Latest Reviews
UbersawMedic
For: I Wanna Drill To Kill
For: I Wanna Drill To Kill
I love this game. It makes me angry.
Drill to Kill is a complete departure from your usual fangame, but one that still burns bright with their soul. Clearly inspired by UFO50, this game grabs its usual structure of 3 stages and a final boss, all of them full of handcrafted challenges that never quite play the same as each other.
You control a drill as it makes its way to the center of the earth. The controls are fast and unwieldy, but not chaotic. They have an incredibly high skill ceiling while still feeling good to move around as a beginner. Having to balance dodging bullet-hell amounts of projectiles and grabbing gold for upgrades is an addictive gameplay loop. Each upgrade is equally useful, so even though which one you get is random, you never feel like restarting to get better RNG.
The game is very replayable on its own, and it has a couple of extra challenges (Deathless Run and Level 1 Run) to keep things spicy. (Edit: So far I've managed to clear the Level 1 Run, and it elevated my opinion of this game from loving it to *really* loving it. Go for it, really.) From time to time this game just wills you out of existence, which feels infuriating, but in a playful way! It makes you want to get right back into the fray, over and over.
Help.
Drill to Kill is a complete departure from your usual fangame, but one that still burns bright with their soul. Clearly inspired by UFO50, this game grabs its usual structure of 3 stages and a final boss, all of them full of handcrafted challenges that never quite play the same as each other.
You control a drill as it makes its way to the center of the earth. The controls are fast and unwieldy, but not chaotic. They have an incredibly high skill ceiling while still feeling good to move around as a beginner. Having to balance dodging bullet-hell amounts of projectiles and grabbing gold for upgrades is an addictive gameplay loop. Each upgrade is equally useful, so even though which one you get is random, you never feel like restarting to get better RNG.
The game is very replayable on its own, and it has a couple of extra challenges (Deathless Run and Level 1 Run) to keep things spicy. (Edit: So far I've managed to clear the Level 1 Run, and it elevated my opinion of this game from loving it to *really* loving it. Go for it, really.) From time to time this game just wills you out of existence, which feels infuriating, but in a playful way! It makes you want to get right back into the fray, over and over.
Help.
Tagged as: Special
Secret_Santa_2024
[2] Likes
Rating: 9.2 92
Difficulty: 55 55
Jul 2, 2025
UbersawMedic
For: XIFT
For: XIFT
The game is very pretty and atmospheric, but you don't need me to tell you that.
What interests me and I want to talk about are the saves. For like 3 years before playing this game, all I knew about it is that it had "invisible saves". This fact oddly enough stuck on my mind, and after some thinking, I assumed that this meant that the saves were invisible until you got on top of them, at which point you were allowed to shoot and save.
After finally having beaten this game, I see that isn't the case.
The saves are actually completely invisible fields, autosaving whenever the player lands on them. This is done, by admission of the same maker, made to inspire a sense of unease on the player, keeping them in tension over when the next save will be.
And for the most part, this works wonderfully! I felt like this allows screens to feel less like a bunch of saves that you do in sequence and instead continue feeling like one cohesive unit. With this mechanic, saves are more of a happy surprise that you get given from time to time and discover when you die. I love them.
...Buuuuut there's a catch. Even though visually the screens look clean and cohesive, the design still speaks for itself. This game follows the CN3-patented formula of making the first jump of a save a meat grinder: a very tough jump meant to filter out attempts and make the rest of the save feel more tense.
This means that whenever you look at the next jump, and it seems a lot harder than what came before it, it probably means that you have just landed on a save.
Is this a "bad" thing? Nah, but it changes how the game is experienced. By the time I reached the 3rd stage on my playthrough, I was accurately guessing where saves were with around 90% accuracy, which took a lot of the feeling of tension out of the design.
What interests me and I want to talk about are the saves. For like 3 years before playing this game, all I knew about it is that it had "invisible saves". This fact oddly enough stuck on my mind, and after some thinking, I assumed that this meant that the saves were invisible until you got on top of them, at which point you were allowed to shoot and save.
After finally having beaten this game, I see that isn't the case.
The saves are actually completely invisible fields, autosaving whenever the player lands on them. This is done, by admission of the same maker, made to inspire a sense of unease on the player, keeping them in tension over when the next save will be.
And for the most part, this works wonderfully! I felt like this allows screens to feel less like a bunch of saves that you do in sequence and instead continue feeling like one cohesive unit. With this mechanic, saves are more of a happy surprise that you get given from time to time and discover when you die. I love them.
...Buuuuut there's a catch. Even though visually the screens look clean and cohesive, the design still speaks for itself. This game follows the CN3-patented formula of making the first jump of a save a meat grinder: a very tough jump meant to filter out attempts and make the rest of the save feel more tense.
