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546 Reviews!
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546 Games
546 Reviews
Paragus
For: I Wanna Travel the Night
For: I Wanna Travel the Night
Just an all-around great adventure game. A few stages with some light gimmick stuff mixed in, a funny little story complete with hilarious voice-overs, and some bosses. One of these bosses in particular is one of the best bosses I've seen in a while, definitely the highlight of the game. Some people would take a month just to produce a boss like that, this guy gives you that and an entire game, and his draws all of his own art complete with animations.
The game just looks great, plays great, difficulty is right, production is off the charts, and the story presentation is a great touch. This is the sort of work that helps cement Erik as one of communities better game makers in recent years.
[3] Likes
The game just looks great, plays great, difficulty is right, production is off the charts, and the story presentation is a great touch. This is the sort of work that helps cement Erik as one of communities better game makers in recent years.
Rating: 9.3 93
Difficulty: 45 45
Nov 14, 2018
Paragus
For: We Live Under The Stairs
For: We Live Under The Stairs
A fangame that stands alone completely unlike any other in its presentation and gameplay. The emphasis on platforming is gone and instead you have a game that plays like the old point-and-click Sierra style adventure games of old. It is still a fangame in terms of there being some light platforming and the Kid is there, but in every other respect it's a completely different experience from other games.
A strong emphasis on story telling and puzzle solving makes the player traverse a few areas looking for items and interactions with those items to find solutions to progress the story. A horror themed games with some funny interactions snuck in there, the production is very different in a good way.
The only drawback was that due to the style of the game, the world is small which means you will be going back and forth through the same rooms quite often. One or two of these rooms in particular are mildly annoying in that one requires you to use the same item every single time you pass through it, and the other is cycle based which can lead to some waiting.
These are minor gripes and shouldn't detract fangame players of any skill level from trying this one because it is a very different experience and a memorable one at the same time.
[1] Like
A strong emphasis on story telling and puzzle solving makes the player traverse a few areas looking for items and interactions with those items to find solutions to progress the story. A horror themed games with some funny interactions snuck in there, the production is very different in a good way.
The only drawback was that due to the style of the game, the world is small which means you will be going back and forth through the same rooms quite often. One or two of these rooms in particular are mildly annoying in that one requires you to use the same item every single time you pass through it, and the other is cycle based which can lead to some waiting.
These are minor gripes and shouldn't detract fangame players of any skill level from trying this one because it is a very different experience and a memorable one at the same time.
Rating: 9.0 90
Difficulty: 25 25
Nov 14, 2018
Paragus
For: Endless Mirage Demo
For: Endless Mirage Demo
A brief look into what the future of fangames could possibly look and play like someday.
[2] Likes
Rating: 8.5 85
Difficulty: 40 40
Nov 14, 2018
Paragus
For: I wanna play Kiduija
For: I wanna play Kiduija
A great exploration metroidvania style fangame from one of the communities best creators. Much like his first game Overlord, the game features an inventory system that allows players to collect items that have to be used in order to open new paths.
The platforming is solid with some nice gimmicks, all with the highest tier of production, presented at just the right level of difficulty to never drag the gameplay. The bosses are highly-produced, and have a nice variety of attacks that are all reasonable. The game also features a fear mechanic that allows the player extra room for mistakes that really makes the game accessible to players of all skill ranges.
Roughly about an hour in length, it's pretty amazing that a game with this level of production was produced in only a month, a feat that many other makers have yet been able to do in their career to date.
The platforming is solid with some nice gimmicks, all with the highest tier of production, presented at just the right level of difficulty to never drag the gameplay. The bosses are highly-produced, and have a nice variety of attacks that are all reasonable. The game also features a fear mechanic that allows the player extra room for mistakes that really makes the game accessible to players of all skill ranges.
Roughly about an hour in length, it's pretty amazing that a game with this level of production was produced in only a month, a feat that many other makers have yet been able to do in their career to date.
Tagged as: Adventure
[2] Likes
Rating: 9.7 97
Difficulty: 45 45
Nov 14, 2018
Paragus
For: I wanna qoqoqo 300 EasyVer
For: I wanna qoqoqo 300 EasyVer
I've been playing fangames for the better part of 6 or 7 years, and this will go down as one of the great all time needle experiences.
I started playing the non-EZ version and got frustrated during the terrible "no-save" stage and pretty much bailed on the game. I read the reviews here for this version and begrudgingly decided to give it a shot. This is easily the better version of the game. This should be the normal game, and the normal version should be considered hard mode. This version is NOT easy by any means. Personally I found the nature of difficulty in the other version to be terrible. A lot of 16px gaps and other questionable design choices made it more of a chore than anything. The creator is an absolute master of level design, but his method of injecting challenge into the platforming is lacking, and this version remedies most of those issues, but not all.
So just a quick recap, the game is one of those 100 floor needle games, just like the earlier entries into the series. Every 10 floors you get a shift in visuals, gimmicks, and music (all of which is spectacular). The journey to the top is an epic adventure to say the least, stumbling along the way with its "No save" stage and again a bit in the vine stage a little bit.
