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NightShark115
For: i wanna go the jack world
For: i wanna go the jack world
Rating based on Very Hard mode without autofire.
You've most likely heard about this game by now and how legendary of a sudoku game it is, but I've seen this game so often now that looking at the game through that angle doesn't work for me anymore, so it's time for an actual serious analysis of the game.
And what a game it is. Almost all of the platforming is just stolen from I Wanna Be The Air (although マリマリオ is given mention in the credits, so it's not as bad as it could be), and lacking in basically any challenge. The bosses, however, are the main reason this game is so infamous. The amount of HP these bosses have, combined with the lack of iframes, means the best way to beat them is to mash the shoot key like a madman, which results in a lot of hand pain. Apart from that, some of them (like JUN-G or Junko) also hit you with RNG that you can't possibly react to, especially when you try to mash at the same time. The production value is also terrible, often featuring default tiles and MS paint sprites.
While it definitely holds up as a sudoku game, it completely falls apart otherwise. Definitely not recommended unless you come in expecting a sudoku game, and definitely don't forget to bring autofire.
[0] Likes
You've most likely heard about this game by now and how legendary of a sudoku game it is, but I've seen this game so often now that looking at the game through that angle doesn't work for me anymore, so it's time for an actual serious analysis of the game.
And what a game it is. Almost all of the platforming is just stolen from I Wanna Be The Air (although マリマリオ is given mention in the credits, so it's not as bad as it could be), and lacking in basically any challenge. The bosses, however, are the main reason this game is so infamous. The amount of HP these bosses have, combined with the lack of iframes, means the best way to beat them is to mash the shoot key like a madman, which results in a lot of hand pain. Apart from that, some of them (like JUN-G or Junko) also hit you with RNG that you can't possibly react to, especially when you try to mash at the same time. The production value is also terrible, often featuring default tiles and MS paint sprites.
While it definitely holds up as a sudoku game, it completely falls apart otherwise. Definitely not recommended unless you come in expecting a sudoku game, and definitely don't forget to bring autofire.
Rating: 2.0 20
Difficulty: 55 55
Sep 14, 2024
NightShark115
For: маленький человек 4
For: маленький человек 4
A short fangame with a neat quadruple jump gimmick, even if the platforming it's attached to isn't the best designed thing in the world. I also like the retro feel that the game has to it, and the boss does actually make better use of the quadruple jump mechanic than the rest of the game did. Overall a fun game, even if not perfect, meaning a moderate recommendation from me.
[0] Likes
Rating: 6.0 60
Difficulty: 40 40
Sep 10, 2024
NightShark115
For: I Wanna Escape Into My Mind
For: I Wanna Escape Into My Mind
We really have come a long way since Hereditary Baldness, haven't we...
I Wanna Escape Into My Mind is an adventure game made for the 2023 Fangame Marathon. The game is heavily based on games like Burnmind or I Want, and describes itself with the themes of "change, identity and figuring out who you are".
First of all, the main thing you'll notice right away: the engine. Since the game is made on Unity, the usual engine options are entirely incompatible, meaning Jane had to rebuild the physics from scratch. Unfortunately, it's not the best recreation in the world. The jump heights are different than the original, the collision order is just wrong sometimes, right shift key is entirely disabled, the list goes on. Because of this, the game just feels very different to play than other fangames. Luckily, Jane at least knew how to design around this engine so the game felt natural to play in this engine, rather than hindered by it. Still, it can really be felt, so if you don't like dealing with irregular physics, this game won't be enjoyable for you.
With that established, how is the game itself? Well, it's a lot of fun. The game throws a lot of gimmicks your way, starting with normal gimmicks like moving killer walls, ending with more insane stuff like an enemy chasing you to destroy blocks around you, or eyeballs that shoot giant hands at you. The game uses these gimmicks extremely well, and not a single one of them felt unsatisfying to navigate around (with the exception of the stupid homing cherries in the Untitled Needle Game room, as I just have no idea whether they will explode or not). That's not even mentioning the different transformation that the Kid gets in the game, which can improve your movement options and enhance your weapons. There are a bunch of enemies in the game that you have to fight, and these powerups really help in dealing with them.
And of course, with a game this big, there's also bosses, which are just as fun as the platforming.
-The first boss is Norton, a nice introduction to what the bosses are gonna be like. The attacks are all simple to read, while still being fun.
-Following him is the "REAL boss", Contrarian Cherry, who is a literal joke boss. Moving on.
-Up next is Princess Nehema, who starts this game's trend of "clusterfuck bosses". It's not that bad at first, but once you enter the second half, you have shit coming from all sides, plus a guy on the left that you have to keep shooting before he corners you. Even in all the chaos, the boss still manages to be a lot of fun.
-The same, however, can not be said for Wlfgrl. This boss follows the same "clusterfuck boss" design as Nehema, but with significantly less effort directed towards the balancing. This becomes especially a problem in the parts where you actually damage the boss, since you have to deal with aimed eyeballs flying at you, on top of a bunch of other stuff, all in a really cramped room.
