56 Reviews:
YaBoiMarcAntony
2022 Edit: I shall leave the old review as is, but I must say that in replaying this game, I've come around to it. Overall, the design is, naturally, a bit more awkward and "uncomfortable," but I find it to be an overall satisfying game to play. There may be a larger focus on difficulty rather than fun, but it's not done in a way that I find irritating; instead, the challenge is in and of itself an enjoyable thing thanks to the very well done difficulty curve from beginning to end.
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
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I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
[0] Likes
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
---===---
I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
Rating: 7.0 70
Difficulty: 60 60
Oct 23, 2020
shign
Rating includes extra.
Great 100 floors game. I honestly can't resolve myself to give it more because the first stages are imo very average, but it gradually get better to deliver a very pleasant experience, stage 9 and extra being my favorites. Some of the used gimmicks are still rare in fangames and I really would want to see stage 8 and 9 gimmicks more often.
Would recommend.
[0] Likes
Great 100 floors game. I honestly can't resolve myself to give it more because the first stages are imo very average, but it gradually get better to deliver a very pleasant experience, stage 9 and extra being my favorites. Some of the used gimmicks are still rare in fangames and I really would want to see stage 8 and 9 gimmicks more often.
Would recommend.
Rating: 8.8 88
Difficulty: 60 60
Oct 18, 2019
Cubpletionist
Very fun, really cool gimmick in stage 9.
[0] Likes
Rating: 6.5 65
Difficulty: 60 60
Oct 10, 2019
joseph567
Based on AllClear.
As a game made 5 years ago, the design still shines, particularly the extra.
[0] Likes
As a game made 5 years ago, the design still shines, particularly the extra.
Rating: 8.6 86
Difficulty: 62 62
Jun 16, 2019