Latest Reviews
PlutoTheThing
For: I Wanna Be the Piyopiyo Trap
For: I Wanna Be the Piyopiyo Trap
This review is based on a 100% Clear
Simple, but not a fault. PiyoPiyo Trap is a short little adventure game, but in that playtime has some cool, and due to Kamilia 3, iconic ideas. There's really not too much to be said, the PC stage is really charming and cute, especially the "Q" trap, the Square Stage is fun and has one save which is really learny for some reason, the luck stage is funny, and the needle stage is chill. There's also extra, which mostly has the shooting gallery challenge which is cool, and the RNG extra area, which took me way too long! This game will always be decently charming to me, and I'll probably always be somewhat fond of it.
[0] Likes
Simple, but not a fault. PiyoPiyo Trap is a short little adventure game, but in that playtime has some cool, and due to Kamilia 3, iconic ideas. There's really not too much to be said, the PC stage is really charming and cute, especially the "Q" trap, the Square Stage is fun and has one save which is really learny for some reason, the luck stage is funny, and the needle stage is chill. There's also extra, which mostly has the shooting gallery challenge which is cool, and the RNG extra area, which took me way too long! This game will always be decently charming to me, and I'll probably always be somewhat fond of it.
Rating: 7.5 75
Difficulty: 34 34
Jun 19, 2023
voraciousreader
For: Cookie Temptation
For: Cookie Temptation
There's a couple platform jumps that feel very out of place, but the rest of the game is pretty solid - fun jumps, good usage of vines and water and platforms, visuals are nice on the eyes, and well balanced saves. Keep in mind the 2-block drop setup for the final screen!
Tagged as: Needle
[1] Like
Rating: 8.7 87
Difficulty: 57 57
Jun 19, 2023
zxyczrh1
For: A World of Seven Elements
For: A World of Seven Elements
中文:
通关V1,没玩挑战,总结一下就是整体可以,想法很好
对于一个玩过原神的人,自然就会很快上手这个游戏
但是对于一个没有玩过的人,几个屏幕的教程的信息量会非常大,建议弄一系列的可以被跳过的教程关(需要精心设置,而且应该不少)来帮助没有玩过的玩家熟悉这个游戏的核心架构
音乐的话不要太跳跃,至少保证战斗前的后的音乐一致,要不然会很混乱
建议对一些解谜关卡改一下,解谜所需要的时机很奇怪
总结:建议试试,期待作者的后续,但是更期待作者改动一下的后续
English(Machine translation):
The overall game is good,and the ideas are good,too,based on complete v1 without the challenge
For someone who has played genshin impact, they will naturally get started quickly
However, for someone who has not played before, the information of a few screen tutorial can be very large. It is recommended to create a series of tutorial levels that can be skipped (which need to be carefully set and should be many) to help players who have not played before familiarize themselves with the core idea of the game
Don't switch too much music, at least make sure the music before and after the battle is the same,Otherwise it would be very chaotic
Suggest making changes to some puzzle solving levels, as the timing required for solving puzzles is quite strange
In short, it is recommended to give it a try. I look forward to the future version of this game, but I am more looking forward to the author making some changes to this game and continue to develop it.
[1] Like
通关V1,没玩挑战,总结一下就是整体可以,想法很好
对于一个玩过原神的人,自然就会很快上手这个游戏
但是对于一个没有玩过的人,几个屏幕的教程的信息量会非常大,建议弄一系列的可以被跳过的教程关(需要精心设置,而且应该不少)来帮助没有玩过的玩家熟悉这个游戏的核心架构
音乐的话不要太跳跃,至少保证战斗前的后的音乐一致,要不然会很混乱
建议对一些解谜关卡改一下,解谜所需要的时机很奇怪
总结:建议试试,期待作者的后续,但是更期待作者改动一下的后续
English(Machine translation):
The overall game is good,and the ideas are good,too,based on complete v1 without the challenge
For someone who has played genshin impact, they will naturally get started quickly
However, for someone who has not played before, the information of a few screen tutorial can be very large. It is recommended to create a series of tutorial levels that can be skipped (which need to be carefully set and should be many) to help players who have not played before familiarize themselves with the core idea of the game
Don't switch too much music, at least make sure the music before and after the battle is the same,Otherwise it would be very chaotic
Suggest making changes to some puzzle solving levels, as the timing required for solving puzzles is quite strange
In short, it is recommended to give it a try. I look forward to the future version of this game, but I am more looking forward to the author making some changes to this game and continue to develop it.
