I Wanna Explore The Rectilinear Fields
Creators: arzztt, Skulldude, Verve, YaBoiMarcAntony

Creator's Comments:
arzztt [Creator]
Gimmick needle collab game made by the usual suspects for the I Wanna Tourney. GLHF!
[2] Likes
Rating: N/A
Difficulty: 70
Feb 7, 2022
16 Reviews:
kurath
A solid gimmick needle trip. Big fan of the continuity but some of the platforming was hit or miss for me. I always appreciate the variety segments in games like this, and it definitely had those with mini-avoidances, rng platforming and quirky stuff. Some other parts just kind of dragged on a bit though, with what felt like some pretty aggressive full jumping at other parts.
The production is top notch though, striking a nice balance between abstract aesthetics of typical needle games and more engaging environments.
Overall, its a solid entry into the vast array of post-CN3 gimmick needle collab work that exists without really stepping too far out of the lines, and you probably know by now if this'll be worth your time or not.
[2] Likes
The production is top notch though, striking a nice balance between abstract aesthetics of typical needle games and more engaging environments.
Overall, its a solid entry into the vast array of post-CN3 gimmick needle collab work that exists without really stepping too far out of the lines, and you probably know by now if this'll be worth your time or not.
Rating: 8.2
Difficulty: 70
Feb 8, 2022
CanusAntonius
Rectilinear Fields is a pretty decent gimmick needle game that has a lot of interesting ideas, but also some pretty atrocious balancing bad enough to make me quit for the time being.
There are 4 stages, and each features its own special gimmick theme. The first relates to Pastel spikes, particularly one that bounces you upward as you shoot it. The second uses a new type of jump refresher that returns both your single and double jump back. The third uses fields that act as platforms but disappear after a single use. Finally, the last is a stage that focuses on low gravity and is where I stopped playing. These stages have a lot of unique movements to them, heightened by the fact the gimmicks are mostly simple to learn.
The biggest problem of this game is that it felt like nobody could agree on what difficulty it should be. The first stage seems way too hard compared to the second and third one, and some saves are such huge outliers that they took me longer than the second stage did altogether. Some of them also play pretty damn terrible, such as the third stage screen where everything is laid out like a grid. The final stage is another huge imbalance especially, with the shot-limiting screen being much easier than the next one where I quit due to how long it was taking. The lack of saves in some places was often the issue for this imbalance, it's always sad to see this when it can be fixed so easily. This really just needs an extra level of playtesting and polish cause as it stands it wasn't exactly enjoyable to play cause of these issues.
Overall, not sure I can actually recommend this because of the problems present. When some saves are taking longer than an entire stage there is definitely an issue.
[1] Like
There are 4 stages, and each features its own special gimmick theme. The first relates to Pastel spikes, particularly one that bounces you upward as you shoot it. The second uses a new type of jump refresher that returns both your single and double jump back. The third uses fields that act as platforms but disappear after a single use. Finally, the last is a stage that focuses on low gravity and is where I stopped playing. These stages have a lot of unique movements to them, heightened by the fact the gimmicks are mostly simple to learn.
The biggest problem of this game is that it felt like nobody could agree on what difficulty it should be. The first stage seems way too hard compared to the second and third one, and some saves are such huge outliers that they took me longer than the second stage did altogether. Some of them also play pretty damn terrible, such as the third stage screen where everything is laid out like a grid. The final stage is another huge imbalance especially, with the shot-limiting screen being much easier than the next one where I quit due to how long it was taking. The lack of saves in some places was often the issue for this imbalance, it's always sad to see this when it can be fixed so easily. This really just needs an extra level of playtesting and polish cause as it stands it wasn't exactly enjoyable to play cause of these issues.
Overall, not sure I can actually recommend this because of the problems present. When some saves are taking longer than an entire stage there is definitely an issue.
Rating: 6.5
Difficulty: 70
Mar 26, 2023
29th_letter
What a wacky game. There were some things that weren't my thing, but also there were some really cool ideas in this game. Highlights were definitely Stage 2 and 4.
[1] Like
Rating: 7.5
Difficulty: N/A
Oct 6, 2022
Trener
There is a sense of disunity in the game and a lack of unity.First of all, because of the complexity, the first stage is the most difficult, it is much more difficult than the second stage and the third.Therefore, when moving to the second stage, little is remembered except for the main topic, since from a psychological point of view you are in anticipation of difficulties, but in fact you fly over it. Stage 3 is the most interesting and really cool .Great music, great variety and performance. Stage 4 is generally good, but there are few saves, which creates unpleasant moments. And the last screen was supposed to combine everything, but in fact it became a failure, because not everything was involved from the game, and then what was the point of cramming something in and skipping something.The balance is broken (very easy passage from the middle), there is no epicness. and in general, everything seems to be fine, but something is wrong throughout the game
[0] Likes
Rating: 7.7
Difficulty: 65
Sep 18, 2024
PlutoTheThing
Really fun gimmick needle stuff, each stage has it's own sets of gimmicks and they play pretty different, in part because they are all made by different makers. The middle two stages with jump refreshers and disappearing water 1 were pretty good, but the real highlights for me were the Pastel Spikes stage and the Low Gravity stage, both of which felt clever in how they used their mechanics and were a blast to play because of how fresh they feel in every screen. The final screen in particular is such a great culmination of the games ideas that feels incredibly natural, it's awesome. Highly recommend this if you are into this kind of gimmick needle, it's really well made.
[0] Likes
Rating: 9.0 90
Difficulty: 58 58
Jul 19, 2024
williamthewishing
Four epic gimmick needle stages with perhaps a few somewhat bruh moments. Each stage focuses solely on its own gimmicks until the final screen of stage 4 which pulls a gimmick stack and I love me some gimmick stacking. All of the ideas were very interesting and I'd love to play with these gimmicks more. I'm in love with this game and definitely see myself replaying it. Also the visuals and music picks are all very immersive. My main complaint with the game is that it's too short (but that's to be expected due to the nature of the game, being a collab game whipped up for a single-sitting low deathcount tournament thingy lol). I recommend it.
[0] Likes
Rating: 9.7 97
Difficulty: 71 71
Jun 30, 2022
Nearigami
I can't believe we've progressed to a point where this sort of feels normal. Pretty good gimmick needle game, but nothing feels particularly special to give it that extra oomph. Stage 1 was straight up the hardest part except one save in stage 4. Stage 4 was peak low grav needle though.
[0] Likes
Rating: 8.5 85
Difficulty: 70 70
Feb 9, 2022
moogy
I can't say I'm a big fan of messing with the gravity in fangames in general. I feel like a big part of the appeal is how satisfying the Kid's basic jump physics are, and messing with them kind of makes it feel like you're playing a different game entirely. I mean not that I Wanna is a singular game or anything.
Anyway the rest of the game was great.
[0] Likes
Anyway the rest of the game was great.
Rating: 8.0 80
Difficulty: 70 70
Feb 8, 2022
shign
Very good gimmick needle game with a stellar production. There were however some parts that drag a bit, some high bruh parts here and there and the last stage feels very tiring if you do the game in one sitting. Still a very good game I would recommend if you're lacking of gimmicks.
[0] Likes
Rating: 8.8 88
Difficulty: 72 72
Feb 8, 2022