Latest Reviews
Paradiddle
For: I wanna deride Kotaro- from aslant
[0] Likes
For: I wanna deride Kotaro- from aslant
[0] Likes
Rating: 6.7 67
Difficulty: N/A
Jul 10, 2022
Jopagu
For: Chill Needle
For: Chill Needle
Peak gimmickless corridor needle, which isn't saying a lot. The game has unique and interesting jumps, and it is pretty fun, but it lacks any real creativity or substance. It's a good quick needle fix but not a lot more.
[0] Likes
Rating: 7.0 70
Difficulty: 36 36
Jul 10, 2022
Jopagu
For: I wanna be the Tethys
For: I wanna be the Tethys
Tethys, in classic Dopamine style, is a really interesting atmospheric needle game with some rough jumps. The visuals and audio are fantastic, and incredibly evocative. The clear screen is a strange, unexplained image that gives a really haunting feeling. This entire game is an exploration of a chilling liminal space, and the game frequently plays with the idea of boundaries. This is shown with a special screen the divides the two stages, featuring a freefall and an odd cramped jump. Several screens in the game are structured as a dividing line, making the player traverse the knife's edge between here and there. This theme is finally cemented in the clear screen, in which the player is stuck in between a rock and a hard place. You're in the cramped little spot in between two bad options once again. The weight of the world is on your shoulders but there is no where else to go. The entire game is an incredibly thought-provoking exploration of being stuck in the middle. This is just my interpretation of the themes, and like any piece of art there are plenty of other ways to think about it. However, this is one of the few fangames that actually provoked this kind of thought from me, and truly made me consider it as a piece of symbolism. Anyone who values art in fangames should play this, as it's a great demonstration of how to invoke emotion and thematic resonance with a needle game.
Phg has an excellent quote regarding the name of the game, and after reading it I can really see how appropriate it is, and it resonates with the themes I pulled from the game. Tethys is the daughter of the Earth and Sky, meaning she exists as a liminal being in between the extremes of reality. This dichotomy is present in the game, with the first stage representing the sky and the second representing the earth. You explore them both before coming to rest in that tight little space between them. Tethys is associated with rivers, and this is reflected in many of the screen designs. I mentioned earlier that many screens feel like a dividing line, and with this knowledge those screens now feel like they're made to represent a river. The kid is flowing through the gap between disparate lands, unable to choose which way to go, you end up stuck in liminality once again. This is probably what Tethys would've felt like, existing as a narrow strip of self in between primordial extremes. The ability to read this much into the game, classical allusion and all, is part of what really shows this game as a masterwork of artistic games.
Of course, some of the jumps are a bit too precise and kind of uncomfortable. This does further the themes that I found in the game, but it also isn't necessarily what most players want in terms of gameplay. While the game is a 60 diff, I'd only recommend it if you're comfortably above that level, so these rough patches are minor discomfort rather than game ruining. This will help you appreciate the art, and better consider how this jump design contributes to it.
[2] Likes
Phg has an excellent quote regarding the name of the game, and after reading it I can really see how appropriate it is, and it resonates with the themes I pulled from the game. Tethys is the daughter of the Earth and Sky, meaning she exists as a liminal being in between the extremes of reality. This dichotomy is present in the game, with the first stage representing the sky and the second representing the earth. You explore them both before coming to rest in that tight little space between them. Tethys is associated with rivers, and this is reflected in many of the screen designs. I mentioned earlier that many screens feel like a dividing line, and with this knowledge those screens now feel like they're made to represent a river. The kid is flowing through the gap between disparate lands, unable to choose which way to go, you end up stuck in liminality once again. This is probably what Tethys would've felt like, existing as a narrow strip of self in between primordial extremes. The ability to read this much into the game, classical allusion and all, is part of what really shows this game as a masterwork of artistic games.
Of course, some of the jumps are a bit too precise and kind of uncomfortable. This does further the themes that I found in the game, but it also isn't necessarily what most players want in terms of gameplay. While the game is a 60 diff, I'd only recommend it if you're comfortably above that level, so these rough patches are minor discomfort rather than game ruining. This will help you appreciate the art, and better consider how this jump design contributes to it.
Rating: 8.8 88
Difficulty: 60 60
Jul 10, 2022
Yiaz
For: I wanna be the MIL
For: I wanna be the MIL
Luckbased avoidance. It's quite incredible.
