Creator's Comments:
Kilgour22 [Creator]
Edit: I updated the game to remove screen transitions that induced motion sickness in some players. Link here: https://drive.google.com/file/d/1SAgE7BurTPz5CPjtHWR1AJnVSkNjcVU6/view?usp=sharing
Gimmick needle with light story elements.
Overall, I'm pretty proud of this one. While not perfect, I feel that making this has been an important stepping stone in my development as a maker, both in terms of content and style. I think my strengths and weaknesses are equally on display in this game, and going forward, I know what to focus on and what to avoid.
So, yeah. I hope you enjoy!
[2] Likes
Gimmick needle with light story elements.
Overall, I'm pretty proud of this one. While not perfect, I feel that making this has been an important stepping stone in my development as a maker, both in terms of content and style. I think my strengths and weaknesses are equally on display in this game, and going forward, I know what to focus on and what to avoid.
So, yeah. I hope you enjoy!
Rating: N/A
Difficulty: N/A
Jul 19, 2022
10 Reviews:
theseare
TLDR: needle with mostly common gimmicks and a bit of narrative going on, each stage based on a theme, game has 3 difficulty modes, would recommend easiest for 65-70 skill player, read game's readme for more info on them :)
No one yet has written any meaningful review, so I've decided to do it myself, I'm one of the testers of the game (Laudanum), I tested Easy mode (since it goes mostly along my skill level), so I'll describe it and give it's difficulty estimate from my point of view. Also, most of things said there are repeated in game's readme (and the spoiler one), so mostly purpose of this review is to give a bit of comments on each stage, as well as be a review that'll give random person a reason to try this game out.
This is a challenging gimmick needle, utilizing more or less standard and well known gimmicks, each stage trying to replicate a certain style. The game has 3 difficulties, easy (50-65, from my experience), normal (65-70, from game's readme, imo 70+), hard (80-85, from game's readme). Difficulties, aside from reducing save amounts, also change a bit of platforming in certain places, not to the extend of making too much difference, more info on it in readme. As I've said earlier, I'm going to describe the Easy mode.
There are 6 stages.
The following are the spoilers to the game stages and their gimmicks/style.
(side note: the stage names are made up by me for the purpose of distinguishing, they don't have any official names)
Stage 0: Warmup stage.
This stage is just very easy pure needle at around 30-40 difficulty.
Stage 1: Stumble stage.
This stage is made in stumble style, trying to deviate a little in order to make a reasonably easy needle, 50-55 difficulty imo. Gimmicks are vines (including somewhat advanced vine gameplay such as making jumps lower than fulljump from vines, etc.), platforms, water2/water3.
Stage 2: Jump refresher stage.
This stage is made in catharsis style, but focuses on using jump refreshers and triple jump, allowing for some intricate pathing. This stage was meant to be challenging, with some saves being notably difficult/long, and some overall save balancing going rollercoasters. Note that chains of long midair jumping sequences are quite common. Difficulty 55-65.
Stage 3: Pathing stage.
This stage is a pretty big maze mostly of mostly pure needle with bits of catharsis water here and there. The main gimmick of this stage, aside from it being a maze, is a bit of slight visual challenge, and some screen transition nastiness. This area in my experience was quite a relief after the previous stage, and platforming is less challenging, grind parts are enjoyable. Difficulty 50, 55 one long save.
Stage 4: Climb stage.
This stage utilizes platforms and blocks that push you upwards when you inside them. This stage is meant to be challenging, with many saves being quite long (even on easy), and including long sequences of flying midair and chaining timings. Overall stage is styled as a tall tower that you climb up as you progress. In my experience this stage was stressful, giving one challenging save after another. Difficulty: 55-60.
Stage 5: Last stage.
This stage, after a brief intermission, gives you 4 warps, each leading to the difficult rooms styled as previous stages. Each room is just a single save consistency needle, utilizing gimmicks of the stage they are based on. Each room is very difficult on it's own, but in my experience they were not all the same difficult. Stumble room: 60; Jump refresher room: 70; Pathing room: 55; Climb room: 60.
After completing all 4 rooms the game shortly ends.
Conclusion.
As I've said, the game's balancing goes not all stable, with some stages going hard on you and then latter stages being easier, but it was pretty fine overall, since this was going all well with game's narrative, and in most parts easier bits were a fine relief after a difficult challenge. So, I've enjoyed this game. Not gonna give rating since I'm playtester.
[3] Likes
No one yet has written any meaningful review, so I've decided to do it myself, I'm one of the testers of the game (Laudanum), I tested Easy mode (since it goes mostly along my skill level), so I'll describe it and give it's difficulty estimate from my point of view. Also, most of things said there are repeated in game's readme (and the spoiler one), so mostly purpose of this review is to give a bit of comments on each stage, as well as be a review that'll give random person a reason to try this game out.
This is a challenging gimmick needle, utilizing more or less standard and well known gimmicks, each stage trying to replicate a certain style. The game has 3 difficulties, easy (50-65, from my experience), normal (65-70, from game's readme, imo 70+), hard (80-85, from game's readme). Difficulties, aside from reducing save amounts, also change a bit of platforming in certain places, not to the extend of making too much difference, more info on it in readme. As I've said earlier, I'm going to describe the Easy mode.
