I Wanna Have Some Rest Remake

Creator: Shinobu

Average Rating
7.8 / 10
Average Difficulty
72.3 / 100
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Needle (3) Avoidance (1) Boss (2)


  • by Wolfiexe
  • by Wolfiexe
  • by Wolfiexe

Creator's Comments:

Shinobu [Creator]
Mainly focused on bosses and I think it worked out pretty well. Also failed difficulty curve on Stage 3. Rest was okay.

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[1] Like
Rating: N/A       Difficulty: N/A
Mar 3, 2018

8 Reviews:

Rating doesn't include extra.
Nice fangame consisting of four linear stages of needle platforming, each of which leads to a boss, and then an extra stage at the end, also with a boss at the end of it. The first two stages, I'm not really a fan of. Their platforming is simplistic and relaxing, built in a way that doesn't make it free, but most likely won't get you stuck anywhere either. Progress is smooth and constant, and advancing doesn't demand a lot from the player. The bosses, on the other hand, are challenging and relatively lengthy, with plenty of unusual attacks that force the player to learn and adapt to them (Not necessarily demanding a lot of deaths, but at least plenty of focus). It's a nice style I don't see a lot of, specially in earlier areas of a fangame, so I liked the novelty, but it really didn't fit with the mood the calm, undemanding platforming set for. After experiencing the same feeling twice by the end of the second stage, I was feeling like the game should've left out either, the bosses or the platforming. Not because either of them was bad, but because they didn't mix well.
Well, I'm glad stage 3 proved me wrong. It might sound weird, since it was such a big difficulty spike, but to me it felt like the fault in the difficulty balance lied in the previous two stages, not in stage 3. Anyway, that's where I started truly enjoying the game. I loved the stage it was based on, from I wanna Make the Novelty (At least it looks a lot like that stage), and I loved this stage just as much. The mechanic of warping between the sides of the screen is so simple, yet it feels so much better than plain needle, and constantly climbing feels so satisfying, it's amazing. However, as the difficulty increased, so did my awareness of each stage's length. By the end of the first screen, I was pretty sure the stage was over, but I wasn't even halfway in. By the time I got to the sunset area, I was already tired of climbing without any idea of how far I was from the boss, and seeing the visual change only made me sure that I was still pretty far (Even though I wasn't). Feeling of progression is an important part of a lengthy game, or section of a game. Do it wrong, and your stage will look more like a punishment than it's intended to. Anyway, by the time I got to the boss, I was way more pumped than I was in the previous two stages. It's the effect of a tough platforming section, where beating a save actually feels rewarding. I was actually ready for a hard boss this time, and I'm glad I was, because the third boss is hard as hell. Plenty of tricky patterns (Oddly enough, I struggled the most with the last attack), and then it pulls off a Best Guy move, forcing you to play it all over again. Since it's pretty much completely pattern, I didn't really mind.
And stage 4 is just the best thing ever. It's build around the classic death blocks, but it's designed in a way that makes the death blocks feel amazingly natural. The colors are really well chosen too, you can easily tell the death blocks apart from the normal blocks, but both still feel like they belong to that environment the same. And finally, the gameplay is super fun too, with plenty of creative jumps you don't see a lot of (Mainly thanks to its unique design). It's noticeably shorter than stage 3, and while the last save isn't particularly difficulty, it does give a nice "last save" vibe just because of the way it looks.
Then you get to the last boss and the first non-cherry boss, Kirby. Just like you'd expect given the previous bosses, it's a really tough and learn-heavy fight. You struggle to learn a way of beating an attack that seems hopeless to dodge, only to get hit with yet another attack that's crazy tricky to learn. I hated it at first, but as I started learning the weirder patterns I started to enjoy it more and more and by the end of the fight I really liked it (Or at least the first three attacks, anyway). Side note: You can do the second attack on the right side, then switch to the left during the beginning of the third attack, if you want to.
Then, you can play the extra stage, if you want to. It consists of pure needle with simplistic visuals. A few enjoyable saves, a few saves that weren't so enjoyable, I was starting to get into it and then I got to the second one-save screen, and looked at the last couple of jumps. I'm not sinking my time into that thing. According to the Information file, there are traps later on, and then a difficult avoidance that I most likely wouldn't beat, so now I'm extra glad that I didn't bother.
Anyway, the main game is really fun. The first two stages don't mix well the bosses and the platforming, but it's not like they are bad, and you will spend most of your time on the later two anyway. I'd recommend it.

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Tagged as: Needle
[5] Likes
Rating: 8.0 80       Difficulty: 79 79
May 25, 2018
The needle was great, having death blocks in it was an especially rare sight and the progression was smooth.

I have some issues with bosses tho. First half of them is fine, however boss 3 is a locus nightmare accompanied by the most cruel ending I have ever seen. And final boss looks like scattered face-tier collection of attacks taken from other games (except the first one).

Fine game overall though.

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Tagged as: Needle Boss
[1] Like
Rating: 7.0 70       Difficulty: 70 70
Jul 24, 2023
This is a pretty fun game with a selection of needle stages, each accompanied by a somewhat simplistic boss with pretty unique attacks. The game also has an extra which I did not yet do, so the review is based solely on the main game.

Have Some Rest features four stages of increasing difficulty and all centred around needle with a slight twist, such as the screen-wrapping climb in stage 3 and the kill-block focused design of stage 4. These two examples are particularly fun, whereas I found the platforming in the first couple of stages to be not as interesting, perhaps due to them being way easier then the later parts. The only real gripe I had was a timed part in stage 3, where a multitude of F-jumps felt unpleasant to keep on doing over and over. Otherwise, the platforming is pretty fun throughout.

The bosses usually feature a cherry doing some wacky cherry hijinks. Similarly to the platforming, the difficulty and creativeness get higher as the stages go on, with the last couple being particularly noteworthy. Inspiration is taken from games such as Emperor and Noesis with a couple attacks, and the final boss in particular has a couple of real tricky parts to it (definitely the difficulty peak of the main game). I enjoyed the later bosses moreso, with the exception of a somewhat dick move at the end of one of the bosses.

Definitely a game where the later half makes more of an impact than the first, but a fun one nonetheless.

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Tagged as: Needle Boss
[1] Like
Rating: 7.7 77       Difficulty: 68 68
Mar 21, 2019
the needle part is amazing, but the bosses are a bit terrible and boring.
Take boss 3 for example, I realise that I will definitely die when i get a new phase for the first time when i see the boss's position.
the first phase is not so bad if you can find the pattern.
the 2nd phase is bad. the curve is too precise i think.
the 3rd phase is good and not so hard as well as the 4th phase
but the worst thing is when you get the boss's item you will fall down. it's terrible and get me mad. i died because of this twice.
Sorry I don't have a definition of 'good boss', and I never make a boss, so i said it is 'a bit terrible and boring'.

In general, this game is absolutely fantastic.
Would recommend to experienced players.

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[0] Likes
Rating: 7.5 75       Difficulty: 70 70
Feb 22, 2018
Tagged as: Avoidance
[0] Likes
Rating: N/A       Difficulty: N/A
Jul 1, 2020