This means that whenever you look at the next jump, and it seems a lot harder than what came before it, it probably means that you have just landed on a save.
Is this a "bad" thing? Nah, but it changes how the game is experienced. By the time I reached the 3rd stage on my playthrough, I was accurately guessing where saves were with around 90% accuracy, which took a lot of the feeling of tension out of the design.
Tagged as: Needle
[0] Likes
Rating: 7.0 70
Difficulty: 60 60
Jul 2, 2025
P2shka
For: I wanna hurt the 100 skys
For: I wanna hurt the 100 skys
Tagged as: Boss
[1] Like
Rating: 4.0 40
Difficulty: N/A
Jul 1, 2025
Riot3_1_2_1
For: I Wanna NFdati
For: I Wanna NFdati
под пивас сойдёт
Tagged as: Needle
[0] Likes
Rating: 5.0 50
Difficulty: 55 55
Jul 1, 2025
Fruitless
For: I wanna get Lively
For: I wanna get Lively
Easy-ish avoidance with the song "Ageage Again" by Mitchie M. It's mostly designed around patterns, which I don't know how to feel about. It's not easy to see coming, so you basically have to learn everything, but at least it's not too bad to dodge once you do know everything. The RNG attacks aren't an issue either, plus I like how pretty the game looks, depsite being so simple. I guess it's a game I would recommend, but not to beginners, since the pattern learning is definitely too hard for that skill level.
Tagged as: Avoidance
[0] Likes
Rating: 6.0 60
Difficulty: 45 45
Jul 1, 2025
UbersawMedic
For: How I See World In Desaturated Colors
For: How I See World In Desaturated Colors
How I See World In Desaturated Colors is impressive in two different fronts. The first is managing to do a fangame revolving around easy platforming that doesn't feel excruciatingly boring to play through. The second one is managing to paint an abstract story that manages to make you empathize with it without ever saying anything explicitly.
This game is never too demanding of the player. The difficulty is consistent, and the saves are plentiful. Too plentiful at times if you are playing on Medium, but it's nothing that detracts from the game heavily.
And even though fangame platforming is hard to make work at low difficulties, and despite how lengthy the three stages of this game are, the game still manages to hold your attention! A combination of an excellent atmosphere and a good handle on how to keep screens varied carry the bulk of that weight. At some point the game splits into two paths for a couple of screens for no apparent reason, which might seem odd, but it actually helps a lot with keeping the stage intriguing.
Even though the narration is brief, the themes of the game permeate the whole experience. From beginning to end, every design decision, from the aesthetics to even the gimmicks used, can be interpreted to relate to the game's story. The game gives you a lot to think about without even giving any clear answer, and after clearing it, I played through it again just because I wanted to catch onto more things that I might have missed along the way.
All in all, short and sweet. Would love to see more from this maker!
[2] Likes
This game is never too demanding of the player. The difficulty is consistent, and the saves are plentiful. Too plentiful at times if you are playing on Medium, but it's nothing that detracts from the game heavily.
And even though fangame platforming is hard to make work at low difficulties, and despite how lengthy the three stages of this game are, the game still manages to hold your attention! A combination of an excellent atmosphere and a good handle on how to keep screens varied carry the bulk of that weight. At some point the game splits into two paths for a couple of screens for no apparent reason, which might seem odd, but it actually helps a lot with keeping the stage intriguing.
Even though the narration is brief, the themes of the game permeate the whole experience. From beginning to end, every design decision, from the aesthetics to even the gimmicks used, can be interpreted to relate to the game's story. The game gives you a lot to think about without even giving any clear answer, and after clearing it, I played through it again just because I wanted to catch onto more things that I might have missed along the way.
All in all, short and sweet. Would love to see more from this maker!
Rating: 8.0 80
Difficulty: 40 40
Jul 1, 2025
TwistedB
For: I wanna take the Timemachine 2
For: I wanna take the Timemachine 2
By far my favourite fangame visually and aesthetically, there's just something about it that really hits.
[1] Like
Rating: 9.4 94
Difficulty: 62 62
Jul 1, 2025
SnowSapphireX
For: I don't wanna make the game because it's too long
For: I don't wanna make the game because it's too long
It took me a while to realise you have to avoid the red orbs, and it is a health based avoidance! (The kid goes translucent when you get hit)
[0] Likes
Rating: 9.0 90
Difficulty: 65 65
Jul 1, 2025
CZtom
For: I wanna be the NES
For: I wanna be the NES
Short game with 2 bosses and default Tiles
[0] Likes
Rating: 6.4 64
Difficulty: 7 7
Jul 1, 2025
Delicious Fruit