Latest Reviews
wndfl_heaven
For: I wanna be the Nothing 3
For: I wanna be the Nothing 3
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: 60 60
Nov 24, 2021
MARCO
For: I wanna Walk Out In The Morning Dew
For: I wanna Walk Out In The Morning Dew
so, this game was interesting, but i have some stuff to say about it.
Needle at all is good, i really liked the needle screen, like, most of the game is really fun. But this game is way to far from being a good game.
there's a few screens that are literally a piece of shit, like: most of cbt stage, rocket kid race save, getting over it last screen, slow bullet last screen, etc...
And yeah, like, that's not so many stuff considering that the game is really long and it has a lot of fun stuff, but when you play those screens you just want to stop playing and never open the game again. basically i mean that the bad screens are really really bad, and it destroy the game.
And speaking about bad saves i want to mention rocket kid race and getting over it last screen:
so, getting over it last screen is one of the most boring screens i have played in fangames. And rocket kid race is the second worst thing i have played in fangames. (i dont mean this in difficulty stuff.
I liked some gimmicks, but the bad stuff in this game is just so fucking bad that it cannot be fixed.
so, in my opinion, this game is a proof that original stuff isnt the same than good stuff.
[12] Likes
Needle at all is good, i really liked the needle screen, like, most of the game is really fun. But this game is way to far from being a good game.
there's a few screens that are literally a piece of shit, like: most of cbt stage, rocket kid race save, getting over it last screen, slow bullet last screen, etc...
And yeah, like, that's not so many stuff considering that the game is really long and it has a lot of fun stuff, but when you play those screens you just want to stop playing and never open the game again. basically i mean that the bad screens are really really bad, and it destroy the game.
And speaking about bad saves i want to mention rocket kid race and getting over it last screen:
so, getting over it last screen is one of the most boring screens i have played in fangames. And rocket kid race is the second worst thing i have played in fangames. (i dont mean this in difficulty stuff.
I liked some gimmicks, but the bad stuff in this game is just so fucking bad that it cannot be fixed.
so, in my opinion, this game is a proof that original stuff isnt the same than good stuff.
Rating: 3.1 31
Difficulty: 78 78
Nov 24, 2021
touhoe
For: I Wanna Be Wacky
For: I Wanna Be Wacky
what an absolute banger of a concept, and arzztt finds so many clever neat ways to utilize it in the funniest + most enjoyable ways possible, huge
[0] Likes
Rating: 9.0 90
Difficulty: 34 34
Nov 24, 2021
Wolsk
For: I Wanna Madness
For: I Wanna Madness
The avoidance seems all right, but the camera makes it very unfun to play.
Tagged as: Visual_Challenge
[1] Like
Rating: 5.8 58
Difficulty: N/A
Nov 24, 2021
phgQED
For: I wanna follow it
For: I wanna follow it
The needle portion of this hack was fun and quite challenging. The aesthetic is mystical and eye-catching without taking focus away from the platforming. Several specific jumps were particularly difficult, but the generous saves made it so none of the individual screens were too challenging.
I'm relatively new to fangames, and as such, almost completely new to the individual subgenres of games. I have played mostly needle games so far because they are what I've enjoyed the most, but also being a Touhou/Super Hexagon fan, I thought it would be good to check out a healthy selection of avoidance games too.
The patterns and aesthetics of the bullets/attacks are wonderful and fit the mystical theme. I feel like I've come to the conclusion through this game and several others, however, that avoidance in fangames is simply not for me. I don't enjoy the kid's moveset for navigating 2D space in the context of avoiding projectiles, and would much rather play Touhou or something else with a life/continue system instead. I feel that if lives/checkpoints were implemented in this avoidance it would be much more enjoyable. It is not too hard, but I don't enjoy the amount of wait time between attempts. Sorry.
[0] Likes
I'm relatively new to fangames, and as such, almost completely new to the individual subgenres of games. I have played mostly needle games so far because they are what I've enjoyed the most, but also being a Touhou/Super Hexagon fan, I thought it would be good to check out a healthy selection of avoidance games too.
The patterns and aesthetics of the bullets/attacks are wonderful and fit the mystical theme. I feel like I've come to the conclusion through this game and several others, however, that avoidance in fangames is simply not for me. I don't enjoy the kid's moveset for navigating 2D space in the context of avoiding projectiles, and would much rather play Touhou or something else with a life/continue system instead. I feel that if lives/checkpoints were implemented in this avoidance it would be much more enjoyable. It is not too hard, but I don't enjoy the amount of wait time between attempts. Sorry.
Rating: N/A
Difficulty: 40 40
Nov 24, 2021
cLOUDDEAD
For: YoYoYo Engine (RBN Edition)
For: YoYoYo Engine (RBN Edition)
I have mostly used the older version of RBN engine so some of what I say here may not be 100% accurate, but I think the general sentiment still applies. Feel free to correct anything incorrect here.
