Latest Reviews
omega2020
For: I Wanna Liar Dance
For: I Wanna Liar Dance
Tagged as: Avoidance
[0] Likes
Rating: 10.0 100
Difficulty: N/A
Apr 11, 2026
OtiWolf
For: I Want to Go Outside
For: I Want to Go Outside
Cute game
:3 :3 :3
[1] Like
:3 :3 :3
Rating: 8.5 85
Difficulty: 60 60
Apr 11, 2026
notmaxwell
For: Herald’s Machina Towers
For: Herald’s Machina Towers
rating based off intended mode
Present would be ~5, ~75.
Warning: Malding review. I'm complaining a lot here and some might be nonsensical. It's late at night and I just wrote passionately, there's no hard feelings here
To start off positively, this game has incredible visuals. I love the theme, the tower idea is done well especially how the gameplay is limited horizontally. Very nice stuff, title screen is also sick, menus are cool, and the clear screen is cool too. Screen movement is nice and the game's pacing is cool, I noticed the visuals kinda break a bit when paused, likely due to the instances being stopped when paused, and at the clear fade in it looks like it made the edges of my game white until I paused and it fixed itself, but these are just small nitpicks. Overall visually very cool, and the game sets itself up to be quite nice overall, has good potential, but I cannot say it delivers on the gameplay. The good:
There's some jumps i'm fine with, there's no real jumps I actually love but I generally liked the final jump of screen 1, and the fj 4f for screen 2. Both of these jumps are quite easy though, especially the former, so they're not really significant in the save's gameplay anyway. First 2 jumps of screen 2 are also decent, the djump up to the vine on the first one is obsessionally annoying but that's likely just me. Now is a good time to mention, this game has a gimmick, which plays an essential role in it's traumatic gameplay, where each vine is one-time-use. After jumping off a vine, it'll fall down and you can't use it anymore. Because of this, readjustment isn't viable, and most vine jumps in this game basically run on a "fucking ball it and pray" basis, and because of this gimmick, some vine jumps become incredibly awkward as a result, as for ones with a low enter it's impossible to jump up once to get better height and then jump over, you just have to immediately jump and pray that you did a low enough pause on the jump beforehand (this complaint is most relevant to the 2nd last jump of scrn1). This gimmick hinders this game more then it adds to it, the good vine jumps in this game, ie the first 2 on screen 2 would be completely unaffected if this gimmick didn't exist. It's only used in a way to make preexisting vine jumps just inconsistent and more awkward. That being said it also doesn't affect some of the worst vine jumps since they require 2-3f movement presses anyway.
Screen 1, starts off fine, first jump is alright but it starts the trend of '2-3f tap on vine. win' that for some unknown reason so many jumps use. 2nd jump is nothing, but the middle jump is ... insanity, starts off with 2 long jumps, first jump can be a fj or not, and then a very small pause and another fj, fine so far, into a pretty vague right press to get a optimally high vine grab and then, because i'm sure it needs to be like this, it's a 2-3f movement tap and immediate re-press of the same key afterwards. It's so, so, so, inconsistent, it feels unfathomably arbitrary and stamina based, the movement key repress also sucks since you can press it again too early and overshoot it way too much, it's all just really, really unfun, and it's the same thing, a tiny vine movement press. I'm not against 2fs or 3fs, not at all, but it's spam, there's just so so many of them, hell, after this jump is yet damn again, another tiny vine movement press and repress quickly after. It's the same painful, draining movement right again. And, the jump up to this, is yet again, a long jump with a short pause and a long jump after (since you want to grab the vine at a good height to pass the minispikes). It's painful and inconsistent and awkward as all hell. These 2 jumps aren't hard, they're not very precise, it's not tight or anything, matter of fact, most of this game isn't tight, only screen 3 truly is. It's just unfathomably damn awkward and feels so terrible to play, deaths feel completely faultless and uncontrollable since it's really hard on the hands to pull of some of these movements constantly and they're just so inconsistent and vague. I don't like this screen at all (1), thankfully the final jump is fine, but it's more of just a nothingburger since it's an easy setup with a 2f jump height window and a fj after. Dying to screen 2 pretty much always feels terrible since you get the knowledge that you have to deal with screen 1 which has more jumps that include micro-inputs on vines then jumps that don't. Screen 2 shows that Nick does make good vine gameplay in this style though, as mentioned previously the first 2 jumps here are pretty fine, first is a bit meh sometimes but the 2nd is actually pretty fun to pull off, it's good in isolation but brought down by what's before it. These 2 jumps show that Nick can make peak, but the rest just isn't. 3rd jump of this screen is fine, it's quite easy in comparison