There are 6 stages.
The following are the spoilers to the game stages and their gimmicks/style.
(side note: the stage names are made up by me for the purpose of distinguishing, they don't have any official names)
Stage 0: Warmup stage.
This stage is just very easy pure needle at around 30-40 difficulty.
Stage 1: Stumble stage.
This stage is made in stumble style, trying to deviate a little in order to make a reasonably easy needle, 50-55 difficulty imo. Gimmicks are vines (including somewhat advanced vine gameplay such as making jumps lower than fulljump from vines, etc.), platforms, water2/water3.
Stage 2: Jump refresher stage.
This stage is made in catharsis style, but focuses on using jump refreshers and triple jump, allowing for some intricate pathing. This stage was meant to be challenging, with some saves being notably difficult/long, and some overall save balancing going rollercoasters. Note that chains of long midair jumping sequences are quite common. Difficulty 55-65.
Stage 3: Pathing stage.
This stage is a pretty big maze mostly of mostly pure needle with bits of catharsis water here and there. The main gimmick of this stage, aside from it being a maze, is a bit of slight visual challenge, and some screen transition nastiness. This area in my experience was quite a relief after the previous stage, and platforming is less challenging, grind parts are enjoyable. Difficulty 50, 55 one long save.
Stage 4: Climb stage.
This stage utilizes platforms and blocks that push you upwards when you inside them. This stage is meant to be challenging, with many saves being quite long (even on easy), and including long sequences of flying midair and chaining timings. Overall stage is styled as a tall tower that you climb up as you progress. In my experience this stage was stressful, giving one challenging save after another. Difficulty: 55-60.
Stage 5: Last stage.
This stage, after a brief intermission, gives you 4 warps, each leading to the difficult rooms styled as previous stages. Each room is just a single save consistency needle, utilizing gimmicks of the stage they are based on. Each room is very difficult on it's own, but in my experience they were not all the same difficult. Stumble room: 60; Jump refresher room: 70; Pathing room: 55; Climb room: 60.
After completing all 4 rooms the game shortly ends.
Conclusion.
As I've said, the game's balancing goes not all stable, with some stages going hard on you and then latter stages being easier, but it was pretty fine overall, since this was going all well with game's narrative, and in most parts easier bits were a fine relief after a difficult challenge. So, I've enjoyed this game. Not gonna give rating since I'm playtester.
Rating: N/A
Difficulty: 66 66
Jul 20, 2022
shign
Rating based on normal mode since it seems to be the intended difficulty.
It's been a while since I disliked a fangame that much, so I'll try to detail as much as I can.
Escape my fate is a 6 stages needle game mostly focused on jtool gimmicks + a very few others from NANE. I'll go stage by stage, it will be easier to explain.
Stage 1 : it exists, don't get why it's in the game tho because it's because it's basically 30 diff needle but why not I guess.
Stage 2 : this is where the game really starts. This stage is a stumble clone like every others, not particularly bad but probably one of the least interesting I have played. I however have to mention that the vine sound effect is bugged, looping multiple times in a very short time once you get off the vine which gets a bit annoying to hear. And while I'm talking about sound, vine and jump sound effects are way louder than everything else (mainly shout sfx and music), I think it's something related with renex engine because it's not the first time it happens for me and I believe it was always on games made on this engine.
Stage 3 : clearly the worst stage, it's a jump ref spam combined with triple jump star. The main problem with jump ref spam that everyone should try to avoid is making it a full jump hell and this is sadly what is happening here. Add the confusing aspect of triple jump + jump ref and you get the perfect combo for both handbreaking and frustrating needle. Really disliked it (and the star visually stand out way way too much in the stage)
Stage 4 : a stage focus on pathing that could have been fine if it wasn't for a few things, the first being transitions between screens. The game uses the smooth easing transition of the engine that I admit looks cool, however it becomes a problem when you need to do jumps between screens because the time needed for the screen to fully appears makes that you basically jump blind. Add to that that the game makes you sometimes go across multiple screens in a short amount of time, so with multiple screen transitions and it happened that it seriously triggered my motion sickness which of course made this stage way less pleasant that what it could gave been. I haven't talked about the visuals of the game but most of it uses stumble like visuals with the exception of stage 2 using only shades of black and stage 3 using only shades of grey and on this specific stage it can happen that everything blend together and make spikes difficult to see. Also since this stage has very long saves, it's worth mentionning that it has a very volatile difficulty because some will have 1-2 very dumb jumps that make there saves harder than what they should be.
Stage 5 : stage 5 is focused on boosters and reedems the game a lot because it's actually a pretty cool stage. There are still questionnable level design shits but overall a nice stage, the mix between boosters and platforms worked well (however like the star in stage 3, the boosters visually don't work well with the tileset).
