Latest Reviews
kurath
For: Extreme Depths 2
For: Extreme Depths 2
Extreme Depths 2 is an interesting game with a bit of an identity crisis.
The production is, as you'd expect from Watson, very polished. The trademark dropshadows and smooth, sharp geometric patterns are all over and comprise almost the entirety of the visual palette for the game, though later on a few exceptions do sprout up to add some more variety. Sound design, a concept often overlooked in fangames, is probably the better part of it, with clear, clean sound effects for basically everything.
The platforming, which is what the game opens up with and initially gives the impression of very much kind of exists. The initial impression of the game is simply a needle game, and not a very interesting one - featuring very ordinary needle for the first 7 stages, thankfully hinting at something more later as otherwise nothing in the initial gameplay is really gripping at all.
It follows this up with a really well executed final boss, and is where the game starts picking up. Visually stunning, well balanced and a lot of fun. Big fan of the combination style of the boss - which can be dangerous if not executed carefully - but this one turned out great.
Following this is the extra, and while it is called extra I'd say its most of the reason to play the game. The secret hunt part of it is very straightforward and not particularly noteworthy. The stages get more interesting mechanics, though I didn't particularly like the first two of them. Still, the changeups were appreciated, both in the aesthetics and gameplay.
Finally, the final boss(es) is the huge deal. These are very extensive boss fights, traversing back through the colors. The first of which is a straightforward, sequential affair - each segment having a distinct identity introduced in the first boss and was well done. The final final boss is a behemoth, taking something like 6-10 minutes per attempt. It is, overall, a real spectacle but also serves as somewhat of a microcosm for the game itself. The earlier phases are decent on their own, but due to the length of the boss and the mechanics, end up serving like the early stages of the game as 'something you just have to do' to progress, which definitely hinders the experience.
All that said, after giving off the impression of being a needle game to begin with, the game is really about the bosses and if you like crazy boss fights, I'd say its a must play, despite the parts that are somewhat just there. The main boss experiences are very fair and the individual phases are very well designed and were generally a lot of fun to figure out and scamper through, and all the visual and aural flair definitely goes a long way.
[1] Like
The production is, as you'd expect from Watson, very polished. The trademark dropshadows and smooth, sharp geometric patterns are all over and comprise almost the entirety of the visual palette for the game, though later on a few exceptions do sprout up to add some more variety. Sound design, a concept often overlooked in fangames, is probably the better part of it, with clear, clean sound effects for basically everything.
The platforming, which is what the game opens up with and initially gives the impression of very much kind of exists. The initial impression of the game is simply a needle game, and not a very interesting one - featuring very ordinary needle for the first 7 stages, thankfully hinting at something more later as otherwise nothing in the initial gameplay is really gripping at all.
It follows this up with a really well executed final boss, and is where the game starts picking up. Visually stunning, well balanced and a lot of fun. Big fan of the combination style of the boss - which can be dangerous if not executed carefully - but this one turned out great.
Following this is the extra, and while it is called extra I'd say its most of the reason to play the game. The secret hunt part of it is very straightforward and not particularly noteworthy. The stages get more interesting mechanics, though I didn't particularly like the first two of them. Still, the changeups were appreciated, both in the aesthetics and gameplay.
Finally, the final boss(es) is the huge deal. These are very extensive boss fights, traversing back through the colors. The first of which is a straightforward, sequential affair - each segment having a distinct identity introduced in the first boss and was well done. The final final boss is a behemoth, taking something like 6-10 minutes per attempt. It is, overall, a real spectacle but also serves as somewhat of a microcosm for the game itself. The earlier phases are decent on their own, but due to the length of the boss and the mechanics, end up serving like the early stages of the game as 'something you just have to do' to progress, which definitely hinders the experience.
All that said, after giving off the impression of being a needle game to begin with, the game is really about the bosses and if you like crazy boss fights, I'd say its a must play, despite the parts that are somewhat just there. The main boss experiences are very fair and the individual phases are very well designed and were generally a lot of fun to figure out and scamper through, and all the visual and aural flair definitely goes a long way.
