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Joined on: Jul 13, 2016

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26 Ratings!
25 Reviews!
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25 Reviews

For: I wanna 3S2N(共同開発)
This is a bit of a weird game, since it contains both very good needle and awful needle. It consists of five needle stages, each made by a different creator. The stages vary wildly in quality and difficulty, so I'll just talk about each briefly.

seiya - Boring, generic needle featuring the default kid sprite against a black background. The last few saves start to do bizarre things like put super Fs at the end of otherwise easy saves. This stage kind of sucks.

セトリン - Extremely high quality needle full of interesting, original jumps. This creator's ability to make engaging jumps and drops, without resorting to tons of frame perfect jump heights or spamming staggered movements, is very impressive. Honestly some of the best needle I've played in a while. If nothing else, I highly recommend checking out this game just to play this stage.

ネプノワス - Easy, chill needle that still manages to be engaging and interesting. Probably a bit too easy to be really satisfying for good players, but it's definitely worth a play.

にゃース - Pretty decent needle. This creator makes efforts to create original jumps and save progressions, but he pulls it off less elegantly then the above two. There's nothing really wrong with this stage - it's perfectly playable, but maybe a bit forgettable.

snow - Kind of a weird, semi-joke stage. Easy and forgettable. Honestly I'm not sure why it's in this game.

Definitely worth the download for セトリン and ネプノワ stages (second and third from the left). にゃース (fourth from the left) is fine if you're just looking for some needle nutrition to keep you going. Skip the other two stages though.

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Tagged as: Needle
[0] Likes
Rating: 7.0 70       Difficulty: 60 60
Oct 14, 2017
For: I wanna Orion
This is not a good game.

The needle design is repetitive and generic. Sure, this might not be endless corridors filled with diagonals, but there's still nothing interesting about the way Orion spams diagonals, nerfed ledge grabs, and F jumps. Later on this changes to spamming corners and quasi-plane jumps, except the designer often gives the player bad align these. Add in a slew of annoying vstring dependent drops - where the game doesn't even bother to give the player a consistent bonk setup for the vstring - and you've got the needle design of this game in a nutshell. Also it keeps going, and going, and going, for many screens, despite so little variation. I guess I should also mention that save placement is mediocre at best.

Unfortunately, that's not where the bad things end. The visual FX in this game are incredibly overdone, to the point where they actively detract from the game experience. Constant screen shake and screen flashing, even screen tilting are present, and assault the player with unpleasant distractions. While I understand the value many players and creators put upon visuals, a balance must be reached wherein the visuals do not distract and/or detract from the player experience. That balance was not found here.

Finally, a game should never disable pressing the R key to reset at any time. Additionally, it should never add in an animatioin delay for every restart. These interrupt the extremely foundational gameplay loop that every experience I Wanna player has drilled into his or her head. I don't care if your custom death and restart animations look nice. I might appreciate those the first couple of times, but I'll be skipping past them as quickly as possible over the rest of my hundreds of deaths in your game.

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[3] Likes
Rating: 4.0 40       Difficulty: 50 50
Oct 8, 2017
For: I wanna descend the 69
Really long needle game with tons of variety in save style and jump design. While there are a few odd design choices here and there, for the most part this game is excellent and really fun. The final stage in particular is super good. One minor issue is that there are no floor numbers and that the difficulty level is fairly static. These elements combine to give the game a very muddled sense of progression - it's pretty easy to feel "lost" after a while, with no real idea how many screens you've played or how many there are left. On the other hand, the static difficulty level means that the game doesn't waste your time with easy floors early on. Every screen is designed to present a meaningful challenge for an experienced needle player.

Despite this game being so long (70 screens!) I've actually played through it twice. That should give you a good idea of how high quality it is.

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Tagged as: Needle
[1] Like
Rating: 8.5 85       Difficulty: 75 75
Aug 22, 2017
For: I wanna be the IF
Stonk's Rukito style game is better than the real Rukito games, which is an incredibly accomplishment. Jumps are consistently interesting and challenging without simply being cleverly masked, more precise versions of common jumps. The triggers are placed intelligently and with purpose - when you die to an uncommon kill trigger, you'll probably just laugh and blame yourself for being dumb. Every save is a unique and different experience, which keeps game flow fresh and engaging. Visuals are clear and easily visible (a benefit of Rukito style aesthetics). Save point placement is perfect.

Even the brilliantly junky final boss, as Rukito as can be in presentation, is a fun experience that doesn't overstay its welcome.

Simply put, this is one of the best fangames I've ever played. Only a couple of saves are anything short of fantastic. I can't recommend this game highly enough to experienced players looking for a fun and fresh experience.

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Tagged as: Needle Trigger
[7] Likes
Rating: 10.0 100       Difficulty: 85 85
May 12, 2017
For: I wanna explore the Mountains
A really difficult needle game that's heavily based on vine use. It explores a lot of vine jump and vine pathing approaches that you don't really see in other fangames. Every save is a creative endeavor that really tries to feel different from the one before it. For most of the game, the saves are really fun to figure out and play through. Just be prepared for some hardcore vine shenanigans!

Unfortunately, I don't think this approach always worked. A number of saves suffered from having one really annoying and awkward jump, which is a common problem that results from a creator pushing a jump a little too much in the mission to create something new or interesting. While this kind of thing isn't so bad in some fangames, it's an issue in Explore the Mountains because the saves are all really long. It's no fun to die over and over trying to puzzle out an awkward jump halfway through a really long save.

I need to mention the extremely high quality of the gravity flipping area. It's some of the best flowing, best balanced, and all around most fun to play gravity flipping saves I've seen. I wish the rest of the game worked out quite this well for me, but most of the rest was still pretty fun.

The game looks incredible on a visual level, but I often found the lighting and fog effects to be distracting. Additionally, the spike tips didn't always contrast well with the backgrounds, resulting in me not properly judging spike pixels from time to time. While I understand the appeal of these sorts of visuals, I don't think they're a good match for a game that is as difficult as this. I also found it very difficult to find unactivated save points. On multiple occasions I did not realize a save point existed until I walked over it. I think that save points should stick out like a sore thumb, especially in a game like this that is so dependent on puzzling out the path from screen to screen.

I only go on about these faults because otherwise I think this is a unique and high quality game that ought to be on every experienced fangame player's list. I just wish these issues didn't get in the way of my enjoyment during some portions of the game.

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Tagged as: Needle Gimmick Vine
[3] Likes
Rating: 8.0 80       Difficulty: 80 80
May 3, 2017
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