump should have been introduced immediately and be built off it, because the other mechanics just aren't as involving as the extra keypress. The switch baiting is also kind of the bit of trial and error that i'm not a big fan of, but the iteration times are pretty fast and none of the stages are too long so it's not a huge deal. Liked it more than I thought I would.
Boss: A cute reference to Classic, for sure, but eugh. The teleporting being able to kill you just feels degenerate and it lasts WAY too long, and the beginning is dreary. Wasn't a big fan of this one.
Celeste: I am, unfortunately, one of the last people on the planet to play Celeste, (outside of up to 2A and 2B) so I can't quite comment on comparisons to the original much. It does feel like it was made with a lot of love for the original, though. I wasn't a huge fan of how walljumping just kind of sent you rocketing out as far as possible all the time, and I had some stumbles with dashing diagonally, but i'm not sure if that's the controls or me being dumb. None the less, I enjoyed my time here! A variety of platforming using simple but clever mechanics. I should really play this game, huh?
Boss: Probably my favorite out of the platforming boss trio, but it was getting a bit weary at this point. But nothing too bad. Same stuff above still applies.
Metroid: *Deep Breath*
Holy jesus christ. This is by far one of the worst metroid, metroidvanias, any sort of platforming combat mix I have ever played. In fangame or otherwise. It's apalling. I can't believe people tested this and thought it was okay. I can't even wrap my head around it.
Let's get one thing straight: The scale and production of this area is genuinely impressive. It's worth being praised for that, and I understand. And the interwoven-ness of the map, especially once you get the X-Ray scanner and see all the secret walls, is kind of cool. But that's all the praise I will ever give this, because everything else about this area is an absolute abomination.
For starters: Whose idea was it to just have progress unlock in the most unexciting, non meaningful way ever? By pushing a switch and just being able to shoot different colored doors? Not unlocked by bombs, missiles, or any other sort of powerup, but just by hitting a switch? What? Progression in this is so utterly unsatisying because you get absolutely no feeling of power in yourself. It's all just some sort of key or equipment shaped key, like the lava suit or speed booster.
Second: Because for some reason space jump was deemed to be too fun for this area, or any other movement ability until the very end, you get to walk kids slow ass walk speed across vast spaces of ABSOLUTELY FUCKING NOTHING except the generic, bad enemies untill you beg for universe entropy. Let's be clear: Super metroid maps are a lot more claustrophobic and shorter screen to screen. Not that metroid doesn't have rooms of nothing, but they don't last eternities like they do in this.
This area doesn't take a long time because there's a lot of stuff to do, but because the map is so unforgivably bloated and nothing is given to the player to help them move around it. AT LEAST half the dead space of this level could be removed or condensed and absolutely nothing would be lost. And the way forward would be a lot more intuitive aswell.
This area is an apocalypse. There is not a modicrum of game design in it. It single handedly lowered my score of this game from 7.5-8 to this.
Final Boss: The first one, the ribbon, is fun, if a bit forgetable. The second has some cool presentation and a very unique way of damaging it. It kind of reminds me of something Wonderful would do. I think the visuals do a bit more harm than good, since the attacks, platforms and walls are all pretty much the same black color, but that's kind of hard to fix considering the aesthetic it wants to go for. I think one more hit could be shaved off aswell, the first 3 are a bit too slow, but I understand health phase symmetry.
So, at the end of the day, this is a game that has a lot of good, and some bad, and one case of extremely long very bad. But I think everyones bound to like something, or alot of somethings in it. So, it's worth a play from everyone I think.
Rating: 6.5 65
Difficulty: 55 55
Mar 9, 2019
Wahfuu
For: I wanna be GENKI with you
For: I wanna be GENKI with you
This is a bit of a weird one.
Genki has some of the most unique presentation you'll find. It feels like a lot of things are just... out of place, but still mesh with the aesthetic somehow? It's like things are so consistently off putting that it all just kind of feels like a part of a greater whole.
This goes the same for the games platforming. There's so many routes and styles that it goes through that it honestly feels jarring. Of course, adventure games are built on variety, but Genki doesn't even have consistency within its own stages. You'll do what feels like an entire screen with no save, then the next save will have 2 within a few jumps of eachother. It's almost like the game was super hard at one point and went through several nerfs without changing the save placement.
There's a lot of times where you could run around and hit triggers to remove spikes, or... you just dont. Playing some of the stages is like constantly questioning if you're doing something unintended or not.
It leads to a unique experience, for sure, but the pacing of the game is absolutely everywhere. Each stage feels like it takes an eternity tutorializing the gimmicks of the game, and then it manages to go on a screen or two too long without really doing anything more with it. Each stage has a difficulty rating, but THAT doesn't even feel consistent within the stages.
The bosses are... mixed. They try to implement the gimmicks of the stage with various success, which I appreciate, but they don't really do them in interesting ways. I barely used the water bubbles in the fire stage, for example, and the crystal color matching felt just tedious in the boss. They just don't feel.. involved. They feel just there for the sake of being there.