RBN engine is somewhere between NANE and YoYoYo studio, being a feature heavy engine with lots of pre-made gimmicks and assets. I think the main edge this engine has is the lack of resource tree clutter; it's far easier to find an object I need compared to NANE, where every non-YoYoYo gimmick is stuffed into a cluttered 'new' folder. as others have pointed out, the trigger system is a huge improvement over YoYoYo, and honestly the best trigger system I have seen, although I would have preferred the init being inside a universally usable script, so any object could be activated by triggers out of the box, rather than needing to use trigger spikes and do object-parent shenanigans for anything else. Another great addition is the new god-mode in debug, which has a visual and auditory indicator for when you would have died, which makes testing far more streamlined and its probably my most loved part of this engine. It seriously makes testing so much easier.
It still comes with its quirks, though. The sprite skin system uses a script to draw the spike/fruit/etc sprites for each room which can make simpler visuals easier to achieve if you have a very standard stage-based game. This comes at the cost of being able to easily implement more advanced/varied visuals within a room, and also familiarity. For the average person making a simple needle game, this isn't a real issue.
The biggest issue with the engine, for me, is how much of a headache it can be to change any engine-default assets. The blame isn't entirely on RBN engine here, a lot of it is on YoYoYo engine (5 seperate objects just to handle the title screen + menus, why?), but it still comes into play if you use this engine. Lots of small inconsistencies here and there that make any bigger project somewhat of a pain to manage.
Overall, if you want to make gimmick needle, this is the better place to start over NANE or YoYoYo, but if you
already have a good grasp on gamemaker and want to do something bigger, or maybe just want to learn to use gamemaker better through programming stuff yourself, try a more barebones engine.
no rating because I don't want engines in my ratings, but I'd give it an 8.5/10
[0] Likes
RBN engine is somewhere between NANE and YoYoYo studio, being a feature heavy engine with lots of pre-made gimmicks and assets. I think the main edge this engine has is the lack of resource tree clutter; it's far easier to find an object I need compared to NANE, where every non-YoYoYo gimmick is stuffed into a cluttered 'new' folder. as others have pointed out, the trigger system is a huge improvement over YoYoYo, and honestly the best trigger system I have seen, although I would have preferred the init being inside a universally usable script, so any object could be activated by triggers out of the box, rather than needing to use trigger spikes and do object-parent shenanigans for anything else. Another great addition is the new god-mode in debug, which has a visual and auditory indicator for when you would have died, which makes testing far more streamlined and its probably my most loved part of this engine. It seriously makes testing so much easier.
It still comes with its quirks, though. The sprite skin system uses a script to draw the spike/fruit/etc sprites for each room which can make simpler visuals easier to achieve if you have a very standard stage-based game. This comes at the cost of being able to easily implement more advanced/varied visuals within a room, and also familiarity. For the average person making a simple needle game, this isn't a real issue.
The biggest issue with the engine, for me, is how much of a headache it can be to change any engine-default assets. The blame isn't entirely on RBN engine here, a lot of it is on YoYoYo engine (5 seperate objects just to handle the title screen + menus, why?), but it still comes into play if you use this engine. Lots of small inconsistencies here and there that make any bigger project somewhat of a pain to manage.
Overall, if you want to make gimmick needle, this is the better place to start over NANE or YoYoYo, but if you
already have a good grasp on gamemaker and want to do something bigger, or maybe just want to learn to use gamemaker better through programming stuff yourself, try a more barebones engine.
no rating because I don't want engines in my ratings, but I'd give it an 8.5/10
Rating: N/A
Difficulty: N/A
Nov 24, 2021
phgQED
For: I wanna eat the lemon
For: I wanna eat the lemon
A fun needle game with moderate challenge and a charming aesthetic. The music selection was calming and complemented the level design/gameplay well. Gimmickless except for one screen near the very end. I wasn't a fan of the gimmick, but it was definitely well implemented, and felt super satisfying to clear. Highly recommended for needle newcomers.
Plus, you get a delicious lemon~.
Time: ~35 Min
Deaths: 554
[0] Likes
Plus, you get a delicious lemon~.
Time: ~35 Min
Deaths: 554
Rating: 8.2 82
Difficulty: 30 30
Nov 23, 2021
DerpyHoovesIWBTG
For: I wanna be the base
For: I wanna be the base
Tagged as: Boss
[0] Likes
Rating: 1.0 10
Difficulty: 60 60
Nov 23, 2021
TheChiekurs
For: I wanna Kill The Tasute 2
For: I wanna Kill The Tasute 2
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 23, 2021