Latest Reviews
bereavement
For: I Wanna beat 30 Floors
For: I Wanna beat 30 Floors
You can find the v1.6 possible version on the archive.
I have taken it upon myself to modify the current version to make it possible. As Derpy mentioned, there is an impossible part on floor 20 - I modified it by moving the relevant structure half a block to the right. I've also checked and tested everything past that point to make sure that it is possible to beat this and I fully cleared everything myself. It's actually insane that the game is on version 1.6 and the creator still hasn't played his own game.
Moving on to the actual game design, everything looks nice and clean. However, the same can't be said for the needle design and save balance. For the most part, the first 15 floors are decent to good, but when you get to the green stage you can say goodbye to fun. Very uncomfortable jumps, questionable vine jumps - actually, for some reason, the worst jumps in this game always had something to do with vines, makes me think that the creator either didn't test this game (100% didn't) or magically his vines worked different. While you can slog through most of the screens, prepare your fucking ass for floor 25. I uploaded a screenshot of it, it's the mountainy area. It only contains two saves, first one is free, the second one I got stuck for 3 fucking hours. It has the single most bullshit vine jump I have ever had the displeasure of playing and it almost made me quit the game. Doesn't help that after that there's a choke drop almost right after. Past that, the game becomes easier, ending with a solid consistency screen.
Wouldn't recommend, play this creator's newer games.
AND I FUCKING OVERWROTE MY FUCKING SAVE FUCK THIS GAME
[1] Like
I have taken it upon myself to modify the current version to make it possible. As Derpy mentioned, there is an impossible part on floor 20 - I modified it by moving the relevant structure half a block to the right. I've also checked and tested everything past that point to make sure that it is possible to beat this and I fully cleared everything myself. It's actually insane that the game is on version 1.6 and the creator still hasn't played his own game.
Moving on to the actual game design, everything looks nice and clean. However, the same can't be said for the needle design and save balance. For the most part, the first 15 floors are decent to good, but when you get to the green stage you can say goodbye to fun. Very uncomfortable jumps, questionable vine jumps - actually, for some reason, the worst jumps in this game always had something to do with vines, makes me think that the creator either didn't test this game (100% didn't) or magically his vines worked different. While you can slog through most of the screens, prepare your fucking ass for floor 25. I uploaded a screenshot of it, it's the mountainy area. It only contains two saves, first one is free, the second one I got stuck for 3 fucking hours. It has the single most bullshit vine jump I have ever had the displeasure of playing and it almost made me quit the game. Doesn't help that after that there's a choke drop almost right after. Past that, the game becomes easier, ending with a solid consistency screen.
Wouldn't recommend, play this creator's newer games.
AND I FUCKING OVERWROTE MY FUCKING SAVE FUCK THIS GAME
Rating: 4.5 45
Difficulty: 70 70
Feb 5, 2024
Rainydays
For: I Wanna beat 30 Floors
For: I Wanna beat 30 Floors
precise needle game, first save point in 20f is shit
[0] Likes
Rating: 2.5 25
Difficulty: N/A
Feb 5, 2024
DerpyHoovesIWBTG
For: i wanna engazer
For: i wanna engazer
Tagged as: Avoidance
[0] Likes
Rating: 4.2 42
Difficulty: 60 60
Feb 5, 2024
LaFy_
For: I wanna Kardia
For: I wanna Kardia
Tagged as: Avoidance
[0] Likes
Rating: 10.0 100
Difficulty: N/A
Feb 5, 2024
Cthaere
For: I Wanna Escape Into My Mind
For: I Wanna Escape Into My Mind
And yet again I am forced to break my own self imposed rule. I generally do not give games that I did not have an immediate connection with 9+, however this game deserves it (and honestly, it deserves higher, but at that point I'd be dishonest to myself).
I doubt there's much I can say that has not been said already, however there are a few points I would like to add and accentuate. First of all, I agree with most of what marc and derf were saying, and I am glad that we're starting to take steps towards having games with well executed narratives. Too often, even when games do try to have a narrative, they tend to be either personal to the maker to the point of being near-unrecognizable to anyone else, so vague as to feel like the author only wanted the player to FEEL like there's a narrative where there isn't one, or the "narrative" is just some plot to give the kid an excuse to be where they are, without any real significance or commentary on anything. Many of them also feel very flat, where once you figure them out you can only go "was that it? is that all?". This game, in contrast, has multiple layers that make the existence of a narrative obvious, as well as its general shape, while not revealing all the cards immediately, which I wish more games would do. Many parts are also much more broadly open to interpretation, which I also appreciate.
