Latest Reviews
bantsmen
For: i wanna start the genshin
For: i wanna start the genshin
Generic adventure with not much going on. Ends with an avoidance plagiarized from "I wanna be the Harmony". I have no problem with other fangames being referenced with proper credit, but trying to pass off someone else's work as your own is kinda messed up. Please do better in the future.
[6] Likes
Rating: 2.0 20
Difficulty: 45 45
Nov 29, 2023
Nearigami
For: I Wanna Take the L
For: I Wanna Take the L
I’ve never been *against* L needle or precision needle as a concept. I think one of the most beautiful aspects of fangames is that people have so many different ideas of what’s fun. Some people enjoy more light-hearted trap games. Some people push their limits with high intensity avoidances and boss fights. Some people enjoy artistic and abstract needle experiences. Some people embrace the brain rot and just play the most inexplicable and nonsense games that you can find. It’s a lot different from say, Mario rom hacks or Celeste mods. Whereas the aforementioned are extremely good, a majority of people end up creating their take on the source material, leading me personally to feel like there is a shallow amount of variety in comparison to fangames. As a result, I believe that the variety in fangames is the main reason I keep coming back to them and is in many ways their biggest strength.
Then there’s precision needle. Precision needle is a niche within a niche within a niche. The amount of people who will be into these games are so small even relative to our already small community. A lot of people write off precision needle entirely as just “cancer” and other diseases that basically are synonyms for dogshit. There *is* an audience for precision needle though. I don’t think it’s the reason people get into fangames, but it is a reason some people still play them, and that’s why I think it’s worth giving a fair shot.
Take The L is the first game listed in Bronze of Precision FSR. For the people that designed precision FSR, they put this game here and as a result, it will end up as a fair amount of people’s first experience with a full precision needle game. Based on that metric, along with the fact that it’s explicitly designed to be a beginner L game, I thought it was good! The game assumes some level of familiarity with needle, which is in my opinion the correct decision, but it basically just asks you to be more precise with your existing knowledge. If you come out of this game and enjoy it, maybe you should give more precision needle a fair shake. You’ll definitely end up learning a lot more about the intricacies of needle, and the real requirements of precision.
Also this game even has the problem of one save on the screen just being inexplicably much harder and worse than the others. Be prepared for that when playing these games too lmao.
[2] Likes
Then there’s precision needle. Precision needle is a niche within a niche within a niche. The amount of people who will be into these games are so small even relative to our already small community. A lot of people write off precision needle entirely as just “cancer” and other diseases that basically are synonyms for dogshit. There *is* an audience for precision needle though. I don’t think it’s the reason people get into fangames, but it is a reason some people still play them, and that’s why I think it’s worth giving a fair shot.
Take The L is the first game listed in Bronze of Precision FSR. For the people that designed precision FSR, they put this game here and as a result, it will end up as a fair amount of people’s first experience with a full precision needle game. Based on that metric, along with the fact that it’s explicitly designed to be a beginner L game, I thought it was good! The game assumes some level of familiarity with needle, which is in my opinion the correct decision, but it basically just asks you to be more precise with your existing knowledge. If you come out of this game and enjoy it, maybe you should give more precision needle a fair shake. You’ll definitely end up learning a lot more about the intricacies of needle, and the real requirements of precision.
Also this game even has the problem of one save on the screen just being inexplicably much harder and worse than the others. Be prepared for that when playing these games too lmao.
Rating: 7.0 70
Difficulty: 45 45
Nov 29, 2023
fangameXPmaster
For: I wanna be the orbit trap 3
For: I wanna be the orbit trap 3
Short trap game.
There were some somewhat tedious sections, but in general it was enjoyable.
[0] Likes
There were some somewhat tedious sections, but in general it was enjoyable.
Rating: 6.5 65
Difficulty: 37 37
Nov 29, 2023
Riot3_1_2_1
For: I wanna hear my wish!
For: I wanna hear my wish!
