Latest Reviews
superPP
For: I wanna gain the ability
For: I wanna gain the ability
Tagged as: Adventure
[1] Like
Rating: 9.5 95
Difficulty: 60 60
Jan 21, 2024
Rainydays
For: I wanna be the Evolution
For: I wanna be the Evolution
some bad boss and platforming make it looks impossible,it seems they didn't test this fangame
[0] Likes
Rating: 1.0 10
Difficulty: N/A
Jan 21, 2024
MegaKid
For: I wanna be the Density
For: I wanna be the Density
Left warp trash, too many unnecessary effect
Right warp 8/10
Right warp 8/10
Tagged as: Avoidance
[0] Likes
Rating: 4.0 40
Difficulty: 50 50
Jan 21, 2024
nankotu5316
For: I wanna 2000
For: I wanna 2000
俺は好き
Tagged as: Avoidance
[0] Likes
Rating: 8.0 80
Difficulty: 44 44
Jan 21, 2024
Nick24
For: I wanna act like a Masochist
For: I wanna act like a Masochist
Tagged as: RFR4
[0] Likes
Rating: N/A
Difficulty: N/A
Jan 21, 2024
YaBoiMarcAntony
For: I wanna be the Crimson Needle
For: I wanna be the Crimson Needle
Rating based on non-speedrun version. After around the 60s you basically say goodbye to fun saves - some time in the 80s, you say goodbye to fun jumps for the most part. There are exceptions, but not enough. I can't speak to it, but I recall Kale commenting on how Hiddow felt frustrated by Crimson Needle due to it seeming to him to have a focus entirely on difficulty and not on being any fun to play. As far as I'm concerned, that is pretty much the best assessment of this game I've heard.
Funny thing is, I think you absolutely can put some focus on difficulty while also keeping some fun in the mix. In my eyes, Magnificent Stumble is a wondrous game that executes high level platforming on a consistently excellent level, to compare to Hiddow's work. Why does Crimson Needle fail? Because part of its difficulty relies specifically on using maneuvers that are uncomfortable or dissatisfying to execute as one of its core methods of heightening difficulty. While this may stand out as a watershed occurrence (a stolen phrase, but simply the best one for this game), it is one that also comes across to me as a collection of needle's worst qualities in the distant past.
Nevertheless, it's not all bad. As said, the problems begin with about the 60s, and after that they become downright untenable, but there are the bits and pieces of quality here and there. CN2 amazingly chooses ALL of the best screens from this back half for its needle rush, though it leaves behind floor 100 which is a fairly enjoyable save on the tougher side that utilizes well the older design philosophies which ran rampant in needle. All the same, it's a bit simple compared to some contemporaries, but that is no real negative mark on the test for me. And hell, a lot of what you play up to the 50s is itself fairly good too. Kale at this time did have something of an eye for needle design, he just became far too preoccupied with making the game more difficult and did not quite understand how to do this in a satisfying way.
My recommendation? Leave the game behind right about the time you get to the 60s, but that is just my experience.
Funny thing is, I think you absolutely can put some focus on difficulty while also keeping some fun in the mix. In my eyes, Magnificent Stumble is a wondrous game that executes high level platforming on a consistently excellent level, to compare to Hiddow's work. Why does Crimson Needle fail? Because part of its difficulty relies specifically on using maneuvers that are uncomfortable or dissatisfying to execute as one of its core methods of heightening difficulty. While this may stand out as a watershed occurrence (a stolen phrase, but simply the best one for this game), it is one that also comes across to me as a collection of needle's worst qualities in the distant past.
Nevertheless, it's not all bad. As said, the problems begin with about the 60s, and after that they become downright untenable, but there are the bits and pieces of quality here and there. CN2 amazingly chooses ALL of the best screens from this back half for its needle rush, though it leaves behind floor 100 which is a fairly enjoyable save on the tougher side that utilizes well the older design philosophies which ran rampant in needle. All the same, it's a bit simple compared to some contemporaries, but that is no real negative mark on the test for me. And hell, a lot of what you play up to the 50s is itself fairly good too. Kale at this time did have something of an eye for needle design, he just became far too preoccupied with making the game more difficult and did not quite understand how to do this in a satisfying way.
My recommendation? Leave the game behind right about the time you get to the 60s, but that is just my experience.
Tagged as: Needle
[2] Likes
Rating: 4.5 45
Difficulty: 85 85
Jan 21, 2024
Delicious Fruit