[0] Likes
Rating: 3.5 35
Difficulty: 65 65
Jul 10, 2022
fatherpucci1
For: I wanna Anticlimax
For: I wanna Anticlimax
The game that was once a legend. Humanly unreasonable, some said. Others had hope for god players to eventually slay this beast. While i wouldnt call myself a god, it is now slain. I think better players would struggle less, but no one else wanted to play it, so i did.
Heres a summary of what this game is:
Save 1 - Actually very fun save! The first jump was a really fun jump to do. The vine manuevers this save forces are really cool, the vine cactus is unique and interesting, the second vine is cool. I like this save a lot, but the squished diagonal has a little vstring luck involved, so i cannot rate it a 10.
Time spent - 7.5h. Rating - 9/10. Difficulty - 93/100
Save 2 - The author fucked up, so you can just save in the air to cheese the hades plane and have the align thats good for the later jumps, skipping the vine. The water part at the end is gross tho. Despite that, the save is pretty easy.
Time spent - 1.5h. Rating - 4/10. Difficulty - 85/100
Save 3 - The thing that makes this game so hard, and by far the hardest save in the game. The first jump is quite hard, but gets consistent. The second jump is fine compared to the rest. The third jump is really hard, doing a jump to the platform is really fucked, but i found a strat that made it not luck based by 1 framing the platform. The final jump is absolute bs. Really hard mess of inputs, and the water part is also fucking ass.
Time spent - 14h. Rating - 1/10. Difficulty - 96/100
Save 4 - This save is actually quite hard. The best part about it, is that author completely fucked up again, you can just save in the air and skip the first plane. The drop is hard to do consistently and the second jump is very hard, the hardest part being the platform. The diamond is ass to time, and the final jump is ok but i choked it a lot.
Time spent - 11h. Rating - 2/10. Difficulty - 94/100
Save 5 - Actually free lmao like man why is it in this game its so easy
Time spent - 40 minutes. Rating - 3/10. Difficutly - 75/100
Now that the precision trials have ended, screen 2 appears. Its a consistency needle save full with precise jumps, while most of them are ok, the drop sphincter, the killblock jump and the 4th jump are really fucking stupid. This took the longest cause i suck at consistency needle, but someone good at that wont have much problems with the save.
Time spent - 18h. Rating - 2/10. Difficulty - 94/100
Overall time spent - 53 hours.
Heres a summary of what this game is:
Save 1 - Actually very fun save! The first jump was a really fun jump to do. The vine manuevers this save forces are really cool, the vine cactus is unique and interesting, the second vine is cool. I like this save a lot, but the squished diagonal has a little vstring luck involved, so i cannot rate it a 10.
Time spent - 7.5h. Rating - 9/10. Difficulty - 93/100
Save 2 - The author fucked up, so you can just save in the air to cheese the hades plane and have the align thats good for the later jumps, skipping the vine. The water part at the end is gross tho. Despite that, the save is pretty easy.
Time spent - 1.5h. Rating - 4/10. Difficulty - 85/100
Save 3 - The thing that makes this game so hard, and by far the hardest save in the game. The first jump is quite hard, but gets consistent. The second jump is fine compared to the rest. The third jump is really hard, doing a jump to the platform is really fucked, but i found a strat that made it not luck based by 1 framing the platform. The final jump is absolute bs. Really hard mess of inputs, and the water part is also fucking ass.
Time spent - 14h. Rating - 1/10. Difficulty - 96/100
Save 4 - This save is actually quite hard. The best part about it, is that author completely fucked up again, you can just save in the air and skip the first plane. The drop is hard to do consistently and the second jump is very hard, the hardest part being the platform. The diamond is ass to time, and the final jump is ok but i choked it a lot.
Time spent - 11h. Rating - 2/10. Difficulty - 94/100
Save 5 - Actually free lmao like man why is it in this game its so easy
Time spent - 40 minutes. Rating - 3/10. Difficutly - 75/100
Now that the precision trials have ended, screen 2 appears. Its a consistency needle save full with precise jumps, while most of them are ok, the drop sphincter, the killblock jump and the 4th jump are really fucking stupid. This took the longest cause i suck at consistency needle, but someone good at that wont have much problems with the save.
Time spent - 18h. Rating - 2/10. Difficulty - 94/100
Overall time spent - 53 hours.
Tagged as: Needle
[15] Likes
Rating: 3.5 35
Difficulty: 96 96
Jul 10, 2022
Delicious Fruit