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43 Reviews
Wahfuu
For: I wanna be the PS
For: I wanna be the PS
A fairly subdued rukito-esque needle game. The normal needle itself isn't really all that stellar, honestly. Not offensively bad or anything, but not exactly inspired. The triggers are pretty decent, and change the platforming when they show up, but they're very sparing. You'll see maybe 1 a save, sometimes.
The gravity apple/brown water stages though are quite good, especially the former, which makes it rather disappointing that it... goes away so fast. You do what, 3 screens? And it doesn't really push the gimmick all that far. So it's kind of a tease about it.
The boss at the end is actually really fun! One attack feels a bit harder than the rest, but I like how it incorporates the earlier inspired platforming into it and isn't a pushover.
So, bit of an average needle game with some extra creativity thrown in. Not a bad time use of time.
[3] Likes
The gravity apple/brown water stages though are quite good, especially the former, which makes it rather disappointing that it... goes away so fast. You do what, 3 screens? And it doesn't really push the gimmick all that far. So it's kind of a tease about it.
The boss at the end is actually really fun! One attack feels a bit harder than the rest, but I like how it incorporates the earlier inspired platforming into it and isn't a pushover.
So, bit of an average needle game with some extra creativity thrown in. Not a bad time use of time.
Rating: 7.0 70
Difficulty: 65 65
Feb 25, 2019
Wahfuu
For: I wanna escape the Gothic Castle
For: I wanna escape the Gothic Castle
As one would expect, if theres anything to count on Den for, it's eye pleasing visuals. It doesn't have much to do with the actual Gothic and Loneliness but that's fine.
But honestly, I found alot of the gameplay fell between annoying or boring and kind of lost interest a half an hour in, and felt I was just playing it just for the sake of finishing. The beginning is fine, if not a little subdued, and Den makes good use of all the arena changing and new space, but when the autoscroller segment starts happening it becomes a chore. The beginning of it functions as just a cycle where if you stop holding right you run the risk of clotheslining off one of the patterns. Do this too many times and with a little bit of awkward RNG at the end you might just get gimped by the left side orbs instead. It honestly feels like something closer to a segment in an adventure game over something in an avoidance.
There's some other nitpicks, such as the lightning fast transitions near the end being really jarring, and I personally found some of the visuals (the tunnel segment during the auto-scroller specifically) distracting, but the very ending is a cool and pretty involving segment.
So, honestly, in the end i'm not sure. It's definitely out of the sphere of normal avoidances and there's definitely some creativity, but the beginning feels tuned too soft to be really interesting and the middle is just a bunch of frustrating white noise. So it ends up as a mixed bag for me.
[7] Likes
But honestly, I found alot of the gameplay fell between annoying or boring and kind of lost interest a half an hour in, and felt I was just playing it just for the sake of finishing. The beginning is fine, if not a little subdued, and Den makes good use of all the arena changing and new space, but when the autoscroller segment starts happening it becomes a chore. The beginning of it functions as just a cycle where if you stop holding right you run the risk of clotheslining off one of the patterns. Do this too many times and with a little bit of awkward RNG at the end you might just get gimped by the left side orbs instead. It honestly feels like something closer to a segment in an adventure game over something in an avoidance.
There's some other nitpicks, such as the lightning fast transitions near the end being really jarring, and I personally found some of the visuals (the tunnel segment during the auto-scroller specifically) distracting, but the very ending is a cool and pretty involving segment.
So, honestly, in the end i'm not sure. It's definitely out of the sphere of normal avoidances and there's definitely some creativity, but the beginning feels tuned too soft to be really interesting and the middle is just a bunch of frustrating white noise. So it ends up as a mixed bag for me.
Rating: 6.0 60
Difficulty: 55 55
Jan 28, 2019
Wahfuu
For: Not Another Magic Tower Game
For: Not Another Magic Tower Game
NAMTG is a game pretty much unlike any other, for better and for worse. There's not a lot of experiences like it. From both how you progress, to what you do to progress, is unlike much you'll find anywhere else. It's a chaos of variety, from mini-games to avoidance's to auto-scrolling needle, it's a bunch of things that feels like they'd never work together, but they kinda do here.
NAMTG doesn't have too hot of a start, with some very slow enemies and weird generic jump filled needle, but it'll be a fond memory by the end. See, NAMTG does something better than basically any other fangame you'll find: Its sense of progression. By the end of the game, after fighting slimes that do nothing but hop towards you slowly, you'll be fighting stuff that are absurd enough to count as fangame bosses by themselves. This, accompanied by a production and presentation jump for alot of the endgame enemies and the feeling of power you get by stomping over the earlier things makes the game incredibly satisfying to go through.
This only really takes a hit at the near end-game, where you're bombarded by a ton of bosses very close to eachother, alot of which your stats don't really mean anything besides the ability to fight them. It's an unfortunate stopping point that hampers the pacing of the game in a bad way. I might feel differently if I enjoyed the majority of the bosses in this game, but alas I don't.
