Latest Reviews
phgQED
For: Wish me luck
For: Wish me luck
'wish me luck'
This is kind of the epitome of a beginner needle game that misses the mark. Initially, I have to compliment the song choice, as it complements the tile-set well, and was a nice change from the guy rock the intro faked me out with. The tileset is pretty but suffers from readability issues, and that's where the majority of the problems begin to creep in. Almost every single screen is designed with an identical route, modified slightly: drop down, do a bunch of full length jumps, hop out from corners on the last pixel, and then fall again into the portal. Around 90% of the levels are this way, and when I think there are probably only 10 levels, that's not a great ratio. Furthermore, almost all of the levels suffer from straight readability issues—on a least half of them I spent a chunk of time dying to what seemed like inordinately difficult jumps before realizing the intended path was much easier and faster as well.
The vast majority of any 'difficulty' in our playthru came through tedium and monotony rather than any particular difficult techniques or sections. Saves are needlessly spaced out, which contributed to the inflation of playtime vs deaths. And, almost all the jumps in this game are, for lack of a better word, 'choreographed'--meaning that there's usually a prescribed, almost setup-like way to do them, often involving a fully held jump, or two, and the maximum allowable horizontal distance that looks like you *just* won't make it but then you do. These sort of jumps are inherently unsatisfying even in a beginner context because, while it might 'look' like you're doing something impressive, the set of inputs you're using to achieve that result is prescribed. It's not precise, but it is near-exact, and it ends up feeling more like you're running through a play the author has written than an obstacle course for you to romp around in. Even with incredibly precise and specific jumps, there is a lot of variety in how those jumps can be arranged, what the relative 'analog' depth of a given jump might be (dependent on frame timings), etc.. This hack had little to none of those things.
In regards to the above, I wish there was a separate 'annoyance' rating alongside difficulty, because while this hack was not 'hard' in any traditional sense of the word, it was gruelling and mentally taxing in a way that I feel bears explicitly mentioning. Mostly, this felt like the experience of being a minimum wage employee on a twelve hour shift doing your best to make sure your nosy boss doesn't notice you slacking off. All that being said, maybe, in some weird poetic way, that's what this game is meant to convey--maybe the person who made it lived that kind of life, and their idea of 'fun' couldn't help but be touched by it. Maybe that is all a load of metaphysical BS. But I kind of believe it anyway. So, for that reason, I don't hate this game, but I also don't recommend it either. It had a few cute little jumps and shapes I liked, and a classic loser pit. And it feels pretty. But I still don't like it.
Time: ~57min
Deaths: 321
[0] Likes
This is kind of the epitome of a beginner needle game that misses the mark. Initially, I have to compliment the song choice, as it complements the tile-set well, and was a nice change from the guy rock the intro faked me out with. The tileset is pretty but suffers from readability issues, and that's where the majority of the problems begin to creep in. Almost every single screen is designed with an identical route, modified slightly: drop down, do a bunch of full length jumps, hop out from corners on the last pixel, and then fall again into the portal. Around 90% of the levels are this way, and when I think there are probably only 10 levels, that's not a great ratio. Furthermore, almost all of the levels suffer from straight readability issues—on a least half of them I spent a chunk of time dying to what seemed like inordinately difficult jumps before realizing the intended path was much easier and faster as well.
The vast majority of any 'difficulty' in our playthru came through tedium and monotony rather than any particular difficult techniques or sections. Saves are needlessly spaced out, which contributed to the inflation of playtime vs deaths. And, almost all the jumps in this game are, for lack of a better word, 'choreographed'--meaning that there's usually a prescribed, almost setup-like way to do them, often involving a fully held jump, or two, and the maximum allowable horizontal distance that looks like you *just* won't make it but then you do. These sort of jumps are inherently unsatisfying even in a beginner context because, while it might 'look' like you're doing something impressive, the set of inputs you're using to achieve that result is prescribed. It's not precise, but it is near-exact, and it ends up feeling more like you're running through a play the author has written than an obstacle course for you to romp around in. Even with incredibly precise and specific jumps, there is a lot of variety in how those jumps can be arranged, what the relative 'analog' depth of a given jump might be (dependent on frame timings), etc.. This hack had little to none of those things.
