20 Reviews:
Kefit
I wish I could like this game more. It's clear that the creator tried very hard to movement and life into this game that you don't usually see in needle-y games. Unfortunately, I think he only succeeded about half the time.
A lot of this game is excellent, particularly in the first half. There are many cleverly placed triggers and carefully designed moving spike/apple sections that require the player to puzzle out the correct approach to a save. Even stuff that made me groan at first, like moving water blocks, were lovingly designed to be interesting rather than frustration. There's a lot of interesting and unusual save design that is a joy to play through.
But this design approach is not always so successful. Many of the triggers are essentially unavoidable, unpredictable kill triggers. Most of these aren't even clever enough to make you kick yourself for not suspecting anything. They're just kind of there to punish the player for no real reason. Adding a "toasty" sound clip or the like doesn't really make these kill triggers funny, memorable, or purposeful. Then there are the myriad of saves where the level design is simply not actually what it looks like at first - blocks will disappear and rearrange themselves as you approach. Many times this had no purpose other than to kill the player the first time around (some saves made clever use of this sort of gimmick to reshape the save multiple times, at least, but this was the exception).
The second problem with this game is that the needle aspect becomes unfun towards the end. Trying to make a jump interesting by adding a couple minispikes, by using weird 8px or 4px spacing, often just ends up making the jump obnoxious. These sorts of things generally don't change the fundamental nature of a jump, they just make it more precise, or harder to decode, or both. While I do enjoy difficult needle, the approach taken here didn't work for me at all. The first half of the game, before the needle started to ramp up, was substantially more enjoyable for me.
I'd love to see this designer make more games like this in the future, I just hope his next work is better balanced. Minimize the kill triggers (they're ok every so often, especially when clever), make sure every trigger is purposeful, and try going for less claustrophobic needle design.
[3] Likes
A lot of this game is excellent, particularly in the first half. There are many cleverly placed triggers and carefully designed moving spike/apple sections that require the player to puzzle out the correct approach to a save. Even stuff that made me groan at first, like moving water blocks, were lovingly designed to be interesting rather than frustration. There's a lot of interesting and unusual save design that is a joy to play through.
But this design approach is not always so successful. Many of the triggers are essentially unavoidable, unpredictable kill triggers. Most of these aren't even clever enough to make you kick yourself for not suspecting anything. They're just kind of there to punish the player for no real reason. Adding a "toasty" sound clip or the like doesn't really make these kill triggers funny, memorable, or purposeful. Then there are the myriad of saves where the level design is simply not actually what it looks like at first - blocks will disappear and rearrange themselves as you approach. Many times this had no purpose other than to kill the player the first time around (some saves made clever use of this sort of gimmick to reshape the save multiple times, at least, but this was the exception).
The second problem with this game is that the needle aspect becomes unfun towards the end. Trying to make a jump interesting by adding a couple minispikes, by using weird 8px or 4px spacing, often just ends up making the jump obnoxious. These sorts of things generally don't change the fundamental nature of a jump, they just make it more precise, or harder to decode, or both. While I do enjoy difficult needle, the approach taken here didn't work for me at all. The first half of the game, before the needle started to ramp up, was substantially more enjoyable for me.
I'd love to see this designer make more games like this in the future, I just hope his next work is better balanced. Minimize the kill triggers (they're ok every so often, especially when clever), make sure every trigger is purposeful, and try going for less claustrophobic needle design.
Rating: 6.5 65
Difficulty: 70 70
Apr 17, 2017
Stinkycheeseone890
hard. good! triggers. moving objects, also. recommend
[2] Likes
Rating: 9.5 95
Difficulty: 72 72
Apr 25, 2020
Chatran
Very good trigger needle game with a big personality and a lot of soul. There's so much in it that's memorable.
[2] Likes
Rating: 8.9 89
Difficulty: 65 65
Mar 27, 2017
Trener
The game seemed easier than the second part, I don't know what it is connected with. In terms of level, the best part of the three, more varied and beautifully executed
[1] Like
Rating: 7.8 78
Difficulty: 62 62
Dec 1, 2021