Each of these stages is capped with a needle labyrinth based around the stages gimmick. The design of these mazes are nothing short of brilliant in most cases. As goes the stages, also goes the game. Upon reaching the upper tier of floors, a brilliantly executed screen wrapping gimmick fills in the last 10 floors where each screen is a maze in on itself.
As if this wouldn't be a great ending, the real game starts at 100 as I probably spent an equal amount of time in the 100+ area as I did in the previous 99 screens. Then cubes show up. This alone could have been a fangame in its own right, and the game keeps chugging along and masterfully gives you the ability to move and spin the stage at any time to remove what could have been a disaster of design.
Even after the cubes, when the game has already delivered more than any needle game ever should, the classic final labyrinth shows up akin to what was at the end of the previous entry in the series. This beautiful monstrocity makes the maze at the end of the last game look like Disney Land in terms of its complexity and challenge. One of the single greatest feats of level design I've ever seen. Maddening in its size and scope, and brutal in its challenge, this is easily one of the most memorable fangame experiences. There's a map in the game files, be ready to use it and mark it up extensively if you want to have any chance at figuring it out.
There is one major flaw for me. Vines. The god damned vines. We saw it a little in the vine stage earlier in the game, but the problem with the vines is almost ruinous to the stage. The maker keeps forcing the player to do these low-frame vine jumps over and over and over and over. They are utter trash and drag the stage down in a big way. None of them are necessary to maintain the integrity of the maze, they are needlessly annoying and quite frequent. Every time the stage starts to flow, things come crashing to a halt because for some reason the creator is fixated on these low-frame vine jumps. Probably half of my time in this stage was wasted on these segments. It's the one thing that keeps this game from getting a perfect score, and I hope the maker and other would-be needle makers pay attention to this as an example of what not to do.
That being said, the game is worth the journey in a way few fangames these days manage to be. But be ready to deal with some pointlessly annoying vine jumps and come close to ruining what should be remembered as one of the greatest fangame needle experiences.
[4] Likes
I started playing the non-EZ version and got frustrated during the terrible "no-save" stage and pretty much bailed on the game. I read the reviews here for this version and begrudgingly decided to give it a shot. This is easily the better version of the game. This should be the normal game, and the normal version should be considered hard mode. This version is NOT easy by any means. Personally I found the nature of difficulty in the other version to be terrible. A lot of 16px gaps and other questionable design choices made it more of a chore than anything. The creator is an absolute master of level design, but his method of injecting challenge into the platforming is lacking, and this version remedies most of those issues, but not all.
So just a quick recap, the game is one of those 100 floor needle games, just like the earlier entries into the series. Every 10 floors you get a shift in visuals, gimmicks, and music (all of which is spectacular). The journey to the top is an epic adventure to say the least, stumbling along the way with its "No save" stage and again a bit in the vine stage a little bit.
Each of these stages is capped with a needle labyrinth based around the stages gimmick. The design of these mazes are nothing short of brilliant in most cases. As goes the stages, also goes the game. Upon reaching the upper tier of floors, a brilliantly executed screen wrapping gimmick fills in the last 10 floors where each screen is a maze in on itself.
As if this wouldn't be a great ending, the real game starts at 100 as I probably spent an equal amount of time in the 100+ area as I did in the previous 99 screens. Then cubes show up. This alone could have been a fangame in its own right, and the game keeps chugging along and masterfully gives you the ability to move and spin the stage at any time to remove what could have been a disaster of design.
Even after the cubes, when the game has already delivered more than any needle game ever should, the classic final labyrinth shows up akin to what was at the end of the previous entry in the series. This beautiful monstrocity makes the maze at the end of the last game look like Disney Land in terms of its complexity and challenge. One of the single greatest feats of level design I've ever seen. Maddening in its size and scope, and brutal in its challenge, this is easily one of the most memorable fangame experiences. There's a map in the game files, be ready to use it and mark it up extensively if you want to have any chance at figuring it out.
There is one major flaw for me. Vines. The god damned vines. We saw it a little in the vine stage earlier in the game, but the problem with the vines is almost ruinous to the stage. The maker keeps forcing the player to do these low-frame vine jumps over and over and over and over. They are utter trash and drag the stage down in a big way. None of them are necessary to maintain the integrity of the maze, they are needlessly annoying and quite frequent. Every time the stage starts to flow, things come crashing to a halt because for some reason the creator is fixated on these low-frame vine jumps. Probably half of my time in this stage was wasted on these segments. It's the one thing that keeps this game from getting a perfect score, and I hope the maker and other would-be needle makers pay attention to this as an example of what not to do.
That being said, the game is worth the journey in a way few fangames these days manage to be. But be ready to deal with some pointlessly annoying vine jumps and come close to ruining what should be remembered as one of the greatest fangame needle experiences.
Rating: 9.0 90
Difficulty: 70 70
Nov 12, 2018
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