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sonicdv
For: RNG Dungeon
For: RNG Dungeon
First thing is first, I'm absolutely NOT the traditional audience for this game. Feel free to discount this long winded review if you want to just from that information. Despite this, I still feel like I really enjoyed this game, a few rough segments notwithstanding and I felt like trying to explore the things that personally worked for me and the things that did not. Take this review as the ramblings of a shitty, salty player that sucks at avoidance, but still managed to complete the game regardless.
If you want a short summary, I totally recommend people try this game even if they might not fit fully into the audience. The game is a lot easier than the difficulty rating implies except for a few choice bosses and the final boss. I'd say it's around a 60-70 difficulty game if you ignore the final boss, and you can have a great time playing 90% of the game up to the final boss and calling it quits, even if some of the content doesn't fully agree with you.
Firstly, I loved pretty much all the platforming in this game. I always thought I didn't like gimmicky modern fangames, but I think I was wrong if this is anything to go by. One of my favorite elements of this game is how a lot of the platforming itself isn't super hard by fangame standards, and especially by the game's difficulty. I believe that gimmick platforming kind of disguises how difficult it is, most of the challenge is in learning how the gimmick works, but once you have that down, you can pull off the actual platforming somewhat easily. This feels really great as you go through mastery where you feel like you're continually getting better and better at the game, instead of having one random jump in the middle that is way too hard which feels like luck to get past. The gimmicks themselves were really funny and varied, and every single room felt unique. Nothing felt like filler.
I also believe that the bosses at the end of stages have a great balance of being somewhat challenging, but also short so that you don't feel like they're huge difficulty walls. The bosses in this game have some of the most intense rng reading I've ever done as a very shitty avoidance player, but I never felt inclined to give up even when a boss completely outclasses me, because the fights are rarely longer than 50 seconds maximum. This kept the avoidances interesting throughout and stopped me from feeling discouraged even when I got screwed over by rng
The cracks in the games foundation are mostly in some of the attack balancing. I know the game is called "RNG Dungeon" but I don't think the game intended to have such variance between attacks in a lot of cases. The MHC inspired boss was pretty awful, both because the "song" sucked and wasn't pleasant to listen to, and it took the hardest segment from a 90 difficulty avoidance and had you play it over and over while learning a second learny avoidance right afterwards. I do not believe this fight fit with the rest of the bosses. Additionally, I hate carnival's most famous bosses, and they show their ugly faces around in this game as well as minibosses. They're not all that funny, kind of grindy and annoying, and are just time waster bosses that prey on your boredom, same as the original versions. Both carnival bosses took me astronomically longer than the proper bosses they guarded, which to me suggests they needed to be nerfed or replaced with fun gimmick platforming, maybe inspired by each carnival boss instead.
I also think the final bosses are somewhat poorly balanced. I found the needle wall hard to dodge, but will admit that I misunderstood how that attack was meant to be dodged, so therefore I will not hold that attack against the first phase. Some other attacks, such as the star attack with curving bullets while you stand on a 3 block ledge, the 360 spike attack while the cherries chase you across the screen, and the 360 spike barrage, felt like they were up to complete chance whether I finished them or not, and since the boss is 6 minutes long, it does a disservice to the fight's attempts to challenge your consistency. Preferably, all attacks would be balanced around being able to be dodged consistently, but I found that a good 25% of my deaths were caused by rng out of my hands, discounting the spike wall attack which killed me a lot more. The second phase of the fight, while interesting, is exhausting to play for long periods because of eye strain and visual effects, and is incredibly learny, mixed with a few attacks that either require 99 difficulty reading or outright luck to get past.