-Queen is a nice refresher after that. She's a rather unique boss, with more emphasis on spawning attacks relative to the player's position. Some of these can be a little unfair at first glance, but once you learn to stay on your toes more, you won't have as rough of a time.
-But we're not done yet though! After that, there's a phase 2, against the Queen fused with a giant Core. This one differs from the first one, going back to the design philosophy of the other bosses. The room is also much bigger than the other bosses, so you have plenty of space to dodge everything, and the attacks are all telegraphed well, so nothing is ever unfair.
-From this point onwards, all the bosses in the game are based on previous content from the game, starting with Contrarian Cherry teaming up with Wlfgrl. This is surprisingly not as bad as you would expect, as Wlfgrl doesn't do much of the attacks, and Contrarian Cherry takes center stage here. Or, rather, his "badass Original Characters" do instead. You fight against 3 separate bosses one at a time, each with their own attack. I don't really like how slow-paced it gets sometimes, but other than that, it's a good boss.
-And then Nehema comes back again, this time fused with the same Core that Queen fused with earlier. This fight uses enemies and attacks from both of those fights, while keeping in mind how these attacks impact the fight relative to each other. My favorite example of this is the attack with the chasing enemies paired with the waves on the ground.
-Finally, there's the final boss, Mind. You end the game by fighting a mirror image of yourself, featuring all 4 forms you can take in this game. It's a pretty long fight, so I'm happy to say that almost all of the fight is well-designed. The attacks are based on the abilities you were given while you had control over these forms, putting you on the recieving end of them this time. The only problem I had was the eyeball attack in phase 1, since it seems too confusing to figure out how to dodge it, but other than that, a nice sendoff to a nice game.
Oh yeah, this game also has a story. It's a rather complicated story, with elements of it strewn throughout the game. This unfortunately meant I wasn't able to understand much of what was happening, other than the whole game being a trans allegory. But hey, if you like games with stories, this is definitely something you would like. Other reviewers have already weighed in their takes on what the story could represent, so if you want somewhat of an idea of what it could mean, then go check them out.
And that just about covers it! A really fun game from top to bottom, despite a few rough spots here and there. Definitely recommended if the engine doesn't deter you.
[2] Likes
I Wanna Escape Into My Mind is an adventure game made for the 2023 Fangame Marathon. The game is heavily based on games like Burnmind or I Want, and describes itself with the themes of "change, identity and figuring out who you are".
First of all, the main thing you'll notice right away: the engine. Since the game is made on Unity, the usual engine options are entirely incompatible, meaning Jane had to rebuild the physics from scratch. Unfortunately, it's not the best recreation in the world. The jump heights are different than the original, the collision order is just wrong sometimes, right shift key is entirely disabled, the list goes on. Because of this, the game just feels very different to play than other fangames. Luckily, Jane at least knew how to design around this engine so the game felt natural to play in this engine, rather than hindered by it. Still, it can really be felt, so if you don't like dealing with irregular physics, this game won't be enjoyable for you.
With that established, how is the game itself? Well, it's a lot of fun. The game throws a lot of gimmicks your way, starting with normal gimmicks like moving killer walls, ending with more insane stuff like an enemy chasing you to destroy blocks around you, or eyeballs that shoot giant hands at you. The game uses these gimmicks extremely well, and not a single one of them felt unsatisfying to navigate around (with the exception of the stupid homing cherries in the Untitled Needle Game room, as I just have no idea whether they will explode or not). That's not even mentioning the different transformation that the Kid gets in the game, which can improve your movement options and enhance your weapons. There are a bunch of enemies in the game that you have to fight, and these powerups really help in dealing with them.
And of course, with a game this big, there's also bosses, which are just as fun as the platforming.
-The first boss is Norton, a nice introduction to what the bosses are gonna be like. The attacks are all simple to read, while still being fun.
-Following him is the "REAL boss", Contrarian Cherry, who is a literal joke boss. Moving on.
-Up next is Princess Nehema, who starts this game's trend of "clusterfuck bosses". It's not that bad at first, but once you enter the second half, you have shit coming from all sides, plus a guy on the left that you have to keep shooting before he corners you. Even in all the chaos, the boss still manages to be a lot of fun.
-The same, however, can not be said for Wlfgrl. This boss follows the same "clusterfuck boss" design as Nehema, but with significantly less effort directed towards the balancing. This becomes especially a problem in the parts where you actually damage the boss, since you have to deal with aimed eyeballs flying at you, on top of a bunch of other stuff, all in a really cramped room.
-Queen is a nice refresher after that. She's a rather unique boss, with more emphasis on spawning attacks relative to the player's position. Some of these can be a little unfair at first glance, but once you learn to stay on your toes more, you won't have as rough of a time.