Stage 6 : shorter than the others, it's only a screen in the style of stages 2-5. What's funny (or not) here is that it flips the quality of previous stages with screens in the style of stage 2, 3 and 4 being kinda ok and the one in the style of stage 5 being the worst screen of the game (which is btw the last screen of the game so not really a good last impression).
Overall hum, heavily flawed. It honestly had potiental but stage 3 and 6 are just way too unenjoyable, stage 4 is ruined by small but sadly very impactful details, and the rest isn't good enough to hide that. I don't know if it's only my opinion because the game almost has no review, but if the maker wants more details about exactly what jumps/rooms were unpleasant and why then I'll gladly help because it pains me to see such a game where it's easy to see that efforts were put but results in a more frustrating than anything experience overall.
[2] Likes
It's been a while since I disliked a fangame that much, so I'll try to detail as much as I can.
Escape my fate is a 6 stages needle game mostly focused on jtool gimmicks + a very few others from NANE. I'll go stage by stage, it will be easier to explain.
Stage 1 : it exists, don't get why it's in the game tho because it's because it's basically 30 diff needle but why not I guess.
Stage 2 : this is where the game really starts. This stage is a stumble clone like every others, not particularly bad but probably one of the least interesting I have played. I however have to mention that the vine sound effect is bugged, looping multiple times in a very short time once you get off the vine which gets a bit annoying to hear. And while I'm talking about sound, vine and jump sound effects are way louder than everything else (mainly shout sfx and music), I think it's something related with renex engine because it's not the first time it happens for me and I believe it was always on games made on this engine.
Stage 3 : clearly the worst stage, it's a jump ref spam combined with triple jump star. The main problem with jump ref spam that everyone should try to avoid is making it a full jump hell and this is sadly what is happening here. Add the confusing aspect of triple jump + jump ref and you get the perfect combo for both handbreaking and frustrating needle. Really disliked it (and the star visually stand out way way too much in the stage)
Stage 4 : a stage focus on pathing that could have been fine if it wasn't for a few things, the first being transitions between screens. The game uses the smooth easing transition of the engine that I admit looks cool, however it becomes a problem when you need to do jumps between screens because the time needed for the screen to fully appears makes that you basically jump blind. Add to that that the game makes you sometimes go across multiple screens in a short amount of time, so with multiple screen transitions and it happened that it seriously triggered my motion sickness which of course made this stage way less pleasant that what it could gave been. I haven't talked about the visuals of the game but most of it uses stumble like visuals with the exception of stage 2 using only shades of black and stage 3 using only shades of grey and on this specific stage it can happen that everything blend together and make spikes difficult to see. Also since this stage has very long saves, it's worth mentionning that it has a very volatile difficulty because some will have 1-2 very dumb jumps that make there saves harder than what they should be.
Stage 5 : stage 5 is focused on boosters and reedems the game a lot because it's actually a pretty cool stage. There are still questionnable level design shits but overall a nice stage, the mix between boosters and platforms worked well (however like the star in stage 3, the boosters visually don't work well with the tileset).
Stage 6 : shorter than the others, it's only a screen in the style of stages 2-5. What's funny (or not) here is that it flips the quality of previous stages with screens in the style of stage 2, 3 and 4 being kinda ok and the one in the style of stage 5 being the worst screen of the game (which is btw the last screen of the game so not really a good last impression).
Overall hum, heavily flawed. It honestly had potiental but stage 3 and 6 are just way too unenjoyable, stage 4 is ruined by small but sadly very impactful details, and the rest isn't good enough to hide that. I don't know if it's only my opinion because the game almost has no review, but if the maker wants more details about exactly what jumps/rooms were unpleasant and why then I'll gladly help because it pains me to see such a game where it's easy to see that efforts were put but results in a more frustrating than anything experience overall.
Rating: 3.8 38
Difficulty: 68 68
Aug 3, 2022
FlaviaFlave
Really fun gimmickish needle game with some pleasant visuals and a light storyline. Each stage is not overbearing in length, so it remains fresh throughout. Each area uses the gimmicks well and has some experimentation with each gimmick. Final area is a pretty big jump inm difficulty, however it is manageable. There are a few rough around the edges spots, but overall this is a great medium-high difficulty game. Definite worth a play.
[2] Likes
Rating: 8.5 85
Difficulty: 65 65
Jul 30, 2022
voraciousreader
Difficulty based on easy mode, no rating because I playtested most of it :)
Be warned that the last stage is a significant difficulty peak, despite its length. The booster gimmick is by far my favorite of the lot, the jump refresher sections and transition cheap shots on the catharsis stage my least. Overall it was a fun experience though, and I'm glad I persevered to the end. Would recommend to experienced players with a fair amount of patience and the mental fortitude not to tilt after choking long saves.
[1] Like
Be warned that the last stage is a significant difficulty peak, despite its length. The booster gimmick is by far my favorite of the lot, the jump refresher sections and transition cheap shots on the catharsis stage my least. Overall it was a fun experience though, and I'm glad I persevered to the end. Would recommend to experienced players with a fair amount of patience and the mental fortitude not to tilt after choking long saves.
Rating: N/A
Difficulty: 66 66
Dec 14, 2023