In regards to the above, I wish there was a separate 'annoyance' rating alongside difficulty, because while this hack was not 'hard' in any traditional sense of the word, it was gruelling and mentally taxing in a way that I feel bears explicitly mentioning. Mostly, this felt like the experience of being a minimum wage employee on a twelve hour shift doing your best to make sure your nosy boss doesn't notice you slacking off. All that being said, maybe, in some weird poetic way, that's what this game is meant to convey--maybe the person who made it lived that kind of life, and their idea of 'fun' couldn't help but be touched by it. Maybe that is all a load of metaphysical BS. But I kind of believe it anyway. So, for that reason, I don't hate this game, but I also don't recommend it either. It had a few cute little jumps and shapes I liked, and a classic loser pit. And it feels pretty. But I still don't like it.
Time: ~57min
Deaths: 321
Rating: 3.5 35
Difficulty: 25 25
Dec 2, 2021
Magellanic
For: I wanna CoinStack 1000
For: I wanna CoinStack 1000
Brilliant.
[1] Like
Rating: 10.0 100
Difficulty: 75 75
Dec 2, 2021
Magellanic
For: I Wanna Fleeting Pink
For: I Wanna Fleeting Pink
This game sure does like the color pink
[0] Likes
Rating: 5.6 56
Difficulty: 33 33
Dec 2, 2021
3headedmonkey
For: Iwanna Sallauphe
For: Iwanna Sallauphe
wifie has updated this now with the newer version, that has no restarting music/death sound and the correct title screen.
[2] Likes
Rating: N/A
Difficulty: N/A
Dec 2, 2021
Darius24XP
For: I Wanna Be The Brothers
For: I Wanna Be The Brothers
i love this
Tagged as: Special
[0] Likes
Rating: 10.0 100
Difficulty: 50 50
Dec 2, 2021
Pigeon
For: I wanna hear Okurimono Sunday
For: I wanna hear Okurimono Sunday
A very well crafted avoidance with a lot of creativity involved and very smooth transitions.
The attacks can be read fairly easily overall and if there is trouble a practice mode is given to help out for specific segments.
My only complain would come with the spin, unlike the other attacks, I can't see a reasonable cue that allows the player to know well how this attack will work at first glance.
It can be frustrating since it's in the middle of the avoidance and I feel that it forces the usage of the practice tool.
We can know the way but not how it will work, unless I had more trouble than others with this.
I'd say this would be the closest part to an instagib that will most likely kill first runs as it is pretty fast compared to the rest, not necessarily just beginner player runs.
The attacks can be read fairly easily overall and if there is trouble a practice mode is given to help out for specific segments.
My only complain would come with the spin, unlike the other attacks, I can't see a reasonable cue that allows the player to know well how this attack will work at first glance.
It can be frustrating since it's in the middle of the avoidance and I feel that it forces the usage of the practice tool.
We can know the way but not how it will work, unless I had more trouble than others with this.
I'd say this would be the closest part to an instagib that will most likely kill first runs as it is pretty fast compared to the rest, not necessarily just beginner player runs.
Tagged as: Avoidance
[0] Likes
Rating: 9.0 90
Difficulty: 31 31
Dec 2, 2021
Kaurosu
For: I wannyaaaaaaaaaa
For: I wannyaaaaaaaaaa
My favorite fangame so far, really cute an fun, i think everyone should play this ^^
[1] Like
Rating: 10.0 100
Difficulty: 40 40
Dec 2, 2021
MikuStar263
For: i wanna lypophrenia
For: i wanna lypophrenia
Tagged as: Needle
[0] Likes
Rating: 8.4 84
Difficulty: 55 55
Dec 2, 2021