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Zephyr
For: I wanna Chill Out
The last screen is significantly harder than the other screens.

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[0] Likes
Rating: 6.8 68       Difficulty: 60 60
Oct 24, 2020
Pyure
For: I wanna be the G
Tagged as: Avoidance
[0] Likes
Rating: 8.6 86       Difficulty: 50 50
Oct 24, 2020
WetWookie
For: You give me butterflies, and I take them away
Real, raw, art.

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[2] Likes
Rating: 9.5 95       Difficulty: 60 60
Oct 24, 2020
29th_letter
For: I wanna Twist and Turn
What a fun maze game (except for final save, which I got tilted at for some reason)

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[0] Likes
Rating: 8.0 80       Difficulty: N/A
Oct 24, 2020
DLM_hoodS
For: I wanna escape Endless Nightmare
[0] Likes
Rating: 6.0 60       Difficulty: 25 25
Oct 24, 2020
TheChiekurs
For: I wanna Kill The Flippy
Tagged as: Avoidance unfinished
[0] Likes
Rating: N/A       Difficulty: N/A
Oct 23, 2020
moogy
For: Back in the 90's
a free clear with almost comically loud BGM

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[0] Likes
Rating: N/A       Difficulty: N/A
Oct 23, 2020
NightShark115
For: あのコース
Tagged as: Godmode
[0] Likes
Rating: N/A       Difficulty: N/A
Oct 23, 2020
YaBoiMarcAntony
For: I wanna reach Heaven
2022 Edit: I shall leave the old review as is, but I must say that in replaying this game, I've come around to it. Overall, the design is, naturally, a bit more awkward and "uncomfortable," but I find it to be an overall satisfying game to play. There may be a larger focus on difficulty rather than fun, but it's not done in a way that I find irritating; instead, the challenge is in and of itself an enjoyable thing thanks to the very well done difficulty curve from beginning to end.

All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.

---===---

I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.

Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.

Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.

I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.

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Tagged as: Needle Gimmick 100_Floor
[0] Likes
Rating: 7.0 70       Difficulty: 60 60
Oct 23, 2020
TheChiekurs
For: I wanna be the BJ
Tagged as: Avoidance
[0] Likes
Rating: N/A       Difficulty: N/A
Oct 23, 2020
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