The bosses in this game range from hideously long, gimmick-fueled suicide assistance or generic avoidances with good (and in ones case, fantastic) music. And some of the RNG, not just in them but in some of the enemies aswell, borders on some of the most volatile i've seen in terms of how easy vs how hard it can be. This is moderately saved by the (current) final boss, which while having a bit of a slow buildup perfectly captures the sense of progression you've gotten from climbing the tower itself.
Unfortunately, the needle in this game isn't fantastic either. Most of it is extremely short saves that are just doing one or two excessively precise jumps that you can just randomly mash your fingers on and get through. And then theres stuff like the horror story that is the auto scrolling room, which isn't that long but is boring as sin the entirety of its duration. The only real, true attempt at 'platforming' in the game feels like it's in the minigames. Which, as an aside, are actually all quite fun! I wish I had the brain fortitude for echo-shift.
It probably sounds weird saying that I enjoyed this game alot after saying I don't really like its bosses or its needle, but a big part of the game is its variety. For better or worse you'll see a lot of different things and enemies in this game. You're not bound to like all of them, but you'll probably like something. Basically, when it works, it >really< works, no matter what other problems get in the way. You'll feel great ascending the tower at the end. And what waits for you is worth it.
(And as an aside: I find the reputation of this game to be very strange. You'd think people were talking about noesis when they mention how hard this game is, but honestly outside of the end boss and weird needle style, the game is pretty accessible on all fronts. Not an easy game, especially for a beginner, but if you're not trying to no hit the bosses then honestly I don't see why this game has its ball buster difficulty reputation.)
[7] Likes
NAMTG doesn't have too hot of a start, with some very slow enemies and weird generic jump filled needle, but it'll be a fond memory by the end. See, NAMTG does something better than basically any other fangame you'll find: Its sense of progression. By the end of the game, after fighting slimes that do nothing but hop towards you slowly, you'll be fighting stuff that are absurd enough to count as fangame bosses by themselves. This, accompanied by a production and presentation jump for alot of the endgame enemies and the feeling of power you get by stomping over the earlier things makes the game incredibly satisfying to go through.
This only really takes a hit at the near end-game, where you're bombarded by a ton of bosses very close to eachother, alot of which your stats don't really mean anything besides the ability to fight them. It's an unfortunate stopping point that hampers the pacing of the game in a bad way. I might feel differently if I enjoyed the majority of the bosses in this game, but alas I don't.
The bosses in this game range from hideously long, gimmick-fueled suicide assistance or generic avoidances with good (and in ones case, fantastic) music. And some of the RNG, not just in them but in some of the enemies aswell, borders on some of the most volatile i've seen in terms of how easy vs how hard it can be. This is moderately saved by the (current) final boss, which while having a bit of a slow buildup perfectly captures the sense of progression you've gotten from climbing the tower itself.
Unfortunately, the needle in this game isn't fantastic either. Most of it is extremely short saves that are just doing one or two excessively precise jumps that you can just randomly mash your fingers on and get through. And then theres stuff like the horror story that is the auto scrolling room, which isn't that long but is boring as sin the entirety of its duration. The only real, true attempt at 'platforming' in the game feels like it's in the minigames. Which, as an aside, are actually all quite fun! I wish I had the brain fortitude for echo-shift.
It probably sounds weird saying that I enjoyed this game alot after saying I don't really like its bosses or its needle, but a big part of the game is its variety. For better or worse you'll see a lot of different things and enemies in this game. You're not bound to like all of them, but you'll probably like something. Basically, when it works, it >really< works, no matter what other problems get in the way. You'll feel great ascending the tower at the end. And what waits for you is worth it.
(And as an aside: I find the reputation of this game to be very strange. You'd think people were talking about noesis when they mention how hard this game is, but honestly outside of the end boss and weird needle style, the game is pretty accessible on all fronts. Not an easy game, especially for a beginner, but if you're not trying to no hit the bosses then honestly I don't see why this game has its ball buster difficulty reputation.)
Rating: 7.5 75
Difficulty: 67 67
Nov 29, 2018
Wahfuu
For: I wanna spend the rest of my life without difficulty
For: I wanna spend the rest of my life without difficulty
Wahfuu likes a sasanoke avoidance to the surprise of absolutely nobody.
Sasanoke's usual style is on display here, this time to the beat of 1year by PinocchioP. Imagery borrowed from the music video, the constant shapes linking to form new shapes that later form new shapes, etc. Though as opposed to Balloon and Sasanoke Area in Z3, the pattern is a lot more rapid fire and frequent. Outside of a few transitional attacks there's not a lot of time to breathe in this one.
