Creator's Comments:
7 Reviews:
kurath
Based on v1.001
This is a two stage primarily needle game. Its got some pretty nice production value and some good ideas, but a lot of weak execution.
The left stage contains an interesting gimmick that works well, but felt underutilized. A lot of really repetitive actions with it and a lot of unachieved potential, but still pretty cool. It also has a weird segue into a mostly one-jump per room needle section that felt wildly out of place.
The right stage is a primarily needle area that is mostly pretty good with some interesting level design (wish those two concepts between the stages had been combined) but kind of bland. It occasionally mixes it up, but it ends up being pretty hit or miss since sometimes it throws an interesting section with some classic gimmicks or moving objects, but other times it might be visually difficult to see and unexpected, or one instance of a really tedious trap that didn't feel like it added anything.
Both stages contain a short mini-boss avoidance, these are reasonably interesting without too much to say. The left stage mixes in the gimmick which is neat.
Finally it ends in a pretty long barrage avoidance. The avoidance has some interesting ideas and grants a pretty substantial amount of hp so its reasonably fair except for a few parts that kind of bring it down. One early attack is barely visible, and there's two transitions that instagib you regardless of hp that really hurt the flow, though atleast they're pretty early on so its not that tragic.
Overall its pretty decent, there's a lot of good production and a solid foundation but it felt like it just needed some refinement. I'd recommend it if you don't mind a bit of a bumpy ride and want to do a long hp avoidance. Seems like the maker is still patching the game though, so that refinement may very well come.
[1] Like
This is a two stage primarily needle game. Its got some pretty nice production value and some good ideas, but a lot of weak execution.
The left stage contains an interesting gimmick that works well, but felt underutilized. A lot of really repetitive actions with it and a lot of unachieved potential, but still pretty cool. It also has a weird segue into a mostly one-jump per room needle section that felt wildly out of place.
The right stage is a primarily needle area that is mostly pretty good with some interesting level design (wish those two concepts between the stages had been combined) but kind of bland. It occasionally mixes it up, but it ends up being pretty hit or miss since sometimes it throws an interesting section with some classic gimmicks or moving objects, but other times it might be visually difficult to see and unexpected, or one instance of a really tedious trap that didn't feel like it added anything.
Both stages contain a short mini-boss avoidance, these are reasonably interesting without too much to say. The left stage mixes in the gimmick which is neat.
Finally it ends in a pretty long barrage avoidance. The avoidance has some interesting ideas and grants a pretty substantial amount of hp so its reasonably fair except for a few parts that kind of bring it down. One early attack is barely visible, and there's two transitions that instagib you regardless of hp that really hurt the flow, though atleast they're pretty early on so its not that tragic.
Overall its pretty decent, there's a lot of good production and a solid foundation but it felt like it just needed some refinement. I'd recommend it if you don't mind a bit of a bumpy ride and want to do a long hp avoidance. Seems like the maker is still patching the game though, so that refinement may very well come.
Rating: 6.2 62
Difficulty: 55 55
Mar 8, 2018
Wolfiexe
Sicher Beste 2 is a game featuring two different paths, one primarily needle-focused and one with a gimmick-focus, with sprinklings of avoidance in-between.
The gimmick path features a teleporting gimmick used to traverse throughout a seemingly giant room full of moving platforms, spinny blades and other hazards. The level design was mostly fun although there were a couple of sore spots where I felt like having an indicator for where you'd teleport to would've been very helpful in easing the flow of the stage. I also suffered from some lag issues where the stage was running at a lower FPS, which was unfortunate. I'm unaware if other people have had this problem.
The needle path had some pretty cool design and in general I had more fun with, although perhaps going back to a stable framerate had a part in that. I particularly liked seeing slopes get used as angled spikes are always memorable for me. The visuals as well felt very nice in this area, with a pretty little spike effect and good contrast.
The avoidance elements of the game I found to be fun and I'm a fan of breaking apart a big platforming stage with small snippets of avoidance-elements. The final boss also takes the HP approach making it a little easier to learn and get through. It was a shame that despite the HP there were still a few one-hit-KO attacks which felt like the sort you'd have to die to once. The final attack also felt like a mess to me, although I think had I chosen a different gap I might've had an easier time, although this wasn't apparent to me when playing.
There's some cool ideas in here such as the mid-stage avoidance snippets and fun level design, and as a fan of variety I'd look forward another game of this style if Genesis ever decides to take another stab at it. Fun stuff!
[0] Likes
The gimmick path features a teleporting gimmick used to traverse throughout a seemingly giant room full of moving platforms, spinny blades and other hazards. The level design was mostly fun although there were a couple of sore spots where I felt like having an indicator for where you'd teleport to would've been very helpful in easing the flow of the stage. I also suffered from some lag issues where the stage was running at a lower FPS, which was unfortunate. I'm unaware if other people have had this problem.
The needle path had some pretty cool design and in general I had more fun with, although perhaps going back to a stable framerate had a part in that. I particularly liked seeing slopes get used as angled spikes are always memorable for me. The visuals as well felt very nice in this area, with a pretty little spike effect and good contrast.
The avoidance elements of the game I found to be fun and I'm a fan of breaking apart a big platforming stage with small snippets of avoidance-elements. The final boss also takes the HP approach making it a little easier to learn and get through. It was a shame that despite the HP there were still a few one-hit-KO attacks which felt like the sort you'd have to die to once. The final attack also felt like a mess to me, although I think had I chosen a different gap I might've had an easier time, although this wasn't apparent to me when playing.
There's some cool ideas in here such as the mid-stage avoidance snippets and fun level design, and as a fan of variety I'd look forward another game of this style if Genesis ever decides to take another stab at it. Fun stuff!
Rating: 7.4 74
Difficulty: 55 55
Oct 2, 2019
wdb17
Although the red needle stage is too hard for me to enjoy, I like the other stage very much! It's very original and fun to play!
[0] Likes
Rating: 9.5 95
Difficulty: 48 48
Apr 20, 2019
Tranocs
Recommended game to play. short explained, not generic and has some nice visuals in it. You could definetly see there is production value in it. tho, there are some minor things that couldve been better, i would say this is well made for a 2nd fangame.
[0] Likes
Rating: 8.2 82
Difficulty: 56 56
Mar 5, 2018