Rating: 8.0 80
Difficulty: 45 45
Jun 19, 2023
maxg26
For: I wanna be the Fafnir
For: I wanna be the Fafnir
It's not the most well balanced but fun to play, would recommend if you're bored
Tagged as: Avoidance
[0] Likes
Rating: 7.0 70
Difficulty: 97 97
Jun 19, 2023
TwistedB
For: WannaFest 22
For: WannaFest 22
The most fun I had playing a fangame in a while
[3] Likes
Rating: 9.8 98
Difficulty: 42 42
Jun 19, 2023
Ivan28283
For: I wanna be the ビビりパロティ
For: I wanna be the ビビりパロティ
distantcry on the beat
Tagged as: Avoidance
[0] Likes
Rating: 3.0 30
Difficulty: 45 45
Jun 19, 2023
Xwan
For: A World of Seven Elements
For: A World of Seven Elements
框架很好,但是没用到它该用的地方去。
想象一下 一个要在路边拿道具才能放几秒元素战技
并且给你关在几个小房间里单线程前进
解谜一个失误就要从头来的原神
整个框架本身是为“探索地图”服务的 而非“小房间解密” 更何况原游戏本身解密就 不 好 玩
更别提后面关卡一堆互相卡时机的活 而且因为元素球是一次性用品 稍微一个失误就必须从头来
后面加了几个坑变成半坑向了 讲真如果这是另一个作品我可能还会给个好评 但在这个框架里 对于游戏的整体性来说 就是扣分项
boss战算是为数不多体验比较舒服的地方了 能自由换元素比捡球什么的好太多 至少给了玩家很大的自由度
特别表扬纯水精灵 算是真正体现了元素系统的互动性
有些boss比前面的一些时机活解谜要难 但我从来没有破防过 但我不止一次在解谜里破防 这就是操作上“好”与“不好”的区别
English version(machine translation)
The framework is great, but the creator didn't use it where it should be.
Imagine a person who needs to hold a prop on the roadside to play elemental combat skills for a few seconds
And I'll lock you in a few small rooms for single threaded progress
The Genshin Impact who can solve the riddle from scratch
The entire framework itself serves the purpose of "exploring maps" rather than "decrypting small rooms", let alone the fact that decrypting the original game itself is not fun
Not to mention a lot of activities in the next stage to challenge each other, and because the element ball is a Disposable product, a slight mistake must be made from the beginning
I added a few pits later and turned them into half pits. To be honest, if this is another work, I may give it a positive review, but in this framework, it is a penalty for the overall game
Boss battles are one of the few comfortable places to experience, and being able to freely exchange elements is much better than picking up balls, at least giving players a lot of freedom
Special praise for the pure water spirit truly reflects the interactivity of the element system
Some bosses are more difficult to solve puzzles than the previous ones, but I have never broken defenses before, but I have broken them more than once in solving puzzles. This is the difference between "good" and "bad" operations
最后说点私货(半情绪化警告)
当初作者在新生杯交这个作品的时候我是很看好的 因为真正意义上有潜力成为大作品的框架(在我看来)只有他一个 这个元素反应的框架无论是游戏整体性上还是新颖度以及可扩展性上都是相当好的
不过框架之外内容就显得比较匮乏了 无论是游戏特效(连淡入淡出都没有) 还是具体的内容上都不尽人意 不过当时考虑到毕竟是个demo 作者交的时候可能没有时间优化特效 里面的内容也可能仅仅是展示元素反应的运用以及扩展性 就像某个我很喜欢的角色一样 虽弱小 但各方面能力都在线