Sasanoke doesn't go too deep into borrowing the imagery from 1year in this game, as opposed to the other 2 mentioned, outside of Coma-Miku (as is now dubbed) showing up to be the actor in a few attacks and some orbiting apples being 'planets', but there's a lot more arena manipulation and varied presentation for each sequence. It's up to you what you prefer, in the end. It doesn't have the same magic as some of Sasanokes other work but for the people who prefer fast acting pattern they will like this one.
For some critiques varying in severity:
- The game doesn't... run super well. It varies person by person, and it wasn't too bad in my case, but if you use Music Sync mode you might get varying amounts of audio glitches, sometimes all throughout the fight. It's a bit too distracting. I didn't get a ton of frame lag myself but I know some people have.
- There's a bit of jank, mostly thanks to the previously mentioned arena changing. It's possible to kinda clip into walls as the arena shrinks into a box, leading you to 'bonk' if you try and jump out of the corner. It's easy to play around by just not holding right as the arena moves, but its worth mentioning. There's also landing on one of the falling platforms during the transition to the second verse before it gets into position causes it to behave... very oddly at times.
- I'm not exactly sure why the RNG segments even exist, being honest. It's not that they're badly balanced most of the time, but they don't really... add anything being RNG. They don't test your ability in ways that RNG typically should. Most of the RNG just feels like pattern that decided to behave weird a couple of times, outside of one segment of RNG bouncing in the first chorus. There's no real challenge to it unless the RNG goes completely insane and ends up unreasonable.
All in all though it's a really fun, fast paced pattern avoidance. It's on the harder side of things but there's nothing too unreasonable. And Sasanoke has magic thats hard to recreate. So, it gets a favorite from me.
[1] Like
Sasanoke's usual style is on display here, this time to the beat of 1year by PinocchioP. Imagery borrowed from the music video, the constant shapes linking to form new shapes that later form new shapes, etc. Though as opposed to Balloon and Sasanoke Area in Z3, the pattern is a lot more rapid fire and frequent. Outside of a few transitional attacks there's not a lot of time to breathe in this one.
Sasanoke doesn't go too deep into borrowing the imagery from 1year in this game, as opposed to the other 2 mentioned, outside of Coma-Miku (as is now dubbed) showing up to be the actor in a few attacks and some orbiting apples being 'planets', but there's a lot more arena manipulation and varied presentation for each sequence. It's up to you what you prefer, in the end. It doesn't have the same magic as some of Sasanokes other work but for the people who prefer fast acting pattern they will like this one.
For some critiques varying in severity:
- The game doesn't... run super well. It varies person by person, and it wasn't too bad in my case, but if you use Music Sync mode you might get varying amounts of audio glitches, sometimes all throughout the fight. It's a bit too distracting. I didn't get a ton of frame lag myself but I know some people have.
- There's a bit of jank, mostly thanks to the previously mentioned arena changing. It's possible to kinda clip into walls as the arena shrinks into a box, leading you to 'bonk' if you try and jump out of the corner. It's easy to play around by just not holding right as the arena moves, but its worth mentioning. There's also landing on one of the falling platforms during the transition to the second verse before it gets into position causes it to behave... very oddly at times.
- I'm not exactly sure why the RNG segments even exist, being honest. It's not that they're badly balanced most of the time, but they don't really... add anything being RNG. They don't test your ability in ways that RNG typically should. Most of the RNG just feels like pattern that decided to behave weird a couple of times, outside of one segment of RNG bouncing in the first chorus. There's no real challenge to it unless the RNG goes completely insane and ends up unreasonable.
All in all though it's a really fun, fast paced pattern avoidance. It's on the harder side of things but there's nothing too unreasonable. And Sasanoke has magic thats hard to recreate. So, it gets a favorite from me.
Rating: 8.0 80
Difficulty: 70 70
Nov 8, 2018
Wahfuu
For: I Wanna Potato 2
For: I Wanna Potato 2
Mostly rating high difficulty because of the avoidance.
Needle is decently length and varied and the avoidance is a banger. Outside of the ending of the rising platform attack (the 2 red rng attacks) it's really well balanced and fun. Just a damn great game overall.
[2] Likes
Needle is decently length and varied and the avoidance is a banger. Outside of the ending of the rising platform attack (the 2 red rng attacks) it's really well balanced and fun. Just a damn great game overall.
Rating: 8.0 80
Difficulty: 70 70
Oct 12, 2018
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8 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Balloon | 60.0 | 9.0 |
I Wanna Kill The Kamilia 3 | 89.0 | 8.0 |
I wanna stop the MELTDOWN | 62.0 | 8.5 |
I Wanna Potato 2 | 70.0 | 8.0 |
I wanna be the Justice Guy | 78.0 | 9.5 |
I wanna spend the rest of my life without difficulty | 70.0 | 8.0 |
VoVoVo | 55.0 | 8.5 |
Phonotransmitter | 79.0 | 9.0 |
86 Cleared Games