Latest Reviews
Half_Fish
For: I wanna eat the Forest
For: I wanna eat the Forest
I like it
[0] Likes
Rating: 10.0 100
Difficulty: 29 29
Sep 10, 2023
Renko97
For: I Wanna Be WannaBe
For: I Wanna Be WannaBe
Sad story
Tagged as: Special
[0] Likes
Rating: 3.2 32
Difficulty: 1 1
Sep 10, 2023
3headedmonkey
For: i wanna 白くん
For: i wanna 白くん
The link seems to have been updated with the old version (pre-sound bug fix)
The newer version can be found elsewhere
[0] Likes
The newer version can be found elsewhere
Rating: N/A
Difficulty: N/A
Sep 10, 2023
Renko97
For: I Wanna Be the Fortress Returns
For: I Wanna Be the Fortress Returns
Rating includes extra.
[0] Likes
Rating: 4.5 45
Difficulty: 40 40
Sep 10, 2023
zRohm
For: I Wanna Destroy the Needleverse Ez
For: I Wanna Destroy the Needleverse Ez
I have not cleared the original version and only this version, so take this review as you will. Apologize for the long review as I really do like this game.
Really refreshing game based upon simple gimmicks. The visuals are on-point, not surprising since this is Tralexium doing most of the visual side and seeing their other works. I will start with the visuals, my favorite part.
The visuals encapsulate this abstract warm feeling that is carefree in a good sense. The beginning starts with these definite shapes like triangles and polygons you can easily outline just from looking at them. As the game progresses, we get more indefinite and unusual shapes in the background and in the block design. We start to see this in the gravity and speed gimmick stage where all of them smoothen out into gradients of colors. Although they are no longer shapes, they still have this sense of controlled chaos. As the game progresses, they smoothen out towards the end to be freeform circles and chaotic as seen in the final stage. We can see the exploded dust of stars in the sky and show the chaos and difficulty in the stage, while also being very faintly orderly. The extra stages do not apply to this logic though since they are extra parts after all.
The gameplay is very good at easing the player into using their knowledge of gimmicks to clear screens. The beginning starts very simple with basic needle gameplay with an occasional splitting path for the more skilled players. The second stage introduces the player to more used gimmicks in harder needle games, such as vines and platforms. It also throws in the jump refreshers and a temporary triple jump refresher, which paved way to more cooler level progression. It also throws in some of the physics-based gimmicks i.e. higher gravity and lower speed. A pretty jam-packed stage that prepares the player for the later stages. And I like how you can click on them just in case you forgot what they do, thank you. The third stage essentially prepares the player for the fourth stage by ramping the difficulty up gradually. There is not much to say about of this stage since it is just a preparation stage. The fourth stage is the main meat of the game. It uses all of the tools you were given in the previous stages and apply them here in more difficult manners. It also introduces its own ideas and not just simply doubling down on the best parts of a gimmick. Although, I do not really like the big backtrack stage, but I manage to do it on one attempt by a fluke. Overall, the stages do a good job of preparing the player for the last stage. Not to mention, the secrets will always have a unique gimmick to separate them from the main gameplay and themselves.
First secret is similar to Butterfly's gimmick with a different colored cherry activating a different attack. Second secret has this similar style to NANG but it executes its gimmick really good, I mean it here. You need to shoot the boxes to move them in order to activate numbered buttons. You can also activate colored buttons to switch collisions of blocks. The ending really sell these gimmicks good. Third secret is like the flashlight visual effect from Enjoy the Game 2 but done well as you are able to see the entire level by shooting once. However, there is a limit to it which is fair. The fourth gimmick being a visual challenge, and probably the weakest of the bunch. The arrows indicate to how the screen will rotate or flip and that is it. However you can just skip them by being a couple pixels off from activating them sometimes. If I had to order them from best to okay, this is how I do it: 2, 3, 1, 4.
TL;DR, I really recommend this game to those who want are willing to get better at needle games on a beginner level as per its good visuals and indirect gameplay teaching to the player. Every stage has a very good purpose as a whole. The game also throws its own good ideas onto the table rather than going the boring and easy way out.
[1] Like
Really refreshing game based upon simple gimmicks. The visuals are on-point, not surprising since this is Tralexium doing most of the visual side and seeing their other works. I will start with the visuals, my favorite part.
