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NightShark115
For: i wanna nyantomo
Tagged as: Avoidance Visual_Challenge tomodati-like
[0] Likes
Rating: N/A       Difficulty: N/A
Feb 11, 2022
Ralluku [Creator]
For: I wanna be the Lunar Star
Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: 66 66
Feb 11, 2022
Ralluku
For: I don't wanna give the game title because koishi is really cute
[0] Likes
Rating: 9.7 97       Difficulty: 74 74
Feb 11, 2022
Ralluku
For: I wanna nakayosi
[0] Likes
Rating: N/A       Difficulty: 45 45
Feb 11, 2022
roubaozi
For: I wanna go shopping
Tagged as: Trap
[0] Likes
Rating: 9.3 93       Difficulty: 25 25
Feb 11, 2022
flowerLydie
For: New I Wanna Be The Weegee
遊戲性還行,也有一些收集要素和隱藏要素,畫風還可以,特效比較炫酷,也有一定的趣味性。
The gameplay is alright, there are also some collection elements and hidden elements, the style of painting is ok, the special effects are relatively cool, and there is a certain interest.

2022/3/5:
我歷盡31小時終於把這個通關了,這裡面的鉤爪說真的需要改進改進,有時候我只按“上”鍵會被識別按的是“左(右)”鍵,確實讓我操作起來很難受,也是把我害慘的東西。難度方面確實有一些失衡的地方,難的地方確實能讓我卡住0.5至2小時,簡單的地方基本沒死就過去了。無論是關卡還是Boss,有時候更改下按鍵會讓自己好過一點。整體來說質量挺好的,除了鉤爪這個操作設定

After 31 hours, I finally cleared this level. The hooks here really need to be improved. Sometimes I only press the "up" button and it will be recognized that the "left (right)" button is pressed, which really makes me operate very well. Suffering is what hurts me. There are indeed some imbalances in the difficulty. The hard places can really make me stuck for 0.5 to 2 hours, and the easy places basically pass without dying. Whether it's a level or a boss, sometimes changing the button will make you feel better. Overall, the quality is good, except for the operation setting of the hook.

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Tagged as: Adventure Gimmick Boss Long
[1] Like
Rating: 8.0 80       Difficulty: 80 80
Feb 11, 2022
CanusAntonius
For: I Wanna Game Jam 1 - Magic/Fantasy
It's amazing how games produced in only a week ended up becoming some of the most enjoyable fangames I've played in a while. Each maker challenged themselves to do something really unique with their work, from hand-drawn graphics to a magical twist on an old classic, many of them tell stories whilst others let you explore fantasy worlds. The multiple tags I have only sum up the parts I can remember, there are definitely a lot missing though because there's so much variety in this small package. Shoutouts to Renex as well for the amazing launcher.

Highly recommended if you want to see what a week's worth of fangame-making can come up with. Also, spoiler-tagged below are shortened reviews for all the games involved besides my own. I left longer versions on those with Delfruit pages as well.

GameJam0122: Really fun puzzle oriented game in which you can press Z to shoot an object into existence, and X to remove it. You can only have 2 total at once, so this is where the puzzle aspect comes into play. It's a short but interesting experience, and it uses this mechanic in cool ways, especially by designing a boss around it as well.

I Wanna Kill the Dead Wizard: Extremely short adventure that seems to not been finished in the time constraint. What's there is pretty interesting, has the layout of a neat stage if it was finished. There's also a boss at the end but it doesn't really do much, just mash it down.

I Wanna be the Needlecaster: Interesting gimmick needle game in which you collect abilities that affect your movement after using the arrow keys to enter their spell. Some of them make you dash, while others jump you high. I didn't really find it that enjoyable due to the difficulty, especially the last two screens are pretty tough, and the arrow key usage for the spells were very awkward.

I Wanna Go Through The Magic Forest: Short 3 screen Needle made in a very old version of Gamemaker (1.4). It's pretty funny how many issues this has because of such, it really puts into perspective how good we have it with stuff like 8.2. Objectively not a good game, but I imagine it taught the maker an interesting lesson and was fun to mess with.

I Wanna Brew a Potion: One of the most enjoyable pieces of Gimmick Needle I've played in a long term. Each save feels like its own adventure, and the implementation of all the gimmicks in them was amazing. Also, for a game that borrows visuals from a pr-existing one, Scribble was probably the best choice possible as it looks beautiful with the design here. Would absolutely love a longer game like this by Echo and Near in the future.

Normal I Wanna be the Guy: It looks and feels like a stage right out of Burnmind in the best way possible. It's such an interesting way to remix IWBTG's original content that I would love to see this done to other games in the future. It's also pretty hilarious, which is always appreciated.

