Latest Reviews
Meiky
For: I wanna uplift the needle
For: I wanna uplift the needle
Nice game i like !
[0] Likes
Rating: 7.0 70
Difficulty: 51 51
Aug 31, 2026
Kilgour22
For: I Wanna Journey
For: I Wanna Journey
Disclaimer: I tested the game in its later stages of development. Naturally, I have thoughts and critique, which I'll be spoiler tagging. But for a basic summary, I think there's some good gameplay with decent but overly simplistic bosses. The production value is generally good, and the music is all custom-made by the creator (awesome!). The game is also made in ReloadedK's Godot fangame engine, which was a questionable choice but makes sense given the creator's preexisting familiarity with Godot. Check the game out if you like easier platforming and having a more relaxed experience.
On to the full review.
I Wanna Journey is, in many ways, a game of two halves. In a more literal sense, the bottom half of the hub is the main game, while the top half of the hub is the extra content; but the metaphorical side is what I mean. There's a split in the platforming that presents an interesting dilemma in game design that I think is underexplored territory: catering to new players while catering to speedrunners.
If you play each save quickly, you'll see what I mean. The cycles tend to work out, and that's in part because considerable attention to speedrunning potential was given by the creator. Where this design breaks down, however, is in tighter cycles and bosses; neither will be ideal as a more casual experience, particularly for experienced/quicker players, who will be bored during bosses and whose natural pace of play will not always match the speed the cycles play at.
Speaking of the bosses, this is where I feel the division is most prevalent. Questions of genre arise, ones that challenge the idea of Needle + Boss = Adventure. It was apparent to me that the creator prefers platforming over bosses, particularly with respect to the time spent ensuring variety within the gameplay. The bosses are too simple to really scratch the itch that Adventure players are looking to scratch, whereas the mere existence of bosses is going to be annoying for Needle players. Such a dichotomy is also partly present in the later platforming stages, where the gimmicks used become precise enough to begin morphing into a Gimmick Needle game rather than an Adventure game, this time annoying Adventure players while generally satisfying all but the most puristic Needle players (or those who can't get over slight physics differences), and the stages just stop having bosses altogether.
More time should have been given to developing boss attacks and filling dead space. Boss 4 embodies these issues, being by far the longest boss while having lots of time where nothing is happening, and when something does happen, it's always just RNG bouncing. There should have been a boss at the end of Stage 5 and Stage 6, and the secret stages should have offered a harder version of their respective stage's boss.
These qualities keep me from rating the game higher; half of the game simply lacks the passion it needed to offer a unique and memorable experience, one that feels complete.
I wish the creator the best of luck on their next endeavor!
[0] Likes
On to the full review.
I Wanna Journey is, in many ways, a game of two halves. In a more literal sense, the bottom half of the hub is the main game, while the top half of the hub is the extra content; but the metaphorical side is what I mean. There's a split in the platforming that presents an interesting dilemma in game design that I think is underexplored territory: catering to new players while catering to speedrunners.
If you play each save quickly, you'll see what I mean. The cycles tend to work out, and that's in part because considerable attention to speedrunning potential was given by the creator. Where this design breaks down, however, is in tighter cycles and bosses; neither will be ideal as a more casual experience, particularly for experienced/quicker players, who will be bored during bosses and whose natural pace of play will not always match the speed the cycles play at.
Speaking of the bosses, this is where I feel the division is most prevalent. Questions of genre arise, ones that challenge the idea of Needle + Boss = Adventure. It was apparent to me that the creator prefers platforming over bosses, particularly with respect to the time spent ensuring variety within the gameplay. The bosses are too simple to really scratch the itch that Adventure players are looking to scratch, whereas the mere existence of bosses is going to be annoying for Needle players. Such a dichotomy is also partly present in the later platforming stages, where the gimmicks used become precise enough to begin morphing into a Gimmick Needle game rather than an Adventure game, this time annoying Adventure players while generally satisfying all but the most puristic Needle players (or those who can't get over slight physics differences), and the stages just stop having bosses altogether.
More time should have been given to developing boss attacks and filling dead space. Boss 4 embodies these issues, being by far the longest boss while having lots of time where nothing is happening, and when something does happen, it's always just RNG bouncing. There should have been a boss at the end of Stage 5 and Stage 6, and the secret stages should have offered a harder version of their respective stage's boss.