The visuals encapsulate this abstract warm feeling that is carefree in a good sense. The beginning starts with these definite shapes like triangles and polygons you can easily outline just from looking at them. As the game progresses, we get more indefinite and unusual shapes in the background and in the block design. We start to see this in the gravity and speed gimmick stage where all of them smoothen out into gradients of colors. Although they are no longer shapes, they still have this sense of controlled chaos. As the game progresses, they smoothen out towards the end to be freeform circles and chaotic as seen in the final stage. We can see the exploded dust of stars in the sky and show the chaos and difficulty in the stage, while also being very faintly orderly. The extra stages do not apply to this logic though since they are extra parts after all.
The gameplay is very good at easing the player into using their knowledge of gimmicks to clear screens. The beginning starts very simple with basic needle gameplay with an occasional splitting path for the more skilled players. The second stage introduces the player to more used gimmicks in harder needle games, such as vines and platforms. It also throws in the jump refreshers and a temporary triple jump refresher, which paved way to more cooler level progression. It also throws in some of the physics-based gimmicks i.e. higher gravity and lower speed. A pretty jam-packed stage that prepares the player for the later stages. And I like how you can click on them just in case you forgot what they do, thank you. The third stage essentially prepares the player for the fourth stage by ramping the difficulty up gradually. There is not much to say about of this stage since it is just a preparation stage. The fourth stage is the main meat of the game. It uses all of the tools you were given in the previous stages and apply them here in more difficult manners. It also introduces its own ideas and not just simply doubling down on the best parts of a gimmick. Although, I do not really like the big backtrack stage, but I manage to do it on one attempt by a fluke. Overall, the stages do a good job of preparing the player for the last stage. Not to mention, the secrets will always have a unique gimmick to separate them from the main gameplay and themselves.
First secret is similar to Butterfly's gimmick with a different colored cherry activating a different attack. Second secret has this similar style to NANG but it executes its gimmick really good, I mean it here. You need to shoot the boxes to move them in order to activate numbered buttons. You can also activate colored buttons to switch collisions of blocks. The ending really sell these gimmicks good. Third secret is like the flashlight visual effect from Enjoy the Game 2 but done well as you are able to see the entire level by shooting once. However, there is a limit to it which is fair. The fourth gimmick being a visual challenge, and probably the weakest of the bunch. The arrows indicate to how the screen will rotate or flip and that is it. However you can just skip them by being a couple pixels off from activating them sometimes. If I had to order them from best to okay, this is how I do it: 2, 3, 1, 4.
TL;DR, I really recommend this game to those who want are willing to get better at needle games on a beginner level as per its good visuals and indirect gameplay teaching to the player. Every stage has a very good purpose as a whole. The game also throws its own good ideas onto the table rather than going the boring and easy way out.
Rating: 8.3 83
Difficulty: 42 42
Sep 10, 2023
zRohm
For: I Wanna Be The CBT
For: I Wanna Be The CBT
Cool parody of Happil-medley-based games. It opts to do the reverse of what every one of those games do, buffing the shit out of a save. It usually uses screens that are infamously known for being hard and nerf them to be playable to most people; some include brute of a man, hell needle, etc. My only issue being some nerfs are extremely sudden in most screens while some are simple to see ahead of time like corner jump nerfs and ledge jump nerfs.
[1] Like
Rating: 7.2 72
Difficulty: 35 35
Sep 10, 2023
zRohm
For: I Wanna Find A Test Player
For: I Wanna Find A Test Player
A comedy-centric game that is funny to those whom know the references. Really clever with one gimmick (best if you find out on your own). Also I suck at avoidances :O
[0] Likes
Rating: 7.7 77
Difficulty: 10 10
Sep 10, 2023
zRohm
For: I wanna bounce around in funny land
For: I wanna bounce around in funny land
One of few games I can beat one-handed, quite a funny place to bounce around in
[0] Likes
Rating: 5.0 50
Difficulty: 1 1
Sep 10, 2023
Chatran
For: I wanna explore the seven wonders
For: I wanna explore the seven wonders
This game firmly douses any desire I would have had to visit Jordan. I would go to the Americas any day though.
[4] Likes
Rating: N/A
Difficulty: 63 63
Sep 10, 2023
Kilgour22
For: SMJB Needle
For: SMJB Needle
A strange mixture of needle styles that didn't feel particularly cohesive, but held enough variety to stay mostly fresh. There was a good Stumble-like section that took a few elements from the source game and expanded upon them, so that was cool. Unfortunately, this was counterbalanced by some rather lame one-jump screens and a catharsis-water/platform screen that was really unenjoyable. Be warned that a jump requires a low-cancel from the ground, and it's near the end of the game.
[0] Likes
Rating: 6.0 60
Difficulty: 65 65
Sep 9, 2023
Delicious Fruit