I Wanna Define: Another mostly unfinished game that seemed like it would have had some potential. There's about two screens of single jump platforming to do and that's about it. The game mentions that the maker ran out of time due to school which is a shame, but I'm curious as to where this was heading since it seemed fun at the start minus one hard jump at the second screen.

Johnathan Game: Yeah I have no idea how to do this one gonna be honest. It's a gimmick that has a water attract to you like Boshy's Sonic, and you have to go through some needle with it. I stopped on the second save in the castle due to not being able to figure out what to do at all.

I Wanna Slay the Dragon of Bangan: Pretty solid gimmick needle game in which you collect one charge consumables that do things like break objects or dash forward. It starts simple, but racks up in complexity as the game goes in, with the third stage becoming both harder and more puzzle-y. I really liked the game, especially the little story it has as well, it's a funny narrative that will make you smile.

I Wanna Escape My Dungeon: Easily my favorite game from the Jam, it's a short one but with completely hand drawn graphics the whole time, including the tiles and spikes. It's a wonderful piece of art that has inspired myself in making some sprites myself, and any game that can inspire someone is truly special. Also, I really like the narrative in the game, it's cute and funny.

I wanna Build a House: It's pretty amazing something like this was made for the Game Jam, it's both extremely creative and well designed. Depending on your skill level, this could easily be the longest game in the Jam, and it's well worth the time playing as well. I only wish that for a Needle game it wasn't stuck in Fullscreen, it makes it way harder to play for me.

I Wanna Go On a Magical Adventure: Not only is it a Magic Tower game, it's one that fixes the main issue I have with NAMTG: Health Conservation. This game singlehandedly holds the most potential out of everything from the Jam, and I truly hope to see this amazing game in full form one day.

I Wanna Find Rings: Really enjoyed the Adventure feel this game had, it was pretty fun and I enjoyed all the platforming that it had. The Boss really grinded my gears however, as the first three attacks are pretty much nothing compared to the final one, which was way harder than literally anything else in the game. Unfortunately it soured the entire experience for me, the game would have been bettered by the removal of that attack.

I Wanna WandWandWand: Brilliant game that really does remind me of RandRandRand but with a much more interesting theme. The gimmicks you get to use is an amazing mix-up to the usual Rand formula, and the fact that even the spells are randomized sometimes allows you to learn how useful each is. I especially love some of the more special rooms that make you use the spells as a required method, it makes for cool gameplay.

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Tagged as: Adventure Needle Gimmick Boss Special Story RNG Unique Contest Procedural_Generation
[6] Likes
Rating: 9.0 90       Difficulty: 55 55
Feb 11, 2022
CanusAntonius
For: Neo Needle Buffet
Neo Needle Buffet is one of the most rejuvenating experiences I have had with Needle in a long time and is marked by heightened creativity and ingenuity that makes it stick out from the crowd as a brilliant jewel. It's also a really challenging game, probably one of the hardest I've ever beaten, but still absolutely worth playing if you wish to experience some incredibly unique styles that test some of the different spectrums of needle design.

Within the game is eight different stages, each of them featuring something entirely unique from the others. An interesting aspect of the game comes from how stages are unlocked, you actually start in a small Hub that branches off into 4 paths that split again, and at the end of those are the different stages. It's a neat special touch to the game that I greatly appreciate. While in the stages themselves, you can backspace out to the Hub and your progress will be saved in them still, so you're perfectly able to do more than one stage at once should you wish. This is a pretty important feature I'm glad exists since I definitely took advantage of it to take a break from hard saves.

Talking about the stages themselves is pretty difficult since there's so much going on everywhere. You've got Near's stage with a beautiful Celeste aesthetic to it, which actually fits how the whole game itself felt like a damn mountain to me. Vierandice comes through with a stage that's totally not based on Cigarette (and is also much more fun than it). Bummer's stage is based on precision movements and gravity flippers, I normally fucking hate the former cause of my carpal tunnel but this was actually really fun for the most part. Randy once again pops off with some great neat needle that evolves with triggers, for real guys he's not just good at avoidance if you haven't figured it out yet. Synthas' stage is a pretty atmospheric work with cherries that chase you down in segments and in a unique way contains difficult vine usage. Then there's Roaka's stage, which I haven't played Noesis but most people say it is equivalent to such platforming, it's probably the most technically difficult one but has a lot of neat elements and every saves is completely unique. Near the end of the roster is Gab's stage, actually, the reason I started this game is that I couldn't even tell what his gimmick was in videos, after actually playing it and getting used to it, it's one of the most insanely cool stages I've done. And at the end is Kiyoshi who has the hardest stage in the game, it's really fucking good and the biggest highlight in the whole collab. The main focus of it is cherries that move, which leads to complicated segments that feel awesome to complete.