As far as executing the concept, it is very well done and feels both direct and purposefully designed, with the final result coming together as a well made, cohesive and rich experience. I do feel like there are a few nitpicks. First, I have a personal hangup regarding high energy songs that are coupled with relatively static vfx. This shows up a few times and in nearly all of them I would have liked seeing new vfx styles and strong effects, something that I want and burnmind do well but feels a bit missing here. Final stage also feels overly long and has some big frustrating moments. The choice to bring all the gimmicks back together also felt not quite fleshed out to me; while one can very easily make the reading of the game being a journey of facing and overcoming one's anxieties, and thus the final stage could be an allusion to either having a panic attack or taking the final step to overcome them all, the final stage still doesn't sit right with me in this context (or any similar one), as it feels that either the concept can be portrayed in the abstract with minimal unpleasantness, or that the unpleasantness must be experienced whole in which case I would have preferred it to be made more explicit and turned even higher.
So why is this not a 10? I hate to admit it, but I did not instantly connect with the game. I appreciate it on an intellectual level, and it is very clear what it's going for on an emotional level, however it did not work for me. It always sucks when a piece of art others love to death bounces off you, and it doubly sucks when it's a piece of art that you not only feel like you should connect with, but one that you ALSO love to death on the concept alone. But that's something you just gotta learn to cope with; this was not the first time it happened to me, and I'm certain it won't be the last.
You will also note that I avoid making a substantial and detailed reading into the game, one that I can claim full ownership of and confidently stand behind; Quite frankly, I feel unqualified to give any. My media literacy is in need of improvement, and besides this game feels like it is at least partially a personal (if not to say a cathartic/therauptic) creation, and that makes the relationship between maker and game much stickier. Besides, it's a lot better for one to form their own opinions and theories first before "getting the answer" from someone who has "figured it out", and so I feel like giving any full reading on DF would likely do more harm than good. With that said, Marc and Derf both take us in a good direction, I feel. Go read their reviews.
All in all, this is a massive step in a direction I've been waiting for fangames to go towards for a long while, and it is an exceptionally well made one to boot. Despite not having gotten as much out of it as I felt I should have, the game still gives me hope, and is an undeniable cornerstone of narrative design.
[3] Likes
I doubt there's much I can say that has not been said already, however there are a few points I would like to add and accentuate. First of all, I agree with most of what marc and derf were saying, and I am glad that we're starting to take steps towards having games with well executed narratives. Too often, even when games do try to have a narrative, they tend to be either personal to the maker to the point of being near-unrecognizable to anyone else, so vague as to feel like the author only wanted the player to FEEL like there's a narrative where there isn't one, or the "narrative" is just some plot to give the kid an excuse to be where they are, without any real significance or commentary on anything. Many of them also feel very flat, where once you figure them out you can only go "was that it? is that all?". This game, in contrast, has multiple layers that make the existence of a narrative obvious, as well as its general shape, while not revealing all the cards immediately, which I wish more games would do. Many parts are also much more broadly open to interpretation, which I also appreciate.
As far as executing the concept, it is very well done and feels both direct and purposefully designed, with the final result coming together as a well made, cohesive and rich experience. I do feel like there are a few nitpicks. First, I have a personal hangup regarding high energy songs that are coupled with relatively static vfx. This shows up a few times and in nearly all of them I would have liked seeing new vfx styles and strong effects, something that I want and burnmind do well but feels a bit missing here. Final stage also feels overly long and has some big frustrating moments. The choice to bring all the gimmicks back together also felt not quite fleshed out to me; while one can very easily make the reading of the game being a journey of facing and overcoming one's anxieties, and thus the final stage could be an allusion to either having a panic attack or taking the final step to overcome them all, the final stage still doesn't sit right with me in this context (or any similar one), as it feels that either the concept can be portrayed in the abstract with minimal unpleasantness, or that the unpleasantness must be experienced whole in which case I would have preferred it to be made more explicit and turned even higher.