-But we're not done yet though! After that, there's a phase 2, against the Queen fused with a giant Core. This one differs from the first one, going back to the design philosophy of the other bosses. The room is also much bigger than the other bosses, so you have plenty of space to dodge everything, and the attacks are all telegraphed well, so nothing is ever unfair.
-From this point onwards, all the bosses in the game are based on previous content from the game, starting with Contrarian Cherry teaming up with Wlfgrl. This is surprisingly not as bad as you would expect, as Wlfgrl doesn't do much of the attacks, and Contrarian Cherry takes center stage here. Or, rather, his "badass Original Characters" do instead. You fight against 3 separate bosses one at a time, each with their own attack. I don't really like how slow-paced it gets sometimes, but other than that, it's a good boss.
-And then Nehema comes back again, this time fused with the same Core that Queen fused with earlier. This fight uses enemies and attacks from both of those fights, while keeping in mind how these attacks impact the fight relative to each other. My favorite example of this is the attack with the chasing enemies paired with the waves on the ground.
-Finally, there's the final boss, Mind. You end the game by fighting a mirror image of yourself, featuring all 4 forms you can take in this game. It's a pretty long fight, so I'm happy to say that almost all of the fight is well-designed. The attacks are based on the abilities you were given while you had control over these forms, putting you on the recieving end of them this time. The only problem I had was the eyeball attack in phase 1, since it seems too confusing to figure out how to dodge it, but other than that, a nice sendoff to a nice game.
Oh yeah, this game also has a story. It's a rather complicated story, with elements of it strewn throughout the game. This unfortunately meant I wasn't able to understand much of what was happening, other than the whole game being a trans allegory. But hey, if you like games with stories, this is definitely something you would like. Other reviewers have already weighed in their takes on what the story could represent, so if you want somewhat of an idea of what it could mean, then go check them out.
And that just about covers it! A really fun game from top to bottom, despite a few rough spots here and there. Definitely recommended if the engine doesn't deter you.
Rating: 8.0 80
Difficulty: 50 50
Sep 4, 2024
NightShark115
For: I Wanna Eat The Macaron
For: I Wanna Eat The Macaron
This is my latest attempt at making an avoidance, featuring the song "MACARON" by ATOLS.
I hope you enjoy.
I hope you enjoy.
Tagged as: Avoidance
[1] Like
Rating: N/A
Difficulty: N/A
Aug 10, 2024
NightShark115
For: Best bye to 2016
For: Best bye to 2016
Rating based on Medium mode.
Some needle made by Koyuyu, followed by an avoidance by Nihil.
The needle is alright for the most part, but it doesn't have much to make it very interesting. The main thing working in its favor is the pathing through the screens, but the jumps you encounter along the way aren't really interesting. I will admit that it does get better as the game goes on, but that also coincides with a larger amount of balance issues and fulljumps, so if you have problems with those, then you won't have a fun time with this game. At least the Infinity Trials reference was fun, even if very short-lived.
Then the avoidance happens, with the song "Bad Apple!!" coupled with a Touhou piano medley. It's definitely more interesting than the needle, but the problem is the amount of insta-gibs in the fight. Luckily, it mostly stops being a problem after the first chorus, so you don't need to worry about that after that point.
Overall, this game doesn't have much going for it, nor much going against it either. This makes it incredibly difficult to rate correctly, but the thing that pushed this rating over the edge toward a 4 was—you guessed it—Nikaple engine. Even besides the obvious input lag, I was really frustrated trying to get the game to record properly without inconveniently slowing down.
I realize I might just be acting very harsh with this rating, but maybe it's just because this style of needle isn't for me. If this style entertains you more, then you'll like it more than I did, but yeah, I didn't really get much out of this game.
[0] Likes
Some needle made by Koyuyu, followed by an avoidance by Nihil.
The needle is alright for the most part, but it doesn't have much to make it very interesting. The main thing working in its favor is the pathing through the screens, but the jumps you encounter along the way aren't really interesting. I will admit that it does get better as the game goes on, but that also coincides with a larger amount of balance issues and fulljumps, so if you have problems with those, then you won't have a fun time with this game. At least the Infinity Trials reference was fun, even if very short-lived.
Then the avoidance happens, with the song "Bad Apple!!" coupled with a Touhou piano medley. It's definitely more interesting than the needle, but the problem is the amount of insta-gibs in the fight. Luckily, it mostly stops being a problem after the first chorus, so you don't need to worry about that after that point.
Overall, this game doesn't have much going for it, nor much going against it either. This makes it incredibly difficult to rate correctly, but the thing that pushed this rating over the edge toward a 4 was—you guessed it—Nikaple engine. Even besides the obvious input lag, I was really frustrated trying to get the game to record properly without inconveniently slowing down.
I realize I might just be acting very harsh with this rating, but maybe it's just because this style of needle isn't for me. If this style entertains you more, then you'll like it more than I did, but yeah, I didn't really get much out of this game.
Rating: 4.0 40
Difficulty: 50 50
Jul 8, 2024
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