but then again nothing in this game is actually tight until the end of scrn2, just awkward. Then there's the diagonal jump into the vine, the diagonal jump is fine, all good there, but then, it's another one of these stupid 2-3f vine movement press and repress. I don't know why there's more. The repress here isn't actually too much of a problem since it's a good bit later so thankfully it's not as terrible as the 2 jumps on screen 1 in that department but the initial press is still just a 2-3f vine press and it's not interesting at all nor does it bring anything to the table that screen 1 hasn't. Jump after that is fine, and the fj 4f is decent. I'm not a fan of the 4f back up much, but it's nowhere near as devastating as the vine jumps. Screen 3 is a bit different, first jump is fine, and the platform jumps up are mediocre. I didn't like them much but I also don't think they're as daunting as the vine jumps in this save, it's inconsistent at first, sure, but they get better with time and truthfully i'll gladly take those over the other jumps this game throws at you, bit weird how you have to delay movement by 1\2f after jumping so it makes it a bit iffy, but it's fine. Now you have the final jump (except the golden area). The final jump here is my least favourite jump I have ever played in a fangame. I cannot think of a single jump that I have ever played that is worse than this jump, and the fact that it is after all the complaints I have had with the rest of this save is actually traumatic. It's the combination of all my complaints with this game plus an added cherry on top of horror at the end. This jump starts with, you know it, fj fj low pause to get over the fruit. Because you start on a platform you can often die to this from platform bhop which kills you to the top spikes, and before this is an incredibly visually vague left input press since you start the djump in a diagonal. After this, you pass the fruit, get given permanent catharsis water, and immediately met with ... a forced 2-3f vine press and even Worse repress than before. Incredible. I'm not gonna say it again but the repress here is very shortly after the intial tiny tap, badly conveyed, ofc inconsistent since for it to be properly consistent you'd have to be doing the same right press length, and feels actually terrible. And it's even harder than it seems since if you don't do it perfectly you'll have a bad enter into the final stutter and likely die. Tremendous. The final stutter is absurd, way harder than it seems or it should be and I don't know why it exists. Water diagonal stutter with a horrific enter at the end of all of this. Great. I died there ~6 times or some amount because it just feels like damned rng at this point, poorly conveyed inputs stacked upon poorly conveyed inputs that rely upon eachother and it's all arbitrary as all hell. It's the most agonizing, unfun, painful jump I have ever played. I cannot think of a jump this bad, awkward and almost fp left press into the middle of a diagonal (that's delayed from jump input too) into fj fj low pause (except you can't do it perfectly since if you do, you might get platform bhop and die!) into vine 2-3f and immediate repress that's so open and awkward into that stutter. Nick I don't know what you were on man, It's kind of impressive that you cooked this up but like ... what the hell dude :sob: I died here a shit ton, obviously, since it's fucking absurd, let alone putting THIS at the end of an already intensely problematic save is just unreasonable. It's not good. And the worst is that it's not the end, there's a choke section after. There's not much to say here except that it's the better side of gameplay even though it's just gates and a diagonal with catharsis water, but it's mean that there's a choke section after that final jump. It's aura though so I'll give it a pass and it would be awesome if the rest of the game's gameplay didn't make it hell to get to.
I'm sorry if i sound like an asshole, I don't blame nick or think he's a bad creator at all, I just can't say I think this game has good gameplay, it has the same few problematic inputs copied all over, and then merged into a demonic creation at the very end. It's also worth talking about the present difficulty I guess. It's weird, the saves are placed in incredibly odd spots, for some reason the final save is at the end of scrn2 so you have to do 3 deathless which is really messed up and quite likely the hardest by a good bit, and the first save forces you to do one of the agonizing scrn1 jumps from the start which is also pretty difficult. Some other saves in this mode are like, free, and are only separated by the non-problematic jumps. This game as a whole is basically just a few horrifying jumps separated by some fine jumps that become upsetting due to the knowledge of having to play the horrifying jumps everytime you die. I wouldn't recommend playing this, maybe play it on present difficulty but don't go any further than that.
Sorry nick for the negative review, I might've been pretty harsh here but as you probably can tell I'm quite passionate, no actual hate ofc, and i mean you cooked like crazy on the visuals
[0] Likes
Present would be ~5, ~75.