These qualities keep me from rating the game higher; half of the game simply lacks the passion it needed to offer a unique and memorable experience, one that feels complete.
I wish the creator the best of luck on their next endeavor!
Rating: 7.3 73
Difficulty: 40 40
Aug 31, 2026
TTBB
For: I wanna get well easy ver
For: I wanna get well easy ver
A very pointless easy version when compared to the original. Needle is unchanged (it was already easy) and the intro attack was over-nerfed to the point of not even being an attack anymore. My only guess is this was made because people complained about the start being too hard, but the only issue with the intro before was the last part of it, so this nerf just feels like they over-nerfed it out of spite instead of actually trying to make something more balanced. Only other nerf is last chorus which was already fine before but it's just easier now. I personally have no issues with the last attack so it not being changed is fine for me. I would say only play this if you truly cannot read the intro attack of the original whatsoever, otherwise play the original.
[0] Likes
Rating: 5.0 50
Difficulty: 50 50
Aug 31, 2026
Jopagu
For: I Wanna Be 1 in 100
For: I Wanna Be 1 in 100
In a lot of ways, this game reminded me what I love in simple fangames. I love uniqueness in a game, but I realize that I sometimes chase that to a fault. It's nice to see a game with basic visuals, simple gimmicks, and classic style bosses that can bring me back to what I loved in fangames from the start.
I think the key to making simple interesting is the willingness to vary things despite the simplicity. Most screens feel like they do something new, so even if a stage has a connecting theme, a lot of times the screens vary quite a bit. Plus, the soundtrack doesn't hurt.
I wasn't a huge fan of floors 97-99. Particularly 97 and 98 felt way harder than the rest of the game, and in a trial-and-error/memorization heavy was I find quite frustrating. Plus, that one 2-block F jump is really out of place in a game like this.
Overall, a great floor game that keeps things simple without being boring.
[0] Likes
I think the key to making simple interesting is the willingness to vary things despite the simplicity. Most screens feel like they do something new, so even if a stage has a connecting theme, a lot of times the screens vary quite a bit. Plus, the soundtrack doesn't hurt.
I wasn't a huge fan of floors 97-99. Particularly 97 and 98 felt way harder than the rest of the game, and in a trial-and-error/memorization heavy was I find quite frustrating. Plus, that one 2-block F jump is really out of place in a game like this.
Overall, a great floor game that keeps things simple without being boring.
Rating: 9.0 90
Difficulty: 60 60
Aug 31, 2026
Meiky
For: Humble Abode
For: Humble Abode
This game is so peak i love this game !
[0] Likes
Rating: 8.2 82
Difficulty: 68 68
Aug 31, 2026
quadstuffed
For: I Wanna Journey
For: I Wanna Journey
Song tier list:
1. Lightshow (insane piano riff)
2. Midday stroll (super serene)
3. stage/save select (sets the pace of the game)
Great stuff Kira!!!
[1] Like
1. Lightshow (insane piano riff)
2. Midday stroll (super serene)
3. stage/save select (sets the pace of the game)
Great stuff Kira!!!
Rating: 8.0 80
Difficulty: 40 40
Aug 31, 2026
NeedleChampi
For: I Wanna Mayuri Spike 2
For: I Wanna Mayuri Spike 2
I really enjoyed this game, has many good quality saves, good old vocaloid medley bgm, but there are some 'unpleasant' saves(10% of total saves? idk) and high input lag so 8.0 (which means I still enjoyed it :D )
[0] Likes
Rating: 8.0 80
Difficulty: 68 68
Aug 31, 2026
Meiky
For: AC Randy Pack
For: AC Randy Pack
The avoidance 3 is hard i take 1 hour and the pattern is hard
The avoidance 4 is so simple i take 1 attempt but its fun
The avoidance 5 is cool i like and its not complicated
The 3 avoidance is good i like this pack !
[0] Likes
The avoidance 4 is so simple i take 1 attempt but its fun
The avoidance 5 is cool i like and its not complicated
The 3 avoidance is good i like this pack !
Rating: 7.2 72
Difficulty: 55 55
Aug 31, 2026
Delicious Fruit