So why is this not a 10? I hate to admit it, but I did not instantly connect with the game. I appreciate it on an intellectual level, and it is very clear what it's going for on an emotional level, however it did not work for me. It always sucks when a piece of art others love to death bounces off you, and it doubly sucks when it's a piece of art that you not only feel like you should connect with, but one that you ALSO love to death on the concept alone. But that's something you just gotta learn to cope with; this was not the first time it happened to me, and I'm certain it won't be the last.
You will also note that I avoid making a substantial and detailed reading into the game, one that I can claim full ownership of and confidently stand behind; Quite frankly, I feel unqualified to give any. My media literacy is in need of improvement, and besides this game feels like it is at least partially a personal (if not to say a cathartic/therauptic) creation, and that makes the relationship between maker and game much stickier. Besides, it's a lot better for one to form their own opinions and theories first before "getting the answer" from someone who has "figured it out", and so I feel like giving any full reading on DF would likely do more harm than good. With that said, Marc and Derf both take us in a good direction, I feel. Go read their reviews.
All in all, this is a massive step in a direction I've been waiting for fangames to go towards for a long while, and it is an exceptionally well made one to boot. Despite not having gotten as much out of it as I felt I should have, the game still gives me hope, and is an undeniable cornerstone of narrative design.
Rating: 9.0 90
Difficulty: N/A
Feb 5, 2024
LitnhJacuzzi
For: I Wanna Be 1 in 100
For: I Wanna Be 1 in 100
Gimmicks are mostly creative and interesting, however, most of bosses are tedious and I was not very enjoyed with them.
[2] Likes
Rating: 8.0 80
Difficulty: 70 70
Feb 5, 2024
aglab2
For: I Wanna Be 1 in 100
For: I Wanna Be 1 in 100
Decent 100 floor game which slowly climbs to be more difficult by the end of the game. Every so often there is a boss fight to mix around platforming a bit which I consider a nice break from needle. Some silly references like justice jazz hands is dope which really made me expect that hands will fall eventually but they never did, what a bad RNG :)
Structure wise my personal favorite must be the first 30-ish floors and 89-95 where it is mostly chill platforming where you are allowed to mess around to find out and last 3 needle floors which gives you more of a puzzle vibe although that stupid F jump in 97 really made me struggle for what I consider no good reason. Sadly the game kind of falls off in 40s, I felt like wonderful could not quite unleash more precise needle presented in 60-80s this early on but had to do something to indicate level of difficulty - gimmick used made me think that I am just wasting my time playing the game but gravflip timing was real cool so I cannot complain too much.
Overall it is a great package for people willing to test their skills even accessible to newer players which I think is amazing.
[3] Likes
Structure wise my personal favorite must be the first 30-ish floors and 89-95 where it is mostly chill platforming where you are allowed to mess around to find out and last 3 needle floors which gives you more of a puzzle vibe although that stupid F jump in 97 really made me struggle for what I consider no good reason. Sadly the game kind of falls off in 40s, I felt like wonderful could not quite unleash more precise needle presented in 60-80s this early on but had to do something to indicate level of difficulty - gimmick used made me think that I am just wasting my time playing the game but gravflip timing was real cool so I cannot complain too much.
Overall it is a great package for people willing to test their skills even accessible to newer players which I think is amazing.
Rating: 8.4 84
Difficulty: N/A
Feb 5, 2024
DerpyHoovesIWBTG
For: I wanna wander
For: I wanna wander
Alright early Ef needle with super bright visuals. The pathing is simple but there are some nice jumps here and there. There's an extra with 3 screens but it is not well made unlike the main game so you aren't missing out on much if you decide to not go for it.
[0] Likes
Rating: 6.0 60
Difficulty: 60 60
Feb 5, 2024
Not_Another_QM_xa
For: Supernal beings
For: Supernal beings
...
Really terrible RNG barrage.
First 90s are really boring.
True.
Really terrible RNG barrage.
First 90s are really boring.
True.
Tagged as: Avoidance
[1] Like
Rating: 5.0 50
Difficulty: 60 60
Feb 5, 2024
Delicious Fruit