Creator's Comments:
dono [Creator]
the reason your anti virus might suggest that its a virus is due to GMS 1.4.9999's .exe creator being weird and messing with certain anti virus programs. its not a virus.
anyways this is a hades-like game that was made with no 1Fs or JCs. thats about it play it maybe
[1] Like
anyways this is a hades-like game that was made with no 1Fs or JCs. thats about it play it maybe
Rating: N/A
Difficulty: N/A
Oct 10, 2020
36 Reviews:
moogy
There was one pretty interesting save on screen 3, but overall I felt that this game was actually too easy/simplistic for its own good. Most of the jump sequences are actually pretty basic when you pare them down to the relevant components, and you can easily first try many of the saves. I think the appeal of a Hades-like is figuring out how to approach each jump sequence and experimenting with jump heights, the Kid's X position, aligns, etc., and this game doesn't really have any of that.
[3] Likes
Rating: N/A
Difficulty: 50 50
Oct 10, 2020
YaBoiMarcAntony
I wanna be the Dononite is a Hades-like needle game that manages to totally outshine not only any other Hades-like, but any other attempt at an imitation of another game. Every jump feels perfect, every save is beautifully constructed, each screen is a triumph in design and feel like they were meant to be played, as if they aren't a challenge to overcome but a wonder to behold and play through. Indeed, the game isn't actually that hard, any needle player with a bit of experience can make their way through this, and I absolutely implore you do so, it is well worth your time.
Perhaps I'm being over-effusive or obsequious towards a friend, maybe I'm just playing up my enjoyment because I want the creator to feel good about themselves... Nah. That's not quite it. I'll admit, I can't say I like this more than any of my favorite fangames, despite rating it similarly to them, nor could I say this is something every fangame player has to give a go; but, I don't think that's important either. The most important aspect is that I had a load of fun playing this and found not one issue with a single moment of this short masterpiece. I loved it so much I had to play through it again immediately after beating, and then a third time after that. It's short, sweet, superb, and above all superior to any other game of its sort. The diminutive nature of the game makes no difference to the amount of enjoyment gleaned from it. Plus, the visuals are good too, so it's a win-win all around.
Review written while blowing up a public restroom in a gas station.
Perhaps I'm being over-effusive or obsequious towards a friend, maybe I'm just playing up my enjoyment because I want the creator to feel good about themselves... Nah. That's not quite it. I'll admit, I can't say I like this more than any of my favorite fangames, despite rating it similarly to them, nor could I say this is something every fangame player has to give a go; but, I don't think that's important either. The most important aspect is that I had a load of fun playing this and found not one issue with a single moment of this short masterpiece. I loved it so much I had to play through it again immediately after beating, and then a third time after that. It's short, sweet, superb, and above all superior to any other game of its sort. The diminutive nature of the game makes no difference to the amount of enjoyment gleaned from it. Plus, the visuals are good too, so it's a win-win all around.
Review written while blowing up a public restroom in a gas station.
Tagged as: Needle
Hades-like
[3] Likes
Rating: 8.5 85
Difficulty: 54 54
Oct 10, 2020
xva
a hades-like with a few interesting jumps, however nothing too special. barely qualifies as a hades-like due to it's low difficulty, either way I enjoyed it
Tagged as: Needle
Hades-like
[2] Likes
Rating: 6.6 66
Difficulty: 47 47
Aug 31, 2023
Kilgour22
It's not precise enough to be called a Hades-like, but it is about as fun as corridor needle can get, which is to say hit or miss.
Cleartime and deaths: 9:35, 235
[1] Like
Cleartime and deaths: 9:35, 235
Rating: 7.0 70
Difficulty: 50 50
May 13, 2022
cLOUDDEAD
I think the design of the needle here is quite interesting to think about
despite being called a "hades-like" the first 3 screens don't really play much like the needle in hades-like games. Obviously a part of this is because this is much easier than hades-like games, not requiring aligns or cancels or any advanced fangame tech, but I think the more interesting thing that separates it is the design of the needle itself; most jumps here have a lot of interesting left/right movement and small stutters that give the game a feel much like his take-the-L games, but with longer and less precise saves. Almost every jump feels great to pull off because where it lacks in precision or difficulty it exceeds in interesting movement, even without the use of objects like vines or water.
Even more interesting to me however, are how the final 2 screens suddenly adopt a much more hades-like design and are, imo a noticeable downgrade from the first 3 screens. Many jumps suddenly become quite precise (at least, by comparison) and are notably more "linear", and by that I mean many do not involve a change in direction and if they do, its a small matter of wrapping around a spike. While it never devolves into generic or named jumps, it can be hard not to see these sections as merely nerfed versions of their commonly used counterparts (such as ledges or sphincters). I found myself restarting saves over and over because suddenly I was being asked to do certain jumps at a precise height or timing, rather than to do a complex set of movements with leniency. I don't even think the last 2 screens are particularly bad, but when placed next to the other screens (which they quite literally are, being in the same game and all) its clear which one is the winner to me.
I'm completely guessing here, but it feels as though dono made the first 3 screens purely naturally without thinking too hard if it fits a hades-like, and made the last 2 while looking over some hades-like games and taking notes from their design, focusing on the aesthetic of the design of hades-like games and nerfing them to be an appropriate difficulty. While for me that means the game as a whole isnt as good as it would be if it were entirely like the first 3 screens, I think the implications of this are quite good. That Dono has become so excellent in making needle that to more closely copy popular needle styles is a downgrade in comparison to what he makes naturally. While this isn't my favourite dono game or even in my top 3 of his, I think this game, moreso than any of this other solo games, is explicit proof of dono's excellence in needle design.
[1] Like
despite being called a "hades-like" the first 3 screens don't really play much like the needle in hades-like games. Obviously a part of this is because this is much easier than hades-like games, not requiring aligns or cancels or any advanced fangame tech, but I think the more interesting thing that separates it is the design of the needle itself; most jumps here have a lot of interesting left/right movement and small stutters that give the game a feel much like his take-the-L games, but with longer and less precise saves. Almost every jump feels great to pull off because where it lacks in precision or difficulty it exceeds in interesting movement, even without the use of objects like vines or water.
Even more interesting to me however, are how the final 2 screens suddenly adopt a much more hades-like design and are, imo a noticeable downgrade from the first 3 screens. Many jumps suddenly become quite precise (at least, by comparison) and are notably more "linear", and by that I mean many do not involve a change in direction and if they do, its a small matter of wrapping around a spike. While it never devolves into generic or named jumps, it can be hard not to see these sections as merely nerfed versions of their commonly used counterparts (such as ledges or sphincters). I found myself restarting saves over and over because suddenly I was being asked to do certain jumps at a precise height or timing, rather than to do a complex set of movements with leniency. I don't even think the last 2 screens are particularly bad, but when placed next to the other screens (which they quite literally are, being in the same game and all) its clear which one is the winner to me.
I'm completely guessing here, but it feels as though dono made the first 3 screens purely naturally without thinking too hard if it fits a hades-like, and made the last 2 while looking over some hades-like games and taking notes from their design, focusing on the aesthetic of the design of hades-like games and nerfing them to be an appropriate difficulty. While for me that means the game as a whole isnt as good as it would be if it were entirely like the first 3 screens, I think the implications of this are quite good. That Dono has become so excellent in making needle that to more closely copy popular needle styles is a downgrade in comparison to what he makes naturally. While this isn't my favourite dono game or even in my top 3 of his, I think this game, moreso than any of this other solo games, is explicit proof of dono's excellence in needle design.
Rating: 6.5 65
Difficulty: 55 55
Oct 15, 2020