In the end, Neo Needle Buffet reminds me of the creativity this community has to offer. Some of it will not be for most players, it's definitely not a work devoid of issues, but I think it hard to not appreciate it for all it accomplishes in a single game. It's an inspiring collaboration that I found highly memorable and greatly entertaining, so it definitely has my full recommendation to those who are capable of playing challenging works.

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Tagged as: Needle Gimmick Trigger Collab Cycle hub
[2] Likes
Rating: 9.5 95       Difficulty: 85 85
Feb 11, 2022
CanusAntonius
For: Needle Hatena
Really fun Needle collab with a lot of variety between the stages. I was quite a fan of how much of a stylistic and aesthetical difference each area had. Chrisay's stage felt like the hardest one instead of egg's extra, but both were really fun to play anyways. The presentation of the stage select is also neat as well.

Would recommend.

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Tagged as: Needle Collab Extra Cycle
[0] Likes
Rating: 8.5 85       Difficulty: 68 68
Feb 11, 2022
CanusAntonius
For: I wanna Figure
Well, it's 3:50 AM now on March 12th, that makes almost seven months since I first started my save file on this game, and now I sit listening to the song of the final stage, dreaming of the light at the end of the tunnel. Out of all the Fangames I have played, this is the journey that serves as a testament of strength and endurance to both my capabilities as a player, and as a person. Multiple weeks at a time, I would fall short of believing this to be within possibility to complete, many segments would require hours at a time, and a single save in 22 would take nearly four months to surpass. It is the hardest thing I have ever done to get here, and yet every step I would not regret as this has been worth the moments spent. And now it's almost over, and when it ends I can sit in amazement at both myself and the journey that has ended.

I Wanna Figure in my eyes is the highest quality Needle game ever made, but it is also the most challenging as well. From the very first step to journey's end, it maintains an unrelentless brutality in which every easier save is matched with a heavy outlier. There are moments when a stage may pass in a hour, and times when one save may take multiple. As the readme says: "This game is meant to be very challenging, even for experienced players", and it is absolutely true, even the best will struggle at parts in their first playthrough. But it is through these great trials that one can truly see Wonderful at the pinnacle of her design capabilties, a truly phenonemal adventure that is unfiltered and unmoderated.

The story of Figure is not one I can interpret in its fullest, nor do I think I would ever be interested in writing it here, but it immediately feels to be an even more personal connection than any of the Kermit games were. Whereas they felt as a metaphor for lonliness, Figure feels more like a strong sense of depression and pain. There are many song choices and layout themes that seem to hint at what the story could be, but I believe you should try to understand it for yourself, rather than have it spelt out for you. Figure is a game that truly lacks an identity, massive changes in visuals and song happen instantenously between stages, and I think this allows you as the player to also find your own identity through it. Constantly through playing it, especially in Floor 22 and the next stage, I was reminded at the first and only time I ever spoke to my mother about my sexuality, and was met with the term "Abomination"; as much as I wanted to forget this time of my life ever happening, Figure dragged it out of me and I think it was actually something I needed for a long time, perhaps you too will be met with a similar situation to do the nature of this game.

There are many highlights within the platforming itself, though the journey has been so long for me that only bits and pieces of the first half of the game are within my memory. I do remember the beginning as being of a lower difficulty, making it one of the biggest masquerade shows in fangame history, for this game is anything but easy later on. There is a stage with one short corridor each save, one that takes place and space, and room 13's ending is especially grand. As you may know, the legendary Boys finally debut in the Aiwanna-Verse here as well. Floor 20 became one of the largest time consumptions in the game, with Floor 22 taking months. The stage after the avoidance is beatiful, with the song being one of the most emotional moments I have ever experienced in a fangame. The final save of that stage ended up becoming highly memorable. The legendary 3X hub, which predates even CN3, proves to be a monumental gauntlet with a large variety of memories, including the great invasion of Poland, the game's hardest boss.

Figure has been the defining piece that affects the way I view video games, because now I know I have likely taken the greatest journey I ever will; and in many ways I can see this as an in-general statement as well, even my real life ambitions may never cross into the difficulty as this was to achieve. The game is a masterpiece, and I hope at some point every person in this community will atleast attempt to walk its' road.

Now if you'll excuse me, it's 4:28 AM and I must rest, for tomorrow I shall reach the journey's end.


Post addition: Beware of Avoidance needle players, it isn't easy.

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Tagged as: Needle Avoidance Boss Art
[4] Likes
Rating: 10.0 100       Difficulty: 88 88
Feb 11, 2022
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