Latest Reviews
volokno
For: I Wanna be the PTSD
For: I Wanna be the PTSD
а я майкл гта 55555
ужасно несбалансированный триал нидл с местами раздражающими прыжками
[1] Like
ужасно несбалансированный триал нидл с местами раздражающими прыжками
Rating: 4.0 40
Difficulty: 65 65
Mar 6, 2023
Lucien
For: Phantom Needle V
For: Phantom Needle V
Tagged as: Needle
[0] Likes
Rating: 8.6 86
Difficulty: 70 70
Mar 6, 2023
theTics
For: I wanna breaking the smartphone
For: I wanna breaking the smartphone
Tagged as: Needle
[0] Likes
Rating: 7.0 70
Difficulty: 70 70
Mar 6, 2023
DragonXplayer
For: I Wanna Be The Pieces of a Dream
For: I Wanna Be The Pieces of a Dream
Tagged as: Avoidance
[0] Likes
Rating: 7.0 70
Difficulty: 78 78
Mar 6, 2023
Xplayerlol
For: Money
For: Money
You can rest easy now, 2021 me.
Money is a somewhat interesting avoidance that makes use of a running mechanic: Hold Z to move twice as fast. It's super standard in other platformers but somehow I've never seen it in a fangame and it works SUPER WELL with avoidance, adding a small layer of complexity to the game while reducing the risk of walls by opening up many new possibilities for dodges.
Sadly, Money is not a very good flagship for this mechanic. While the aesthetics are pleasant for a meme-themed avoidance and the attacks are individually fun to play if you meet the skill threshold, it is also mundane, incredibly repetitive, horribly balanced and somehow still manages to have walls (Fireball transitions). These are all recurring complaints, the only difference is that I don't consider them minor issues.
Recycled attacks are a huge deal. It's not just one attack appearing twice. It's four attacks making up the entirety of the avoidance, with variations only being included towards the end. The author visibly did not know what to do with the 4 minutes they were given.
Worst of all is the difficulty balance: The first half sits at a comfortable 50 difficulty, then the second half spikes up to 60 and then the last attack bumps it all the way to the high 70s/low 80s. The result is obviously a slogfest. Players in the 50 skill range will feel scammed by the second half, players in the 60s will feel scammed by the last attack and players in the 80s will fall asleep while playing the first half.
Ironically, the music choice worsens the experience by evoking a slight feeling of dread that lingers throughout the entire playthrough. AND YOU CAN'T EVEN ENJOY THE VIBES IN PEACE BECAUSE HERE COMES THE LAST ATTACK, TIME TO HAVE ANOTHER HEART ATTACK!!!
I do want to highlight one positive aspect, though. Individual attacks are balanced very well. Walls are very unlikely, even if you discard the running mechanic, and even during transitions and denser attacks where you would expect walls to be most prevalent. Except for the fireballs.
I hate this avoidance. My rating doesn't reflect this sentiment because there are some redeemable factors, but I really wouldn't recommend it. Or rather, I wouldn't recommend attempting to clear it. Playing it casually is fine.
Money is a somewhat interesting avoidance that makes use of a running mechanic: Hold Z to move twice as fast. It's super standard in other platformers but somehow I've never seen it in a fangame and it works SUPER WELL with avoidance, adding a small layer of complexity to the game while reducing the risk of walls by opening up many new possibilities for dodges.
Sadly, Money is not a very good flagship for this mechanic. While the aesthetics are pleasant for a meme-themed avoidance and the attacks are individually fun to play if you meet the skill threshold, it is also mundane, incredibly repetitive, horribly balanced and somehow still manages to have walls (Fireball transitions). These are all recurring complaints, the only difference is that I don't consider them minor issues.
Recycled attacks are a huge deal. It's not just one attack appearing twice. It's four attacks making up the entirety of the avoidance, with variations only being included towards the end. The author visibly did not know what to do with the 4 minutes they were given.
Worst of all is the difficulty balance: The first half sits at a comfortable 50 difficulty, then the second half spikes up to 60 and then the last attack bumps it all the way to the high 70s/low 80s. The result is obviously a slogfest. Players in the 50 skill range will feel scammed by the second half, players in the 60s will feel scammed by the last attack and players in the 80s will fall asleep while playing the first half.
Ironically, the music choice worsens the experience by evoking a slight feeling of dread that lingers throughout the entire playthrough. AND YOU CAN'T EVEN ENJOY THE VIBES IN PEACE BECAUSE HERE COMES THE LAST ATTACK, TIME TO HAVE ANOTHER HEART ATTACK!!!
I do want to highlight one positive aspect, though. Individual attacks are balanced very well. Walls are very unlikely, even if you discard the running mechanic, and even during transitions and denser attacks where you would expect walls to be most prevalent. Except for the fireballs.
I hate this avoidance. My rating doesn't reflect this sentiment because there are some redeemable factors, but I really wouldn't recommend it. Or rather, I wouldn't recommend attempting to clear it. Playing it casually is fine.
Tagged as: Avoidance
[4] Likes
Rating: 4.8 48
Difficulty: 80 80
Mar 6, 2023
Delicious Fruit