The final boss didn't entirely click with me, but I easily loved most of the game, and I believe this is a great foundational game. I'd love to see more from the developers that made this game. I might suggest adding in either an optional health mode or an easier difficulty in future releases though. I think the biggest issue with hard meme games is that the jokes they're based on do not hold up after you grind for over an hour. At some point you get tired of seeing the same joke and get incredibly mad at the fight for not letting you see the next cool bit of content. Having the ability to make the fights easier, or even to just warp back to the hub and try a different section, would have been a great addition to the game for players who will not finish the entire game. As it is, the game is awesome and is surprisingly underplayed, probably because of fears that the game will be too hard. I'd encourage people playing this who don't mind some struggle to try the game out for themselves, and make up their minds on it, as I believe they will be able to enjoy most of the content.
[2] Likes
If you want a short summary, I totally recommend people try this game even if they might not fit fully into the audience. The game is a lot easier than the difficulty rating implies except for a few choice bosses and the final boss. I'd say it's around a 60-70 difficulty game if you ignore the final boss, and you can have a great time playing 90% of the game up to the final boss and calling it quits, even if some of the content doesn't fully agree with you.
Firstly, I loved pretty much all the platforming in this game. I always thought I didn't like gimmicky modern fangames, but I think I was wrong if this is anything to go by. One of my favorite elements of this game is how a lot of the platforming itself isn't super hard by fangame standards, and especially by the game's difficulty. I believe that gimmick platforming kind of disguises how difficult it is, most of the challenge is in learning how the gimmick works, but once you have that down, you can pull off the actual platforming somewhat easily. This feels really great as you go through mastery where you feel like you're continually getting better and better at the game, instead of having one random jump in the middle that is way too hard which feels like luck to get past. The gimmicks themselves were really funny and varied, and every single room felt unique. Nothing felt like filler.
I also believe that the bosses at the end of stages have a great balance of being somewhat challenging, but also short so that you don't feel like they're huge difficulty walls. The bosses in this game have some of the most intense rng reading I've ever done as a very shitty avoidance player, but I never felt inclined to give up even when a boss completely outclasses me, because the fights are rarely longer than 50 seconds maximum. This kept the avoidances interesting throughout and stopped me from feeling discouraged even when I got screwed over by rng
The cracks in the games foundation are mostly in some of the attack balancing. I know the game is called "RNG Dungeon" but I don't think the game intended to have such variance between attacks in a lot of cases. The MHC inspired boss was pretty awful, both because the "song" sucked and wasn't pleasant to listen to, and it took the hardest segment from a 90 difficulty avoidance and had you play it over and over while learning a second learny avoidance right afterwards. I do not believe this fight fit with the rest of the bosses. Additionally, I hate carnival's most famous bosses, and they show their ugly faces around in this game as well as minibosses. They're not all that funny, kind of grindy and annoying, and are just time waster bosses that prey on your boredom, same as the original versions. Both carnival bosses took me astronomically longer than the proper bosses they guarded, which to me suggests they needed to be nerfed or replaced with fun gimmick platforming, maybe inspired by each carnival boss instead.
I also think the final bosses are somewhat poorly balanced. I found the needle wall hard to dodge, but will admit that I misunderstood how that attack was meant to be dodged, so therefore I will not hold that attack against the first phase. Some other attacks, such as the star attack with curving bullets while you stand on a 3 block ledge, the 360 spike attack while the cherries chase you across the screen, and the 360 spike barrage, felt like they were up to complete chance whether I finished them or not, and since the boss is 6 minutes long, it does a disservice to the fight's attempts to challenge your consistency. Preferably, all attacks would be balanced around being able to be dodged consistently, but I found that a good 25% of my deaths were caused by rng out of my hands, discounting the spike wall attack which killed me a lot more. The second phase of the fight, while interesting, is exhausting to play for long periods because of eye strain and visual effects, and is incredibly learny, mixed with a few attacks that either require 99 difficulty reading or outright luck to get past.
The final boss didn't entirely click with me, but I easily loved most of the game, and I believe this is a great foundational game. I'd love to see more from the developers that made this game. I might suggest adding in either an optional health mode or an easier difficulty in future releases though. I think the biggest issue with hard meme games is that the jokes they're based on do not hold up after you grind for over an hour. At some point you get tired of seeing the same joke and get incredibly mad at the fight for not letting you see the next cool bit of content. Having the ability to make the fights easier, or even to just warp back to the hub and try a different section, would have been a great addition to the game for players who will not finish the entire game. As it is, the game is awesome and is surprisingly underplayed, probably because of fears that the game will be too hard. I'd encourage people playing this who don't mind some struggle to try the game out for themselves, and make up their minds on it, as I believe they will be able to enjoy most of the content.