Warning: Malding review. I'm complaining a lot here and some might be nonsensical. It's late at night and I just wrote passionately, there's no hard feelings here
To start off positively, this game has incredible visuals. I love the theme, the tower idea is done well especially how the gameplay is limited horizontally. Very nice stuff, title screen is also sick, menus are cool, and the clear screen is cool too. Screen movement is nice and the game's pacing is cool, I noticed the visuals kinda break a bit when paused, likely due to the instances being stopped when paused, and at the clear fade in it looks like it made the edges of my game white until I paused and it fixed itself, but these are just small nitpicks. Overall visually very cool, and the game sets itself up to be quite nice overall, has good potential, but I cannot say it delivers on the gameplay. The good:
There's some jumps i'm fine with, there's no real jumps I actually love but I generally liked the final jump of screen 1, and the fj 4f for screen 2. Both of these jumps are quite easy though, especially the former, so they're not really significant in the save's gameplay anyway. First 2 jumps of screen 2 are also decent, the djump up to the vine on the first one is obsessionally annoying but that's likely just me. Now is a good time to mention, this game has a gimmick, which plays an essential role in it's traumatic gameplay, where each vine is one-time-use. After jumping off a vine, it'll fall down and you can't use it anymore. Because of this, readjustment isn't viable, and most vine jumps in this game basically run on a "fucking ball it and pray" basis, and because of this gimmick, some vine jumps become incredibly awkward as a result, as for ones with a low enter it's impossible to jump up once to get better height and then jump over, you just have to immediately jump and pray that you did a low enough pause on the jump beforehand (this complaint is most relevant to the 2nd last jump of scrn1). This gimmick hinders this game more then it adds to it, the good vine jumps in this game, ie the first 2 on screen 2 would be completely unaffected if this gimmick didn't exist. It's only used in a way to make preexisting vine jumps just inconsistent and more awkward. That being said it also doesn't affect some of the worst vine jumps since they require 2-3f movement presses anyway.
Screen 1, starts off fine, first jump is alright but it starts the trend of '2-3f tap on vine. win' that for some unknown reason so many jumps use. 2nd jump is nothing, but the middle jump is ... insanity, starts off with 2 long jumps, first jump can be a fj or not, and then a very small pause and another fj, fine so far, into a pretty vague right press to get a optimally high vine grab and then, because i'm sure it needs to be like this, it's a 2-3f movement tap and immediate re-press of the same key afterwards. It's so, so, so, inconsistent, it feels unfathomably arbitrary and stamina based, the movement key repress also sucks since you can press it again too early and overshoot it way too much, it's all just really, really unfun, and it's the same thing, a tiny vine movement press. I'm not against 2fs or 3fs, not at all, but it's spam, there's just so so many of them, hell, after this jump is yet damn again, another tiny vine movement press and repress quickly after. It's the same painful, draining movement right again. And, the jump up to this, is yet again, a long jump with a short pause and a long jump after (since you want to grab the vine at a good height to pass the minispikes). It's painful and inconsistent and awkward as all hell. These 2 jumps aren't hard, they're not very precise, it's not tight or anything, matter of fact, most of this game isn't tight, only screen 3 truly is. It's just unfathomably damn awkward and feels so terrible to play, deaths feel completely faultless and uncontrollable since it's really hard on the hands to pull of some of these movements constantly and they're just so inconsistent and vague. I don't like this screen at all (1), thankfully the final jump is fine, but it's more of just a nothingburger since it's an easy setup with a 2f jump height window and a fj after. Dying to screen 2 pretty much always feels terrible since you get the knowledge that you have to deal with screen 1 which has more jumps that include micro-inputs on vines then jumps that don't. Screen 2 shows that Nick does make good vine gameplay in this style though, as mentioned previously the first 2 jumps here are pretty fine, first is a bit meh sometimes but the 2nd is actually pretty fun to pull off, it's good in isolation but brought down by what's before it. These 2 jumps show that Nick can make peak, but the rest just isn't. 3rd jump of this screen is fine, it's quite easy in comparison but then again nothing in this game is actually tight until the end of scrn2, just awkward. Then there's the diagonal jump into the vine, the diagonal jump is fine, all good there, but then, it's another one of these stupid 2-3f vine movement press and repress. I don't know why there's more. The repress here isn't actually too much of a problem since it's a good bit later so thankfully it's not as terrible as the 2 jumps on screen 1 in that department but the initial press is still just a 2-3f vine press and it's not interesting at all nor does it bring anything to the table that screen 1 hasn't. Jump after that is fine, and the fj 4f is decent. I'm not a fan of the 4f back up much, but it's nowhere near as devastating as the vine jumps. Screen 3 is a bit different, first jump is fine, and the platform jumps up are mediocre. I didn't like them much