Creator's Comments:
unnamed_maker [Creator]
At first it was easier
but when the testers said
"This is too difficult"
I made it even more difficult.
[16] Likes
but when the testers said
"This is too difficult"
I made it even more difficult.
Rating: N/A
Difficulty: N/A
Dec 11, 2021
27 Reviews:
Huse
I'm going to start by saying I don't like posting negative reviews, I'm making this the exception because apparently this game is special and reviews that don't fellate it mysteriously disappear.
I can tell there is a lot of care put into this game and I appreciate that, but gameplay wise this is honestly one of the worst experiences I've had while playing fangames.
It starts out with a cool needle screen, and that's pretty much the only part I found enjoyable. I wish there was more like it in this game.
Afterwards you're thrown into a hub with what appears to be a freedom to explore and play levels in whatever order you want. This is wrong, the game blocks your progress and forces you to beat some of the first 4 stages before letting you continue even though to finish the game you need to beat every stage anyways. Since the last stage is blocked until you complete everything else, I wish I was given freedom to check out every stage from the beginning.
And for the main reason I dislike the game, the stages themselves. Every single stage feels like it was made with an avoidance mindset, that is to say, extremely long and learny sections where I get the impression the maker is able to test sections of a save out separately, and since each part is learny, you as a maker can get consistent at the later parts of a save much more easily than a player would. I'm not saying you did this, I'm saying that's the impression I get from this kind of design.
Even the stage where instead of double jumping, you turn upside down, which I thought I'd love after seeing the concept, turned into a chore because of how long it is.
That's my main problem with this, the extreme lack of saves which by itself would already be annoying, coupled with the inherent learny sections that come with the different mechanics introduced here. It feels like an avoidance game that tries to pass itself as a needle game.
Still, to end this review, I'm going to say that even if I disliked what you made here, I'll still look forward to whatever you make in the future if you ever do. Hope this doesn't discourage you as a maker.
I can tell there is a lot of care put into this game and I appreciate that, but gameplay wise this is honestly one of the worst experiences I've had while playing fangames.
It starts out with a cool needle screen, and that's pretty much the only part I found enjoyable. I wish there was more like it in this game.
Afterwards you're thrown into a hub with what appears to be a freedom to explore and play levels in whatever order you want. This is wrong, the game blocks your progress and forces you to beat some of the first 4 stages before letting you continue even though to finish the game you need to beat every stage anyways. Since the last stage is blocked until you complete everything else, I wish I was given freedom to check out every stage from the beginning.
And for the main reason I dislike the game, the stages themselves. Every single stage feels like it was made with an avoidance mindset, that is to say, extremely long and learny sections where I get the impression the maker is able to test sections of a save out separately, and since each part is learny, you as a maker can get consistent at the later parts of a save much more easily than a player would. I'm not saying you did this, I'm saying that's the impression I get from this kind of design.
Even the stage where instead of double jumping, you turn upside down, which I thought I'd love after seeing the concept, turned into a chore because of how long it is.
That's my main problem with this, the extreme lack of saves which by itself would already be annoying, coupled with the inherent learny sections that come with the different mechanics introduced here. It feels like an avoidance game that tries to pass itself as a needle game.
Still, to end this review, I'm going to say that even if I disliked what you made here, I'll still look forward to whatever you make in the future if you ever do. Hope this doesn't discourage you as a maker.
Tagged as: Avoidance
[10] Likes
Rating: 1.5 15
Difficulty: 92 92
Dec 10, 2022
popop614
reasons why [maker] is a piece of shit:
1. Making This Stage
2. [Filtered] has apples that shoot rockets [Filtered]
3. Gimmick Needle
4. I am John Curving
all in all, this game is phenomenal!
1. Making This Stage
2. [Filtered] has apples that shoot rockets [Filtered]
3. Gimmick Needle
4. I am John Curving
all in all, this game is phenomenal!
Tagged as: Needle
[8] Likes
Rating: 10.0 100
Difficulty: 84 84
Dec 17, 2021
PlutoTheThing
Needle, as a genre, is kind of ridiculous, because it encapsulates so many different types of fangames. There's so many styles and sub-genres of needle that hardly play similarly to truly be encapsulated with just one word. At the end of the day, needle games are just platformers, and everyone likes their platformers differently. I think that in a sense, genre labels are almost against what I like about fangames and fan-made works in general, and that is the way they are not bound by rules and restrictions a lot of media made for profit is. Who's to say what a needle game is, or is not, it's all made up anyways. Is this relevant to UNG? Not exactly, but at the bare minimum I think UNG is one of those cases which demonstrates how irrelevant the categorization of everything is, because in a sense it feels isolated from any of this stuff, it's just it's own thing, floating in it's own bubble, and it's an awesome thing.