然而现实给了我一重锤 前面的关卡还是老样子 后面的关卡直接把捡球系统的弊端完全暴露了出来 在无法重试且反人类的时机活的衬托下 连那几个格格不入的坑面都显得和蔼可亲 整个游戏除了那个框架(以及boss这个唯一亮点)之外 和其他的白开水iw别无二致 如果说新生杯那会的道中值5.0 那现在的道中总体就值0.5 就像某角色后面叫植物抢我氧气一样 先甭管正不正确 在这种大框架里却还在沿用几年前的老思维 却全然不顾这种设计跟框架合不合拍 只能说作者上厕所一拍脑门想的框架放开头给人一种耳目一新的感觉 让人感觉是蜕变了 但往后做的时候拍不了脑门了 就只能顺着肠道该咋排咋排了 最后别人往下淘的时候发现 我草还是那股味
我在作者那边留了句话:如果还按着传统坑向iw做的话 那你就只能做关卡而非地图
但像see the moon之类的传统iw都能做得有些地图的样子 虽然我也不太建议学 但好歹比这种单线程还要靠传送点的要好太多
7分给框架 0.2分给内容 就这样
[0] Likes
想象一下 一个要在路边拿道具才能放几秒元素战技
并且给你关在几个小房间里单线程前进
解谜一个失误就要从头来的原神
整个框架本身是为“探索地图”服务的 而非“小房间解密” 更何况原游戏本身解密就 不 好 玩
更别提后面关卡一堆互相卡时机的活 而且因为元素球是一次性用品 稍微一个失误就必须从头来
后面加了几个坑变成半坑向了 讲真如果这是另一个作品我可能还会给个好评 但在这个框架里 对于游戏的整体性来说 就是扣分项
boss战算是为数不多体验比较舒服的地方了 能自由换元素比捡球什么的好太多 至少给了玩家很大的自由度
特别表扬纯水精灵 算是真正体现了元素系统的互动性
有些boss比前面的一些时机活解谜要难 但我从来没有破防过 但我不止一次在解谜里破防 这就是操作上“好”与“不好”的区别
English version(machine translation)
The framework is great, but the creator didn't use it where it should be.
Imagine a person who needs to hold a prop on the roadside to play elemental combat skills for a few seconds
And I'll lock you in a few small rooms for single threaded progress
The Genshin Impact who can solve the riddle from scratch
The entire framework itself serves the purpose of "exploring maps" rather than "decrypting small rooms", let alone the fact that decrypting the original game itself is not fun
Not to mention a lot of activities in the next stage to challenge each other, and because the element ball is a Disposable product, a slight mistake must be made from the beginning
I added a few pits later and turned them into half pits. To be honest, if this is another work, I may give it a positive review, but in this framework, it is a penalty for the overall game
Boss battles are one of the few comfortable places to experience, and being able to freely exchange elements is much better than picking up balls, at least giving players a lot of freedom
Special praise for the pure water spirit truly reflects the interactivity of the element system
Some bosses are more difficult to solve puzzles than the previous ones, but I have never broken defenses before, but I have broken them more than once in solving puzzles. This is the difference between "good" and "bad" operations
最后说点私货(半情绪化警告)
当初作者在新生杯交这个作品的时候我是很看好的 因为真正意义上有潜力成为大作品的框架(在我看来)只有他一个 这个元素反应的框架无论是游戏整体性上还是新颖度以及可扩展性上都是相当好的
不过框架之外内容就显得比较匮乏了 无论是游戏特效(连淡入淡出都没有) 还是具体的内容上都不尽人意 不过当时考虑到毕竟是个demo 作者交的时候可能没有时间优化特效 里面的内容也可能仅仅是展示元素反应的运用以及扩展性 就像某个我很喜欢的角色一样 虽弱小 但各方面能力都在线
然而现实给了我一重锤 前面的关卡还是老样子 后面的关卡直接把捡球系统的弊端完全暴露了出来 在无法重试且反人类的时机活的衬托下 连那几个格格不入的坑面都显得和蔼可亲 整个游戏除了那个框架(以及boss这个唯一亮点)之外 和其他的白开水iw别无二致 如果说新生杯那会的道中值5.0 那现在的道中总体就值0.5 就像某角色后面叫植物抢我氧气一样 先甭管正不正确 在这种大框架里却还在沿用几年前的老思维 却全然不顾这种设计跟框架合不合拍 只能说作者上厕所一拍脑门想的框架放开头给人一种耳目一新的感觉 让人感觉是蜕变了 但往后做的时候拍不了脑门了 就只能顺着肠道该咋排咋排了 最后别人往下淘的时候发现 我草还是那股味
我在作者那边留了句话:如果还按着传统坑向iw做的话 那你就只能做关卡而非地图
但像see the moon之类的传统iw都能做得有些地图的样子 虽然我也不太建议学 但好歹比这种单线程还要靠传送点的要好太多
7分给框架 0.2分给内容 就这样
Rating: 7.2 72
Difficulty: 45 45
Jun 19, 2023
Delicious Fruit