I Wanna Be The Sustenance

Creator: Roaka

Average Rating
8.9 / 10
Average Difficulty
77.1 / 100
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Tags:

Needle (4) Gimmick (3)

Screenshots

  • by NightShark115

9 Reviews:

Cthaere
I wanna be the Sustenance is a difficult gimmick needle game divided into two paths both of which must be traversed in both directions, featuring themes such as water, cycles and triggers, in the old adventure style. However, none of these themes feels like the focus; The focus always seems to provide a varied, challenging and fun to execute needle experience from start to finish, using the themes provided as means to that end. The result speaks for itself: Despite taking place in only 8 screens (+1 memey screen, and the hub), each save feels extremely unique and memorable in its own way while still feeling like an integral and natural part of the game; The fact this was all orchestrated to include backtracking with enough triggers to make it work and be fun without altering the game so much that it would feel like the triggers make the backtrack rather than it fitting there rightfully by design, on top of making it all on the skeleton provided by Decadence, is nothing short of amazing; The game manages to thrive while adhering to some of the tightest constraints in design I've ever seen, and JRocker managed to pull it off beautifully.

The left path features a more intensive use of cycles as well as longer and more difficult saves; It also introduces a new minor gimmick which is hinted at if you go left from the hub, but not discovered until a couple saves later; I'll leave that one for you to find. While the left side had the only saves I took issues with (both pretty minor), it also had the saves I was most fond of, even if they weren't as impressive looking as the ones of the right. While it's the simpler side out of the two, that allows it to be fine-tuned to perfection and result in extremely enjoyable saves.

The right side, on the other hand, is more experimental in gimmick appliance; While not featuring the new gimmick, it is a far more daring side; The cycles less straightforward, the triggers lending to more complicated movements. This allows for an even greater variety in saves, with each one feeling like it introduces entirely new concepts rather than simply containing different maneuvers. Due to the difficulty rising from learning rather than execution in most of it, as well as the overall lower difficulty, it could serve either as a warmup before doing the left side, or a wind down after. That is not to say it doesn't stand on its own merit; far from it, but it's natural to want to compare the paths directly.

In both paths you will still find that a careful hand has worked on things until they moved in harmony; There's always a fast cycle, and sometimes it's mandatory as the cycles quickly get out of sync. Even when the fast cycle isn't mandatory, the cycles are incredibly intuitive, and your first guess will almost always work when attempting cycles late into a save. While it's not going to be easy to react to triggers, they're all fairly intuitive once triggered, or are hinted at by clever level design. The new gimmick is applied moderately, with each usage feeling deliberate, making you do specific maneuvers that would otherwise be impossible, but never feeling like it's overstaying its welcome.

I did mention a couple of problem saves on the left path though; One save ends in an extremely precise, awkward drop into a choke jump, and it quickly became a monotonous meatgrind on the cycles at the start followed by praying the drop worked. Another, on the backtrack, had a ridable water block you were supposed to take backward, however you could do some platforming from the forward part of the save to skip going back on the waterblock immediately, which was by far the easier way; However, that also made it so you had to wait for it to come back again, making for a solid 10 seconds of waiting each attempt. Said skip is also dangerously intuitive, and I did not realize I was meant to redo the water segment backwards until I got too irritated at waiting to start exploring my other options.

Still, this is an incredible game that does more with 8 screens than what most games do in 50, and I would heavily recommend it to anyone who can handle it; It's a terrible shame this fell under the radar for most people.

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Tagged as: Needle Gimmick
[3] Likes
Rating: 9.5 95       Difficulty: 82 82
Oct 29, 2020
Yiaz
Needle game with a heavy focus on moving obstacles and cycles. Some of it feels like platforming in noesis, some of it does not. Most of the saves also are really cool and interesting and fun to do with the exception of maybe 2-3 saves. The majority of the game is a great experience though and is not dragged down by those and if you can deal with some harder platforming I'd strongly recommend this.

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[2] Likes
Rating: 8.5 85       Difficulty: 78 78
Feb 7, 2021
cLOUDDEAD
Holy fucking shit

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[1] Like
Rating: 9.0 90       Difficulty: 80 80
Sep 7, 2021
Nearigami
Hard gimmick needle. Worth a shot if you like that stuff.

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Tagged as: Needle Gimmick
[1] Like
Rating: N/A       Difficulty: N/A
Jan 15, 2020
Chatran
Overall very good needle with moving objects and the sort, generally very satisfying to execute and has a difficulty curve that makes the game very engaging.

I found the last 2 real saves you have to do in the game to be tedious (the save where you get the #4 item and the save prior); there's slightly too much waiting in parts, but aside from the very ending it's negligible.

Overall would recommend to more seasoned players who don't mind moving objects in their needle.

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[0] Likes
Rating: N/A       Difficulty: N/A
Jul 9, 2022