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xva
For: I wanna be the sleeping sickness
two screens of needle with one boring boss and one awful boss. i enjoyed the one (1) corner

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Tagged as: Needle Boss
[0] Likes
Rating: 2.1 21       Difficulty: 55 55
Jan 13, 2024
LastTISisLife
For: I wanna be the NNN
Tagged as: Visual_Challenge
[0] Likes
Rating: N/A       Difficulty: N/A
Jan 13, 2024
Consquillitas
For: I wanna enjoy the MAYU
[0] Likes
Rating: 6.5 65       Difficulty: 45 45
Jan 13, 2024
kdnh
For: i WANNA beTHEかみりLあ

___________________________________________
ERROR in
action number 1
of Alarm Event for alarm 2
for object object720:

Error in code at line 5:
agl+=360/irandom(360)
^
at position 11: Division by 0.

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Tagged as: Avoidance
[0] Likes
Rating: 1.0 10       Difficulty: 22 22
Jan 13, 2024
Consquillitas
For: I wanna be the Heart
[0] Likes
Rating: 4.5 45       Difficulty: 40 40
Jan 13, 2024
dorafura
For: I wanna travel the basic world -contest edit-
Tagged as: Adventure Trap Boss
[0] Likes
Rating: 6.0 60       Difficulty: 40 40
Jan 13, 2024
aglab2
For: I Wanna Take Another Look Inside
I wish camera man was not drunk in one the areas but sometimes you need to game to look inside.

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[1] Like
Rating: 8.9 89       Difficulty: N/A
Jan 13, 2024
sirpion
For: Collections-7
[0] Likes
Rating: 8.7 87       Difficulty: 37 37
Jan 13, 2024
Gunbeee
For: I wanna be the Showdown
good mix of puzzle mechanics and needle platforming. The 2 bosses feel really easy compared to the rest of the levels tbh. The music is fine and works well. One thing I liked is how that all the traps weren't present in rooms that weren't clearly themed around being trap stages.

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[0] Likes
Rating: 8.0 80       Difficulty: 36 36
Jan 13, 2024
Jopagu
For: I wanna be the Orbit
Orbit is a classic Japanese collab between two renowned makers, Dagger and Tsuta. I really wasn't sure what to expect going into this one, but in the end I found that its classic status is completely deserved. Despite some significant flaws, I found the game to be a super enjoyable experience, and it was never brought down for all too long.

The game opens with a charming traditional area, which introduces you to the game's signature - traps that are simple, and yet still creative and funny. After this, you go to a hub, which contains four areas, including some of the highlights of the game.

The horror themed stage feels like a prototype for a game like Cardinal House, which is high praise from me. It has lots of creative obstacles and a fun vibe. This stage is weakened by a post boss "gotcha" that I found quite difficult to figure out, leading to me beating the boss several times before being able to progress.

The other standout stage is of course the famed trap stage. There is little I can say about this that would be new, considering this stage alone has inspired several spin-offs. I will mention that it takes a unique approach to penalty rooms, that prevents them from getting stale, a flaw that this game's successors are still falling into.

The other two stages in the hub are less notable, but still a good time. Shoutouts to the funny traps in the first stage, and the stupid (affectionate) teleporting fish in the second. The second stage does contain probably the weakest boss in the game, a stupid ball with one hard attack and an annoying sound effect.

After the hub, you proceed to a sequence of linear stages, first of which is the underground desert. This stage sets the tone for the next while - having both some of the best and worst saves in the game. The minor puzzle aspects were used well, and this is the most interesting gimmick stage in the game. However, the game's difficulty starts to bite it in the ass here, with some saves being seriously brought down by being overly precise, and designed in a way that is more punishing than fun (read: unfunny end of save traps).

Next, there is a brief beach stage with shooting enemies. This area is pretty unremarkable, but it was somewhat annoying having to kill high health flying enemies before standing on their platforms. The most memorable part of this section is the boss, and unfortunately not in a good way. The boss itself is actually really fun, with some very conventional boss design and interesting attacks. However, it is completely ruined by an interlude that is very learny and also longer than the rest of the boss. If this section were removed this boss would be fantastic, and yet as it stands it was a low point of the game.

After this is the tower, where the pattern established in the desert repeats. The majority of this stage is really cool, with fun design that's at a chill difficulty level. Unfortunately, a few saves try to hard to be difficult, resulting in unpleasant gameplay. The biggest offender is the tiles that don't match up with the solid part. This is pretty standard design in a lot of non-fangames, and even here it works most of the time, but it is mistakenly used in a few sections with bonk jumps and tight landings. This leads to precise saves where you can't actually know exactly where to be.

The boss of this stage is pretty infamous, but I found myself enjoying it decently, but not a lot. Part of this is certainly because I was streaming it, and often found myself not focused on the game, just talking to people instead. I think focusing heavily on this boss would lead to having a lot less fun, but it winds up being a decent boss to pay less attention to. Just pop open some music or a video or something.

After this there is the classic pure needle stage, except this time the needle is the least significant part. There's a few screens of rather difficult needle, but they are broken up by super fun fights. The first is a infinite jump schmup section, which is really fun. It's nothing special as the genre goes, but it's still awesome to see in a fangame. After this is one of the highlights of the game, a touhou fight, again with infinite jump. This fight is super fun, with a wide variety of attacks that are all really fun to dodge, and an awesome chaotic ending.

Finally, a medley stage of the creators' previous work Assaulted. This stage is pretty brief, but has some really fun platforming that feels very "adventurey" in sharp contrast to the previous needle stage. It ends with a brief avoidance that is moderately fun, but ultimately forgettable.

The game ends with another avoidance, this one being 3 minutes long and quite a bit harder than the rest of the game. I heard it described as "sunspike-like", and while I find that quite true of the content, it's not true at all of the quality. The avoidance is super pattern heavy, and does unfortunately have several long sections of standing still. Despite that, I found it to be really fun overall, with lots of diverse attacks. The attacks were really fun to learn, and yet not too complex as to be inscrutable after a couple attempts. Even the parts that wind up being standstill are fun to figure out at first.

Overall, Orbit is an incredible game, despite its flawed sections. While there were some pretty heinous saves, the good outnumbers the bad significantly, and ultimately none of the bad sticks around too long. The game is really long, and yet it continues to provide new stuff, and because of this diversity it didn't overstay its welcome. I would highly recommend this game to adventure fans. If you aren't confident in your avoidance skills, I would still recommend playing up to it, as the rest of the game is like 60, and contains some super cool stuff.

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Tagged as: Adventure Avoidance Trap Boss
[2] Likes
Rating: 8.4 84       Difficulty: 70 70
Jan 13, 2024
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