The last boss is pretty cool, but I feel like it didn't need an entire cycle for just doing 2 more hits. And the giant laser attack is.. not good. It's just a time waster thats guarantee'd to kill you the first time you see it.
So, Genki is a unique game that has its own charm and presentation, and it's fair to say I haven't played anything quite like it, but I find the pacing of the game to be too off and made the game feel kind of.. unsatisfying to play. And too many the bosses are busts. So, it's a memorable game, but not a great one, in my opinion.
[0] Likes
Genki has some of the most unique presentation you'll find. It feels like a lot of things are just... out of place, but still mesh with the aesthetic somehow? It's like things are so consistently off putting that it all just kind of feels like a part of a greater whole.
This goes the same for the games platforming. There's so many routes and styles that it goes through that it honestly feels jarring. Of course, adventure games are built on variety, but Genki doesn't even have consistency within its own stages. You'll do what feels like an entire screen with no save, then the next save will have 2 within a few jumps of eachother. It's almost like the game was super hard at one point and went through several nerfs without changing the save placement.
There's a lot of times where you could run around and hit triggers to remove spikes, or... you just dont. Playing some of the stages is like constantly questioning if you're doing something unintended or not.
It leads to a unique experience, for sure, but the pacing of the game is absolutely everywhere. Each stage feels like it takes an eternity tutorializing the gimmicks of the game, and then it manages to go on a screen or two too long without really doing anything more with it. Each stage has a difficulty rating, but THAT doesn't even feel consistent within the stages.
The bosses are... mixed. They try to implement the gimmicks of the stage with various success, which I appreciate, but they don't really do them in interesting ways. I barely used the water bubbles in the fire stage, for example, and the crystal color matching felt just tedious in the boss. They just don't feel.. involved. They feel just there for the sake of being there.
The last boss is pretty cool, but I feel like it didn't need an entire cycle for just doing 2 more hits. And the giant laser attack is.. not good. It's just a time waster thats guarantee'd to kill you the first time you see it.
So, Genki is a unique game that has its own charm and presentation, and it's fair to say I haven't played anything quite like it, but I find the pacing of the game to be too off and made the game feel kind of.. unsatisfying to play. And too many the bosses are busts. So, it's a memorable game, but not a great one, in my opinion.
Rating: 6.5 65
Difficulty: 45 45
Mar 7, 2019
Wahfuu
For: I wanna be JITTER DOLL
For: I wanna be JITTER DOLL
Probably the most miserable few hours i've spent.
This avoidance isn't very difficult, but none the less it's terribly tedious to do. No attack is fun to learn or satisfying to execute. It's the avoidance equivalent of doing a bunch of gate jumps in a row. None of the RNG is that hard (except for the absolutely awful 2nd chorus mini apple part, which can have apples randomly turn around and give you a running lariat. They're like Nues dorbs.) not are the patterns that precise (outside of one cherry avoidance (outside of the mini apple heart during the first chorus) but they don't feel great to do. It's all just doing extremely tired and annoying gimmicky attacks like doing a ledge jump in time or running down a hallway and doing a gate without stopping.
The only thing that really saves it is that Jitter Doll is a pretty great song... which is almost entirely ruined by the fact that it doesn't use any good cover or version of it, or give you the option to switch it. Not to mention the sheer tonal disconnect from the avoidance vs the song. I know that's something only weirdos like I care about, but seriously, they aesthetic of the avoidance and the song don't match at all.
I know this was the creators first attempt at a boss, and in fairness there was a clear attempt at timing the song to the beat which I appreciate, and its not completely bereft of ideas, but this was a really painful few hours to get through. I don't recommend at all.
[1] Like
This avoidance isn't very difficult, but none the less it's terribly tedious to do. No attack is fun to learn or satisfying to execute. It's the avoidance equivalent of doing a bunch of gate jumps in a row. None of the RNG is that hard (except for the absolutely awful 2nd chorus mini apple part, which can have apples randomly turn around and give you a running lariat. They're like Nues dorbs.) not are the patterns that precise (outside of one cherry avoidance (outside of the mini apple heart during the first chorus) but they don't feel great to do. It's all just doing extremely tired and annoying gimmicky attacks like doing a ledge jump in time or running down a hallway and doing a gate without stopping.
The only thing that really saves it is that Jitter Doll is a pretty great song... which is almost entirely ruined by the fact that it doesn't use any good cover or version of it, or give you the option to switch it. Not to mention the sheer tonal disconnect from the avoidance vs the song. I know that's something only weirdos like I care about, but seriously, they aesthetic of the avoidance and the song don't match at all.
I know this was the creators first attempt at a boss, and in fairness there was a clear attempt at timing the song to the beat which I appreciate, and its not completely bereft of ideas, but this was a really painful few hours to get through. I don't recommend at all.
Rating: 3.0 30
Difficulty: 45 45
Mar 5, 2019
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