but I also don't think they're as daunting as the vine jumps in this save, it's inconsistent at first, sure, but they get better with time and truthfully i'll gladly take those over the other jumps this game throws at you, bit weird how you have to delay movement by 1\2f after jumping so it makes it a bit iffy, but it's fine. Now you have the final jump (except the golden area). The final jump here is my least favourite jump I have ever played in a fangame. I cannot think of a single jump that I have ever played that is worse than this jump, and the fact that it is after all the complaints I have had with the rest of this save is actually traumatic. It's the combination of all my complaints with this game plus an added cherry on top of horror at the end. This jump starts with, you know it, fj fj low pause to get over the fruit. Because you start on a platform you can often die to this from platform bhop which kills you to the top spikes, and before this is an incredibly visually vague left input press since you start the djump in a diagonal. After this, you pass the fruit, get given permanent catharsis water, and immediately met with ... a forced 2-3f vine press and even Worse repress than before. Incredible. I'm not gonna say it again but the repress here is very shortly after the intial tiny tap, badly conveyed, ofc inconsistent since for it to be properly consistent you'd have to be doing the same right press length, and feels actually terrible. And it's even harder than it seems since if you don't do it perfectly you'll have a bad enter into the final stutter and likely die. Tremendous. The final stutter is absurd, way harder than it seems or it should be and I don't know why it exists. Water diagonal stutter with a horrific enter at the end of all of this. Great. I died there ~6 times or some amount because it just feels like damned rng at this point, poorly conveyed inputs stacked upon poorly conveyed inputs that rely upon eachother and it's all arbitrary as all hell. It's the most agonizing, unfun, painful jump I have ever played. I cannot think of a jump this bad, awkward and almost fp left press into the middle of a diagonal (that's delayed from jump input too) into fj fj low pause (except you can't do it perfectly since if you do, you might get platform bhop and die!) into vine 2-3f and immediate repress that's so open and awkward into that stutter. Nick I don't know what you were on man, It's kind of impressive that you cooked this up but like ... what the hell dude :sob: I died here a shit ton, obviously, since it's fucking absurd, let alone putting THIS at the end of an already intensely problematic save is just unreasonable. It's not good. And the worst is that it's not the end, there's a choke section after. There's not much to say here except that it's the better side of gameplay even though it's just gates and a diagonal with catharsis water, but it's mean that there's a choke section after that final jump. It's aura though so I'll give it a pass and it would be awesome if the rest of the game's gameplay didn't make it hell to get to.
I'm sorry if i sound like an asshole, I don't blame nick or think he's a bad creator at all, I just can't say I think this game has good gameplay, it has the same few problematic inputs copied all over, and then merged into a demonic creation at the very end. It's also worth talking about the present difficulty I guess. It's weird, the saves are placed in incredibly odd spots, for some reason the final save is at the end of scrn2 so you have to do 3 deathless which is really messed up and quite likely the hardest by a good bit, and the first save forces you to do one of the agonizing scrn1 jumps from the start which is also pretty difficult. Some other saves in this mode are like, free, and are only separated by the non-problematic jumps. This game as a whole is basically just a few horrifying jumps separated by some fine jumps that become upsetting due to the knowledge of having to play the horrifying jumps everytime you die. I wouldn't recommend playing this, maybe play it on present difficulty but don't go any further than that.
Sorry nick for the negative review, I might've been pretty harsh here but as you probably can tell I'm quite passionate, no actual hate ofc, and i mean you cooked like crazy on the visuals
Rating: 2.0 20
Difficulty: 91 91
Apr 11, 2026
bantsmen
For: I wanna be the messenger
For: I wanna be the messenger
Cool adventure game based on The Messenger. You gain new abilities as you play through. There is one boss at the end of the game which is rather goofy. Overall pretty decent and solid game, not particularly crazy, but good enough to recommend.
[0] Likes
Rating: 8.0 80
Difficulty: 60 60
Apr 11, 2026
cloakman
For: Renko Needle 3
For: Renko Needle 3
Overall easy needle, some maps have cherries moving, but still far from a gimmick game.
The visual of the 2 stages is just extraordinarily bad, I have to blindly jump to somewhere hoping there is a block.
[0] Likes
The visual of the 2 stages is just extraordinarily bad, I have to blindly jump to somewhere hoping there is a block.
Rating: 3.0 30
Difficulty: 40 40
Apr 11, 2026
Gaborro
For: I wanna nurunuru
For: I wanna nurunuru
Kind of annoying platforming followed by an RNG heavy avoidance with really bad pacing. Multiple sections where nothing is really happening, some attacks that aren't too much, and suddenly really hard RNG in the later sections
[1] Like
Rating: 5.5 55
Difficulty: 80 80
Apr 11, 2026
Gaborro
For: I wanna be the toastice guy
For: I wanna be the toastice guy
It is kinda funny.
[0] Likes
Rating: 6.0 60
Difficulty: 60 60
Apr 11, 2026
Delicious Fruit