I wanna Thank You Thenewgeezer

Creators: Kale, Zero-G

Average Rating
7.9 / 10
Average Difficulty
62.2 / 100
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Tags:

Needle (15) Gimmick (13) Puzzle (2) Trigger (7) cn3 (1) playful (1)

Screenshots

  • by ZeroG
  • by ZeroG
  • by ZeroG
  • by Nogard

Creator's Comments:

ActualKale [Creator]
I made this game so not gonna rate it. Forgot the password for my "Kale" account so can't review it as the maker either. Lately I've felt like talking a bit about the thought process behind some of my games so maybe this will be a series of reviews for a number of my games.

I made this game in collaboration with Zero-G. He tested the game, made some graphics things, helped with music picks and did some quality of life coding. I came up with and designed the rooms.

My inspiration for making a game always arises out of a single idea. That idea is usually not identical to what the final game turns to be, for example every room in CN1 was gonna be the same difficulty, but it's usually enough for me to get motivated and know where to start with something.

In "Thank the Geezer" the idea was to have short saves and to use and build on the gimmicks that I came up with for "Haystack 2" but this time in a much more accessible game. I also wanted to only use the in-engine assets to challenge myself in seeing what I could come up with. These mainly include platforms, water, spinning and bouncing apples, blocks of various sorts and gravity flippers.

The perhaps hardest restraint I put on myself was to never repeat the same concept for two screens. Some of the ideas in this game, such as the sideways platforms, the moving gravity flippers, spinning water, disappearing block puzzle, moving platform jumps and the extended moving sideways platform are interesting and deep enough to build full games around. If the concept of various spike and block configurations with nothing else is good enough to build thousands of games around it, then surely some of these gimmicks could stand being repeated more than once.

Additionally I wanted each screen to look drastically different from all the other ones. The graphics switch up every screen and the room layouts are pretty unusual and distinct as well. Hopefully this added some to the excitement of seeing what each new screen has to offer.

Similar to the production of Haystack 2, the hardest part of making this game was to come up with new implementations of the same old objects we've all seen ad nauseum. The screens themselves are very simplistic in design, I didn't want to make any rooms feel long or complex and I deliberately avoided combining gimmicks (which is another thing that has a lot of potential for future games). The game took around 2 weeks to make which on average means a little over 1 screen/day. I am happy with the result.

Max beat this game in almost no deaths, p sick.

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[14] Likes
Rating: N/A       Difficulty: 58 58
Mar 2, 2017

45 Reviews:

Kilgour22
Rating includes extra.

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[0] Likes
Rating: 4.0 40       Difficulty: 66 66
Aug 1, 2022
Gaborro
A needle mess of creativity and variety, always felt excited to see the next screen.

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[0] Likes
Rating: 9.0 90       Difficulty: 65 65
Jul 18, 2022
PlayerDash2017
the last room sucks

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Tagged as: Needle Gimmick
[0] Likes
Rating: 7.5 75       Difficulty: 65 65
Mar 27, 2022
Xplayerlol
Very interesting needle game. Rather than dividing the game into stages, the author decided to make every screen stand on its own by giving them drastically different visuals, layouts and mechanics (Also switching musics every few screens). The end result is similar to a (good) medley game, where it feels like you're being handed a curated selection of intriguing and creative screens in a silver platter - except in this case those screens don't exist anywhere else.
And I really enjoyed it. Since the screens are so wildly different from each other, there's plenty of variety. The platforming is fairly inventive and keeps you guessing what will come next. Although Kale mostly uses the standard fangame gimmicks, he employs them in interesting ways or gives them twists that kind of make you forget that "hey, I've seen this before". It feels pretty unique.
The difficulty is very accessible, and the difficulty curve is almost a flat line. The mechanics can take a while to get used to, but the game won't be very demanding once you do: There's no super precise jump, and the saves aren't too long. In terms of visuals, there's this one save with visuals straight from "I wanna Challenge the Needle Fight" that made my eyes bleed, but most of the game looks pretty nice. The music choices are nice as well, and the death sound is there, but it's not too loud, so it's not that bad.
It's a pretty good needle of a type that you don't see everyday. Would definitely recommend.

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Tagged as: Needle Gimmick Puzzle Trigger
[0] Likes
Rating: 9.0 90       Difficulty: 55 55
Oct 24, 2021
CanusAntonius
This is one of the most interesting and inspiring pieces made within the Needle genre because it maintains a level of simplicity whilst still being clearly bearing some of Kale's genius creativity. I played this a long time ago when I barely had any skill at all, allowing me to appreciate each screen for quite longer than most would, which in turn made each feel like their own independent journey. I think this aspect can be lost to someone who is capable of beating the game quickly, but to someone who will have to take their time, this game can mean quite a lot. It's very inspiring, and I think people should take notes from what has been done here.

Also, since this game makes up part of Crimson Needle 3 as well, I think it's worth noting Kale has provided commentary on this game on Youtube, I'll link that here: https://www.youtube.com/watch?v=qh3ZsRz9hXI

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[0] Likes
Rating: 8.2 82       Difficulty: 60 60
Oct 1, 2021