(7/10, because not blind)
old-fashion avoidance, that 3,5 minutes long. I really like old style, like ryonoske (Growing! maker) or peru (Strawberry maker). And I like this avoidance, because it has old-vibe. Also the song is very good
old-fashion avoidance, that 3,5 minutes long. I really like old style, like ryonoske (Growing! maker) or peru (Strawberry maker). And I like this avoidance, because it has old-vibe. Also the song is very good
Tagged as: Avoidance
[0] Likes
Rating: 7.0 70
Difficulty: 35 35
Nov 29, 2023
TheChiekurs
For: I wanna descend the Shadow tower
For: I wanna descend the Shadow tower
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 29, 2023
phgQED
For: luna pixie
For: luna pixie
I was genuinely excited to play this game because I am big fan of the creator's work otherwise even though it is usually far outside my difficulty range. It is difficult to review a creation, however, when the creator says on the thing that it's 'not good', because then I feel stupid if I like it, whereas if I say I don't like it, they can respond with "well I told you it wasn't good".
With all that said, this game started out very promisingly, with a lot of fun 16px wallhugs and turnaround maneuvers. I think the tileset is great, the engine feels smooth and the game comes prepatched. Even the aesthetics of the object placement are given care and attention, with thing slike spikes merging into each other and happy hollow fruit always blocking the path somewhere. The music is a bombastic jazz tune which didn't quite fit the mood of the game for me, but it was still nice to listen to for a bit.
For some reason many of the early water maneuvers felt overly precise to me, and as the screens went on I noticed this was true of several jumps per save in general, usually which were corners seemingly nerfed by 16px. I get that the entirety of needle is a precision genre, and that you're going to make a jump as precise as feels fun for you, but it seemed odd to me that in a game focused on being low difficulty that there were random jumps which stood out in terms of their tightness.
I was also confused by the pathing in several points, even though I'm sure it's rudimentary to everyone else—I have a real problem discerning anything more basic than 'go exactly here at all times', so this isn't a real knock against the game, but it did leave me with a feeling of frustration which was compounded by the aforementioned jumps. The save point placement often felt too early in a map, leaving me stuck on the second half for far longer than the first.
I think the inclusion of a golden challenge is cool, as it adds an extra level of replayability for more experienced players, and a cool feat for someone dedicated to set their eyes on.
Even though this game wasn't my exact cup of tea, I still greatly appreciate that makers are attempting to release games in this difficulty space. It's for that reason that I downloaded and played this game almost as soon as I found out it existed, and why I took the time to provide detailed feedback instead of just leaving a rating. I hope that some of comments were useful, and that I get the privilege of playing more of this maker's games in the future.
With all that said, this game started out very promisingly, with a lot of fun 16px wallhugs and turnaround maneuvers. I think the tileset is great, the engine feels smooth and the game comes prepatched. Even the aesthetics of the object placement are given care and attention, with thing slike spikes merging into each other and happy hollow fruit always blocking the path somewhere. The music is a bombastic jazz tune which didn't quite fit the mood of the game for me, but it was still nice to listen to for a bit.
For some reason many of the early water maneuvers felt overly precise to me, and as the screens went on I noticed this was true of several jumps per save in general, usually which were corners seemingly nerfed by 16px. I get that the entirety of needle is a precision genre, and that you're going to make a jump as precise as feels fun for you, but it seemed odd to me that in a game focused on being low difficulty that there were random jumps which stood out in terms of their tightness.
I was also confused by the pathing in several points, even though I'm sure it's rudimentary to everyone else—I have a real problem discerning anything more basic than 'go exactly here at all times', so this isn't a real knock against the game, but it did leave me with a feeling of frustration which was compounded by the aforementioned jumps. The save point placement often felt too early in a map, leaving me stuck on the second half for far longer than the first.
I think the inclusion of a golden challenge is cool, as it adds an extra level of replayability for more experienced players, and a cool feat for someone dedicated to set their eyes on.
Even though this game wasn't my exact cup of tea, I still greatly appreciate that makers are attempting to release games in this difficulty space. It's for that reason that I downloaded and played this game almost as soon as I found out it existed, and why I took the time to provide detailed feedback instead of just leaving a rating. I hope that some of comments were useful, and that I get the privilege of playing more of this maker's games in the future.
Tagged as: Needle
[0] Likes
Rating: 6.0 60
Difficulty: 50 50
Nov 29, 2023
Delicious Fruit