Latest Reviews
Riot3_1_2_1
For: I wanna hear my wish!
For: I wanna hear my wish!
(7/10, because not blind)
old-fashion avoidance, that 3,5 minutes long. I really like old style, like ryonoske (Growing! maker) or peru (Strawberry maker). And I like this avoidance, because it has old-vibe. Also the song is very good
old-fashion avoidance, that 3,5 minutes long. I really like old style, like ryonoske (Growing! maker) or peru (Strawberry maker). And I like this avoidance, because it has old-vibe. Also the song is very good
Tagged as: Avoidance
[0] Likes
Rating: 7.0 70
Difficulty: 35 35
Nov 29, 2023
TheChiekurs
For: I wanna descend the Shadow tower
For: I wanna descend the Shadow tower
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 29, 2023
phgQED
For: luna pixie
For: luna pixie
I was genuinely excited to play this game because I am big fan of the creator's work otherwise even though it is usually far outside my difficulty range. It is difficult to review a creation, however, when the creator says on the thing that it's 'not good', because then I feel stupid if I like it, whereas if I say I don't like it, they can respond with "well I told you it wasn't good".
With all that said, this game started out very promisingly, with a lot of fun 16px wallhugs and turnaround maneuvers. I think the tileset is great, the engine feels smooth and the game comes prepatched. Even the aesthetics of the object placement are given care and attention, with thing slike spikes merging into each other and happy hollow fruit always blocking the path somewhere. The music is a bombastic jazz tune which didn't quite fit the mood of the game for me, but it was still nice to listen to for a bit.
For some reason many of the early water maneuvers felt overly precise to me, and as the screens went on I noticed this was true of several jumps per save in general, usually which were corners seemingly nerfed by 16px. I get that the entirety of needle is a precision genre, and that you're going to make a jump as precise as feels fun for you, but it seemed odd to me that in a game focused on being low difficulty that there were random jumps which stood out in terms of their tightness.
I was also confused by the pathing in several points, even though I'm sure it's rudimentary to everyone else—I have a real problem discerning anything more basic than 'go exactly here at all times', so this isn't a real knock against the game, but it did leave me with a feeling of frustration which was compounded by the aforementioned jumps. The save point placement often felt too early in a map, leaving me stuck on the second half for far longer than the first.
I think the inclusion of a golden challenge is cool, as it adds an extra level of replayability for more experienced players, and a cool feat for someone dedicated to set their eyes on.
Even though this game wasn't my exact cup of tea, I still greatly appreciate that makers are attempting to release games in this difficulty space. It's for that reason that I downloaded and played this game almost as soon as I found out it existed, and why I took the time to provide detailed feedback instead of just leaving a rating. I hope that some of comments were useful, and that I get the privilege of playing more of this maker's games in the future.
With all that said, this game started out very promisingly, with a lot of fun 16px wallhugs and turnaround maneuvers. I think the tileset is great, the engine feels smooth and the game comes prepatched. Even the aesthetics of the object placement are given care and attention, with thing slike spikes merging into each other and happy hollow fruit always blocking the path somewhere. The music is a bombastic jazz tune which didn't quite fit the mood of the game for me, but it was still nice to listen to for a bit.
For some reason many of the early water maneuvers felt overly precise to me, and as the screens went on I noticed this was true of several jumps per save in general, usually which were corners seemingly nerfed by 16px. I get that the entirety of needle is a precision genre, and that you're going to make a jump as precise as feels fun for you, but it seemed odd to me that in a game focused on being low difficulty that there were random jumps which stood out in terms of their tightness.
I was also confused by the pathing in several points, even though I'm sure it's rudimentary to everyone else—I have a real problem discerning anything more basic than 'go exactly here at all times', so this isn't a real knock against the game, but it did leave me with a feeling of frustration which was compounded by the aforementioned jumps. The save point placement often felt too early in a map, leaving me stuck on the second half for far longer than the first.
I think the inclusion of a golden challenge is cool, as it adds an extra level of replayability for more experienced players, and a cool feat for someone dedicated to set their eyes on.
Even though this game wasn't my exact cup of tea, I still greatly appreciate that makers are attempting to release games in this difficulty space. It's for that reason that I downloaded and played this game almost as soon as I found out it existed, and why I took the time to provide detailed feedback instead of just leaving a rating. I hope that some of comments were useful, and that I get the privilege of playing more of this maker's games in the future.
Tagged as: Needle
[0] Likes
Rating: 6.0 60
Difficulty: 50 50
Nov 29, 2023
PlutoTheThing
For: I Wanna Be the Immaculate Scumble
For: I Wanna Be the Immaculate Scumble
This review is based on completing both difficulties of the game, Normal and Hard, difficulty rating is for hard, difficulty for normal would be around high 50s probably but I haven't thought about it at all really :P
This game is kinda all over the place, it's pretty obvious what it's based on but also how accurate it is to the source material is based on how the current maker interprets a "stumble-like." I think that normal mode feels kinda awkward, there's not a ton of stuff which feels super comfortable to play although I wouldn't really say anything is bad. Hard mode felt smoother to me although there are some VERY noticable speed bumps, namely 7, 11, and 23, which I kinda just think are badly balanced and not very fun. I wouldn't really say I have a preference for either mode, although I do think I enjoyed hard more. While the game is good, don't go in expecting something just like stumble because it's definitely not that, it's just a cool needle collab. As a bonus, the way visuals and audio were handled in this game is a really cool idea, I liked that a lot. Solid experience overall.
[0] Likes
This game is kinda all over the place, it's pretty obvious what it's based on but also how accurate it is to the source material is based on how the current maker interprets a "stumble-like." I think that normal mode feels kinda awkward, there's not a ton of stuff which feels super comfortable to play although I wouldn't really say anything is bad. Hard mode felt smoother to me although there are some VERY noticable speed bumps, namely 7, 11, and 23, which I kinda just think are badly balanced and not very fun. I wouldn't really say I have a preference for either mode, although I do think I enjoyed hard more. While the game is good, don't go in expecting something just like stumble because it's definitely not that, it's just a cool needle collab. As a bonus, the way visuals and audio were handled in this game is a really cool idea, I liked that a lot. Solid experience overall.
Rating: 7.3 73
Difficulty: 81 81
Nov 29, 2023