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 70
Feb 7, 2022
15 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 82
Difficulty: 70 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 65
Difficulty: 70 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 75
Difficulty: N/A
Oct 6, 2022
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