Latest Reviews
phgQED
For: I wanna not to miss you
For: I wanna not to miss you
Starts out as some charming and melancholy snowy needle, progresses into more of an icy christmas theme. The tileset and music are charming throughout, just less bittersweet as the game goes on. Platforming is frequently nonlinear, which is a big plus. For some reason the checkpoints for certain screens are not visible, but the stage design still indicates pretty well where to go--it was just a pain the first time around. Most jumps are not too intimidating, and towards the end the frequency of named jumps and specifically 16px and diagonals seems to increase a lot. I enjoy those things so this was a fun game for me even though it was not every challenging. There is also the obligatory avoidance boss at the end (who started this trend and how can I go back in time to bribe them otherwise), but this one is so easy I cleared it first try, so no complaints. Touhou songs are a bit overused at this point tho tbh.
Fun and chill (lol get it) needle, but not one that made me as sad as I wanted it to, if that makes any sense. Recommended for noobies.
[0] Likes
Fun and chill (lol get it) needle, but not one that made me as sad as I wanted it to, if that makes any sense. Recommended for noobies.
Rating: 6.6 66
Difficulty: 28 28
Dec 16, 2021
phgQED
For: I wanna go the JUN-G World
For: I wanna go the JUN-G World
One of the most lovingly put together beginner-intermediate needles I've ever had the pleasure of playing. Each of the worlds was themed, there were Touhou characters, and an avoidance at the end. The way the game changed tilesets in each different area to represent the characters was really enjoyable, and my favorite was probably Patchouli's stage. For me personally, the experience of playing this game was marred only slightly by that ending avoidance, but I understand it's a staple of the genre at this point, so I don't have any real complaints. Maybe other than to say the following:
It feels like a giant word-dump of my personal stance on avoidances would likely be pointless, as well as potentially upsetting people for no good reason. I don't have a revolutionary take like "all avoidance are bad" or anything like that. Far from it: I think it's probably my second favorite genre next to needle. But that is a gigantic margin, and I almost never play or enjoy avoidance games for the following reason: checkpointing and health systems. There are, by this point, surely hundreds or thousands of iterations of what could primitively be called 'avoidance': schmups, platformers, rhythm games, etc. etc.. Just Shapes & Beats is the closest to my mind, since it involves no attack system of any kind--your only goal is to avoid the stuff that will kill you. But, you get a health system, usually three or four hits, and there are checkpoints. And those quality of life changes pretty solely make the difference for me.
I think it is silly to argue that any avoidance maker should include those systems in their games, however. Part of the reason IWBTG and its derivatives are so popular to people is due to the notion of intense skill and near-perfection that they demand from their players at times. It's reasonable on one hand not to expect every single game to have only one save, but on the other hand, it also doesn't make sense to say to the entire genre of pitch-perfect movement and hazard tracking that they should add what is essentially a 'baby' mode for players like me who are too impatient to restart the banging J-Pop song over and over again. But it does bum me out just a bit when a needle experience I consider near perfect can't be officially considered 'complete' unless I do the avoidance at the end.
Hmmm. Maybe this turned into a bit of a word-dump anyway.
Oh well. It's not like anyone reads these things anyway.
9.5/10 for the needle, but just a solid 8.0 for the avoidance. Some math is involved, idk.
Time: ~25min
Deaths: 217
[0] Likes
It feels like a giant word-dump of my personal stance on avoidances would likely be pointless, as well as potentially upsetting people for no good reason. I don't have a revolutionary take like "all avoidance are bad" or anything like that. Far from it: I think it's probably my second favorite genre next to needle. But that is a gigantic margin, and I almost never play or enjoy avoidance games for the following reason: checkpointing and health systems. There are, by this point, surely hundreds or thousands of iterations of what could primitively be called 'avoidance': schmups, platformers, rhythm games, etc. etc.. Just Shapes & Beats is the closest to my mind, since it involves no attack system of any kind--your only goal is to avoid the stuff that will kill you. But, you get a health system, usually three or four hits, and there are checkpoints. And those quality of life changes pretty solely make the difference for me.
I think it is silly to argue that any avoidance maker should include those systems in their games, however. Part of the reason IWBTG and its derivatives are so popular to people is due to the notion of intense skill and near-perfection that they demand from their players at times. It's reasonable on one hand not to expect every single game to have only one save, but on the other hand, it also doesn't make sense to say to the entire genre of pitch-perfect movement and hazard tracking that they should add what is essentially a 'baby' mode for players like me who are too impatient to restart the banging J-Pop song over and over again. But it does bum me out just a bit when a needle experience I consider near perfect can't be officially considered 'complete' unless I do the avoidance at the end.
Hmmm. Maybe this turned into a bit of a word-dump anyway.
Oh well. It's not like anyone reads these things anyway.
9.5/10 for the needle, but just a solid 8.0 for the avoidance. Some math is involved, idk.
Time: ~25min
Deaths: 217
Rating: 8.9 89
Difficulty: 33 33
Dec 16, 2021
phgQED
For: 一時間制作アイワナ
For: 一時間制作アイワナ
Possibly the shortest needle game I've ever played in my life? There were one or two cute or decent things here or there but mostly just uneven difficulty balance and 'lol diagonal' thrown in wherever. Good background, okay music, original death music is not very poggers. Too short to even recommend for a coffee break.
Time: ~6min
Deaths: 32
[0] Likes
Time: ~6min
Deaths: 32
Rating: 2.0 20
Difficulty: 20 20
Dec 16, 2021
phgQED
For: I wanna Athletic needles
For: I wanna Athletic needles
First cleared L-needle game, and what a doozy to start with. This game felt mostly kind throughout except for one particular save near the very end which took me the absolute longest until magically it just worked. I don't think I did anything particularly different, but there you go. The music kept tricking me into thinking "why do birds, suddenly appear..." was going to croon out. Not a bad starter L game if you've never done one before, IMO.
Time: ~20min
Deaths: 5912 (lol)
[0] Likes
Time: ~20min
Deaths: 5912 (lol)
Rating: 6.5 65
Difficulty: 55 55
Dec 16, 2021
MauricioJuegaIWBT
For: I Wanna Be the Smoke Rain
For: I Wanna Be the Smoke Rain
Amazing avoidance debut, the attacks are well elaborated, I like how the maker hold the shooting theme in all the fighting, as reference of the music
The tic-tac-toe part is a very innovative one (you can read Ramirus review to see how works), this do less complicated to make progress
Would recommend play that!
The tic-tac-toe part is a very innovative one (you can read Ramirus review to see how works), this do less complicated to make progress
Would recommend play that!
Tagged as: Avoidance
[1] Like
Rating: 8.9 89
Difficulty: 58 58
Dec 16, 2021
Chrisay
For: I Wanna Kill The Michael
For: I Wanna Kill The Michael
Rating based on true final boss clear. The very final bits are some of the most insane intrique that I have ever had with a fangame, it's truly done so damn well. Would definetly recommend doing extra.
[4] Likes
Rating: 9.0 90
Difficulty: 55 55
Dec 16, 2021