In spite of what I think is the expected experience, I truly believe this game to be one of the most enjoyable fangames of all time, every stage brings something fresh to the table, mechanics not seen elsewhere, creative jumps, and it's all bundled in some of the most satisfying platforming I've seen in any game. The learning curve of this game is rough, everything wants to kick your ass and you'll often enter a stage and be like "there's no way I'll be able to handle this." However under the rough exterior is a game that in many ways is rather forgiving, nothing in this game is all that precise or intricate save for maybe a handful of exceptions, it's all rather consistent, which means that even though a lot of your deaths are just learning how something works, it's super quick to get back where you died and learn. This gameplay loop is incredibly satisfying to me, and makes for a game that is super fun to play blind. All of this, concluded with a fun boss with similar design principles to the rest of the game. To say the least I walked away from this incredibly impressed, there's a lot I'd have to say if I listed everything I like about this game, I think everyone should at least try it because I truly believe this to be one of the best fangames out there if it ends up being to your taste. Absolutely phenomenal work.
[5] Likes
In spite of what I think is the expected experience, I truly believe this game to be one of the most enjoyable fangames of all time, every stage brings something fresh to the table, mechanics not seen elsewhere, creative jumps, and it's all bundled in some of the most satisfying platforming I've seen in any game. The learning curve of this game is rough, everything wants to kick your ass and you'll often enter a stage and be like "there's no way I'll be able to handle this." However under the rough exterior is a game that in many ways is rather forgiving, nothing in this game is all that precise or intricate save for maybe a handful of exceptions, it's all rather consistent, which means that even though a lot of your deaths are just learning how something works, it's super quick to get back where you died and learn. This gameplay loop is incredibly satisfying to me, and makes for a game that is super fun to play blind. All of this, concluded with a fun boss with similar design principles to the rest of the game. To say the least I walked away from this incredibly impressed, there's a lot I'd have to say if I listed everything I like about this game, I think everyone should at least try it because I truly believe this to be one of the best fangames out there if it ends up being to your taste. Absolutely phenomenal work.
Rating: 10.0 100
Difficulty: 75 75
Oct 29, 2023
Cutiefruity
When life throws a curveball at you, it can sometimes feel unsurmountable. Sometimes it's overwhelming, and feels utterly hopeless. But there are small knots in the fabric of your life you can untie, which gradually lead to a problem being fixed which you previously thought would never, ever be doable.
This is a game about that feeling.
When I first played untitled I thought it would be far too hard for me, realistically speaking, and only played it under the pretense that if I were stuck, I would stop and move on with whatever else I was doing. This was not the case. I have been hooked on this game ever since I started playing it and frankly, even though it's not for everyone, its absurd how a game like this one can make you feel.
Every save is designed immaculately with the intention of challenging the player, no matter their skill level, and be something you can overcome, no matter the skill level once again. It's truly one of a kind, and every next save you try out of your personal preference in the hub you feel is 100 times harder than the last, is in truth nothing more than just a test of your perseverance and resolve to push onwards.
Rarely do I say this about an 80+ difficulty game, but this is a must play. You don't necessarily have to beat it, though you may, but you have to at least try out some of the different worlds in this game. It's a game to engage with, though, and will not lend itself to making it easy for you, so be warned.
[5] Likes
This is a game about that feeling.
When I first played untitled I thought it would be far too hard for me, realistically speaking, and only played it under the pretense that if I were stuck, I would stop and move on with whatever else I was doing. This was not the case. I have been hooked on this game ever since I started playing it and frankly, even though it's not for everyone, its absurd how a game like this one can make you feel.
Every save is designed immaculately with the intention of challenging the player, no matter their skill level, and be something you can overcome, no matter the skill level once again. It's truly one of a kind, and every next save you try out of your personal preference in the hub you feel is 100 times harder than the last, is in truth nothing more than just a test of your perseverance and resolve to push onwards.
Rarely do I say this about an 80+ difficulty game, but this is a must play. You don't necessarily have to beat it, though you may, but you have to at least try out some of the different worlds in this game. It's a game to engage with, though, and will not lend itself to making it easy for you, so be warned.
Rating: 10.0 100
Difficulty: 84 84
Feb 13, 2022
BoshyGo11
A really solid gimmick needle game. It takes Morning Dew's zany gimmick use and Noesis's ability to engage the player to the point you don't drop the game after failing on the same save over and over. Actually I think I can even pinpoint why it feels like that, just like in Noesis in UNG each save is basically a couple of short segments so disconnected from each other they could as well be divided by saves, and the flow of the save is usually learning how to do one or two tricky segments while the others act as either something to separate the start of the save and the tricky stuff or are basically choke potential. And with how much I love Volatile Presence's inventive level design I couldn't bother grinding it, precisely because it lacks that magic pull that kept me from stopping in Noesis (until I reached the first avoidance...) and is keeping me from stopping in UNG now. If you like Noesis - play this. If you like gimmick needle - play this. Done.
[5] Likes
Rating: 9.1 91
Difficulty: N/A
Dec 18, 2021