Rating: 8.0 80
Difficulty: 85 85
Jun 14, 2024
sonicdv
For: I wanna be the Orbit
For: I wanna be the Orbit
Very fun game overall, but tsutashin being legally allowed to continue making avoidances after this and permanence 2 is a crime against humanity
[1] Like
Rating: 7.0 70
Difficulty: 75 75
May 23, 2024
sonicdv
For: I Wanna Destroy the Maelstrom
For: I Wanna Destroy the Maelstrom
Amazing needleventure game in the pre CN3 style. I love the ways that screens and pathing are used in this game. You'll find yourself navigating each screen every which way possible to get through, stimulating your brain while also being fun to navigate.
The boss fights are also a great change of pace, many with interesting gimmicks or fun setpieces. Unfortunately, the combination of hard platforming and hard bosses may end up acting as a filter for many who wish to play the game.
I believe this game is way harder than the average suggests on delicious fruit, by the end of stage 5 you'll really start clenching as you try to navigate super precise jumps and beat bosses and avoidances that you will believe are nearly impossible. I found the game to easily fit a mid 70s difficulty by stage 6. I do wish the game was a little bit easier, I think it starts at around a high 40-low 50 level, and the jump in difficulty is way too large for most players to adapt to in the process of playing the game. I also think some levels could have done with cutting screens, occasionally the game feels like it drags slightly, while every single screen feels like time was put into it and never feels like a waste or filler, too much of a good thing can still dilute a product.
All that being said, I think this is a nearly perfect fangame and is about as close to a 10/10 as I can see any hobbyist work coming to. I can easily see myself replaying this in the years to come. I believe this game is underplayed and deserves love from any advanced fangame players that are want to play a highly polished needleventure that, while less gimmicky than cn3 style games, still delivers neat tricks and fun fundamental design.
[1] Like
The boss fights are also a great change of pace, many with interesting gimmicks or fun setpieces. Unfortunately, the combination of hard platforming and hard bosses may end up acting as a filter for many who wish to play the game.
I believe this game is way harder than the average suggests on delicious fruit, by the end of stage 5 you'll really start clenching as you try to navigate super precise jumps and beat bosses and avoidances that you will believe are nearly impossible. I found the game to easily fit a mid 70s difficulty by stage 6. I do wish the game was a little bit easier, I think it starts at around a high 40-low 50 level, and the jump in difficulty is way too large for most players to adapt to in the process of playing the game. I also think some levels could have done with cutting screens, occasionally the game feels like it drags slightly, while every single screen feels like time was put into it and never feels like a waste or filler, too much of a good thing can still dilute a product.
All that being said, I think this is a nearly perfect fangame and is about as close to a 10/10 as I can see any hobbyist work coming to. I can easily see myself replaying this in the years to come. I believe this game is underplayed and deserves love from any advanced fangame players that are want to play a highly polished needleventure that, while less gimmicky than cn3 style games, still delivers neat tricks and fun fundamental design.
Rating: 10.0 100
Difficulty: 75 75
Apr 26, 2024
sonicdv
For: I wanna be the Galaxy
For: I wanna be the Galaxy
One of my favorite fangames as long as its not an underwater level. Can't believe this fangame is from the early 2010s.
[2] Likes
Rating: 9.0 90
Difficulty: 60 60
Apr 18, 2024
sonicdv
For: I wanna be soupreme
For: I wanna be soupreme
Very neat adventure fangame, but a lot harder than everybody is saying. The difficulty doesn't take away from the enjoyment though, and I loved playing through it.
[0] Likes
Rating: 8.5 85
Difficulty: 55 55
May 24, 2020
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