Creator's Comments:
phgQED [Creator]
After letting a very small amount of time pass, I'm mostly okay with the reception this game received. My main worry is that people won't have played the original Tethys or its immediate derivatives enough to understand why my approach to needle design was so constrained. Normally, a map needs 3 things for it to feel like 'me': fruit, water, and an f-jump. You can get two out of three here, but my inclusion of fruit is actually kind of controversial in regards to Tethys-likes (at least in my opinion, in that I haven't seen it done before).
The original Tethys is almost entirely straightforward 32px needle for the first half, and many of the screens had jumps I studied directly. In this endeavor, Serotonin was more of a guidance, and the things I took away from that game were t-boned gates and diagonals—lots of diagonals, with 16px block layouts. If possible, it might be more fun to look at this game as a direct inspection and attempted recreation of those specific elements—or, you can just say, as a needle game, it is quite limited and generic. That's a consequence of it being my first game, which is hopefully something I can overcome in the future.
Thanks to everyone for taking the time to play and review this game. I'm blown away at how many people left their thoughts and feelings. It's my sincere hope that the next 'real' game I release will be more approachable and enjoyable for everyone. <#~
The original Tethys is almost entirely straightforward 32px needle for the first half, and many of the screens had jumps I studied directly. In this endeavor, Serotonin was more of a guidance, and the things I took away from that game were t-boned gates and diagonals—lots of diagonals, with 16px block layouts. If possible, it might be more fun to look at this game as a direct inspection and attempted recreation of those specific elements—or, you can just say, as a needle game, it is quite limited and generic. That's a consequence of it being my first game, which is hopefully something I can overcome in the future.
Thanks to everyone for taking the time to play and review this game. I'm blown away at how many people left their thoughts and feelings. It's my sincere hope that the next 'real' game I release will be more approachable and enjoyable for everyone. <#~
Tagged as: Needle
Tethys-like
[0] Likes
Rating: N/A
Difficulty: N/A
May 5, 2022
25 Reviews:
quadstuffed
As an atmospheric needle enjoyer, this was good for me
[0] Likes
Rating: 7.5 75
Difficulty: 60 60
Jul 10, 2022
Oothwophen
"Pretty much every save is 2-3 jumps" - cLOUDDEAD on AIW
Next time please we want better difficulty balancing
Next time please we want better difficulty balancing
Tagged as: Needle
Tethys-like
[0] Likes
Rating: 6.0 60
Difficulty: 49 49
Apr 27, 2022
caosena
based on cleared gameplay
a great 26-screens aiwanna and some great sfxs
but some of them make me dizzy
great spike made and QED-ish poor difficulty balance
spoiler:911 deaths and 36min
that's all
[0] Likes
a great 26-screens aiwanna and some great sfxs
but some of them make me dizzy
great spike made and QED-ish poor difficulty balance
spoiler:911 deaths and 36min
that's all
Rating: 8.8 88
Difficulty: 40 40
Apr 26, 2022
tuhkakuppi
Based on hard mode.
Feels laggy and stuttery, which doesn't occur with other gm8 games, likely the engine's fault.
Feels laggy and stuttery, which doesn't occur with other gm8 games, likely the engine's fault.
Tagged as: Needle
[0] Likes
Rating: 6.0 60
Difficulty: 60 60
Apr 26, 2022