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47 Reviews
mushcat
For: I wanna Fangame Collection
For: I wanna Fangame Collection
most screen picks are pure needle but still quite unblanced
[0] Likes
Rating: 6.5 65
Difficulty: 77 77
Aug 27, 2024
mushcat
For: I wanna explore the map
For: I wanna explore the map
I really hope this game is longer
[1] Like
Rating: 9.8 98
Difficulty: 73 73
Aug 20, 2024
mushcat
For: Crimson Needle 2.5
For: Crimson Needle 2.5
Rating based on ending 2. Maybe I’ll update this after clearing ending 3.
1. The main 100 floors
This is the most needle-y part of the game. Vanilla needle has evolved for so many years and many excellent needle makers have emerged, so Kale isn’t as dominative in this field as years before. But that doesn’t mean Kale has fallen behind the era, the main 100 floors are still mostly enjoyable and can be a good representation of modern vanilla needle imo. Needle players will probably enjoy most of this chapter.
My only complaint on this chapter is the 100f. It’s a super long save and some of the jumps are really inconsistent in this context. It does have something to mitigate this problem (the holy mantle) but the problem is still there. Putting fast moving cherries and water in the latter parts of long saves (floor 85~87) is a bit questionable but I personally think it’s designed well so it’s not a problem.
2. Guest stages
There is a guest stage hidden in every 3 floors in the main 100 floors. First of all I think the entrances are mostly designed well. There isn’t any trival wall-hugging entrance. Most of the entrances requires you to observe or think carefully, and hints are sprinkled everywhere. It might be too hard for someone to collect them all without any help, but I think it’s originally designed for community collaboration. It’s really fun to watch the community working together looking for these entrances, tho I personally isn’t into this but I can see many people enjoying it.
Despite the high quality of the entrances, the guest stages themselves are a very huge mixbag that fluctuate heavily both in terms of quality and difficulty. tbf I think it’s completely normal for them to be unbalanced in difficulty. There are just too many makers so it’s impossible to balance the stages. However, this game doesn’t allow you to flee from any area after the first save. So if you accidentally entered a secret that’s initially easy but gradually grow beyond your skill level (and maybe last an eternity), then you are trapped there and deprived of the opportunity to try other secret areas. This makes the unbalanced difficulties a problem.
So, I STRONGLY RECOMMEND THAT if you don’t plan to clear all secrets, you should make a save file backup or watch the spoilers on difficulty before entering any secret.
I’m too lazy to write a detailed review on every single secret, but I’ll list the difficult (not necessarily bad) areas and their genres here in case it’s needed (might be inaccurate because I rated them by myself):
75~80 areas:
f3(gimmick/rng), f36(adventure/sudoku?), f51(needle/trigger), f55(gimmick/path-finding), f60(adventure), f77(gimmick), f86(needle), f89(needle)
80+ areas:
f39(adventure), f68(gimmick), f74(gimmick/path-finding)
On the quality side, I PERSONALLY dislike brainless learny things where it forces you to die a lot to learn something instead of figuring out the solution with brain. Unfortunately, such designs are very commonly seen in many secret areas. Some areas are so confusing that you can’t even know your strat is wrong before a long grind. It’s so frustrating to know that you’ve wasted so much time into a wrong strat, especially when this is evitable if the area could have been designed better just with a minor change. Also, in some areas you may have no idea what you are supposed to do because there are many possible paths with almost no meaningful guides.
I don’t mean to represent everyone’s taste. But if you agree that these designs are bad, then you may find about 1/4 time of your grind is unenjoyable especially if your skill isn’t high enough, because areas with such designs tend to be more difficult and last longer.
Now let’s look at the good sides. Some of the makers really did a great job and made something wonderful, or even good enough to be scored high as a standalone fangame. I’ll list the excellent areas and their genres here (still rated by myself):
My favourite areas:
f8(special), f11(needle), f24(adventure/rpg?), f41(gimmick), f70(needle), f99(special/gimmick)
Another excellent areas:
f3(gimmick/rng), f14(gimmick), f30(gimmick), f32(gimmick), f61(needle), f92(gimmick/visual challenge?)
[2] Likes
1. The main 100 floors
This is the most needle-y part of the game. Vanilla needle has evolved for so many years and many excellent needle makers have emerged, so Kale isn’t as dominative in this field as years before. But that doesn’t mean Kale has fallen behind the era, the main 100 floors are still mostly enjoyable and can be a good representation of modern vanilla needle imo. Needle players will probably enjoy most of this chapter.
My only complaint on this chapter is the 100f. It’s a super long save and some of the jumps are really inconsistent in this context. It does have something to mitigate this problem (the holy mantle) but the problem is still there. Putting fast moving cherries and water in the latter parts of long saves (floor 85~87) is a bit questionable but I personally think it’s designed well so it’s not a problem.
2. Guest stages
There is a guest stage hidden in every 3 floors in the main 100 floors. First of all I think the entrances are mostly designed well. There isn’t any trival wall-hugging entrance. Most of the entrances requires you to observe or think carefully, and hints are sprinkled everywhere. It might be too hard for someone to collect them all without any help, but I think it’s originally designed for community collaboration. It’s really fun to watch the community working together looking for these entrances, tho I personally isn’t into this but I can see many people enjoying it.
Despite the high quality of the entrances, the guest stages themselves are a very huge mixbag that fluctuate heavily both in terms of quality and difficulty. tbf I think it’s completely normal for them to be unbalanced in difficulty. There are just too many makers so it’s impossible to balance the stages. However, this game doesn’t allow you to flee from any area after the first save. So if you accidentally entered a secret that’s initially easy but gradually grow beyond your skill level (and maybe last an eternity), then you are trapped there and deprived of the opportunity to try other secret areas. This makes the unbalanced difficulties a problem.
So, I STRONGLY RECOMMEND THAT if you don’t plan to clear all secrets, you should make a save file backup or watch the spoilers on difficulty before entering any secret.
I’m too lazy to write a detailed review on every single secret, but I’ll list the difficult (not necessarily bad) areas and their genres here in case it’s needed (might be inaccurate because I rated them by myself):
75~80 areas:
f3(gimmick/rng), f36(adventure/sudoku?), f51(needle/trigger), f55(gimmick/path-finding), f60(adventure), f77(gimmick), f86(needle), f89(needle)
80+ areas:
f39(adventure), f68(gimmick), f74(gimmick/path-finding)
On the quality side, I PERSONALLY dislike brainless learny things where it forces you to die a lot to learn something instead of figuring out the solution with brain. Unfortunately, such designs are very commonly seen in many secret areas. Some areas are so confusing that you can’t even know your strat is wrong before a long grind. It’s so frustrating to know that you’ve wasted so much time into a wrong strat, especially when this is evitable if the area could have been designed better just with a minor change. Also, in some areas you may have no idea what you are supposed to do because there are many possible paths with almost no meaningful guides.
I don’t mean to represent everyone’s taste. But if you agree that these designs are bad, then you may find about 1/4 time of your grind is unenjoyable especially if your skill isn’t high enough, because areas with such designs tend to be more difficult and last longer.
Now let’s look at the good sides. Some of the makers really did a great job and made something wonderful, or even good enough to be scored high as a standalone fangame. I’ll list the excellent areas and their genres here (still rated by myself):
My favourite areas:
f8(special), f11(needle), f24(adventure/rpg?), f41(gimmick), f70(needle), f99(special/gimmick)
Another excellent areas:
f3(gimmick/rng), f14(gimmick), f30(gimmick), f32(gimmick), f61(needle), f92(gimmick/visual challenge?)
Rating: 8.2 82
Difficulty: 86 86
Aug 8, 2024
mushcat
For: I wanna melt the snow
For: I wanna melt the snow
interesting pattern but bs rng
[0] Likes
Rating: 6.5 65
Difficulty: 96 96
Jul 19, 2024
mushcat
For: A Sky Blue Denouement
For: A Sky Blue Denouement
The last save is terrible. It's visually awful and the music sometimes dies. There's also a bug in the middle which can randomly kill you.
The rest parts of this game are decent.
[1] Like
The rest parts of this game are decent.
Rating: 7.0 70
Difficulty: 90 90
Jul 15, 2024
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