Rating: 8.3 83
Difficulty: 65 65
Mar 14, 2022
Hosungryn
For: I wanna be the Tomodach
For: I wanna be the Tomodach
WHY ARE THERE SO MANY
[1] Like
Rating: N/A
Difficulty: N/A
Mar 14, 2022
Fruitless
For: I wanna revolve the moai statue 2
For: I wanna revolve the moai statue 2
The sequel to the original Moai Statue, this game takes the exact same concept and sees you going through several new rooms themed after different fangames. Most of my commentary from the first game applies, although as rabbit_ice said, this game brings some new issues, and there 2 in particular that I want to talk about:
-First, the difficulty has increased from the previous game, but the room layouts have also changed. Some are pretty funny and harmless, like Goshi Barrage 2 or 3D game, but others (Corridor of Death and ZMG especially) are rather painful to deal with.
-This game also makes you realize how much of a double-edged sword the hint ring is. In this game especially, it becomes harder to see the actual screen. This becomes especially worse in more vertically-focused rooms like 27.
Aside from those flaws, the game is still fun to play. Recommended if you can look past the issues this game has, but otherwise, I'd just ignore this game and play the other one instead.
[0] Likes
-First, the difficulty has increased from the previous game, but the room layouts have also changed. Some are pretty funny and harmless, like Goshi Barrage 2 or 3D game, but others (Corridor of Death and ZMG especially) are rather painful to deal with.
-This game also makes you realize how much of a double-edged sword the hint ring is. In this game especially, it becomes harder to see the actual screen. This becomes especially worse in more vertically-focused rooms like 27.
Aside from those flaws, the game is still fun to play. Recommended if you can look past the issues this game has, but otherwise, I'd just ignore this game and play the other one instead.
Rating: 6.0 60
Difficulty: N/A
Mar 14, 2022
spawneable
For: I Wanna Augment the Loon's Noodle
[0] Likes
For: I Wanna Augment the Loon's Noodle
[0] Likes
Rating: 8.5 85
Difficulty: 61 61
Mar 14, 2022
tuhkakuppi
For: I wanna be the Tomodach
For: I wanna be the Tomodach
Probably around the level of the easiest Beach saves.
You have a/d.
This meme has always been funny, more please.
You have a/d.
This meme has always been funny, more please.
Tagged as: Needle
[0] Likes
Rating: 6.5 65
Difficulty: 75 75
Mar 14, 2022
Cosmoing
For: I wanna be the Differ
For: I wanna be the Differ
Adventure game with some production value to its name. Length was pretty nice, difficulty progression felt right and I laughed a few times. It's nothing special but it's also nothing bad either. I could see myself recommending this as a beginner adventure.
[0] Likes
Rating: 6.0 60
Difficulty: 30 30
Mar 14, 2022
Cosmoing
For: I wanna be the Luoppgh
For: I wanna be the Luoppgh
Luoppgh (great name) is an adventure game that heralds from the era of Lovetrap fangames and it shows... in some ways that are perhaps not the best. Production value is pretty low but nothing outlandish, feels about right for the era.
Platforming ranges from somewhat interesting to really bad, but it's mostly the latter. 4 out of the 6 paths you can take at the beginning feature platforming that is either too hard for its own good even if it does have potential, or just whatever. There is one stage with blocks you shoot to teleport to, which I think had the best platforming and boss and I would recommend playing that one.
Bosses are overall pretty bad as well. Outside of the one I just mentioned, all of them are a pain in the ass in some way. 2 of them end with luck checks and the rest often have a ton of boring aiming stuff. I would say they're the harder part of the game.
After you go through all 6 paths, you can go through a hidden wall at the beginning to enter the more obvious Lovetrap inspiration: fighting through all the bosses again but buffed. These buffs range from nearly nothing to making the fight way, way harder. This is where most of the difficulty comes from: the game up to here is probably a 55 or a 60. There might be a secret path here too since there's a key door that I couldn't open, hard to say.
At the end of the day, unless you can handle the boss challenge this game has to offer, it's not worth your time. And even if you can, it's still probably not worth your time. Just play the one good stage and call it done.
[0] Likes
Platforming ranges from somewhat interesting to really bad, but it's mostly the latter. 4 out of the 6 paths you can take at the beginning feature platforming that is either too hard for its own good even if it does have potential, or just whatever. There is one stage with blocks you shoot to teleport to, which I think had the best platforming and boss and I would recommend playing that one.
Bosses are overall pretty bad as well. Outside of the one I just mentioned, all of them are a pain in the ass in some way. 2 of them end with luck checks and the rest often have a ton of boring aiming stuff. I would say they're the harder part of the game.
After you go through all 6 paths, you can go through a hidden wall at the beginning to enter the more obvious Lovetrap inspiration: fighting through all the bosses again but buffed. These buffs range from nearly nothing to making the fight way, way harder. This is where most of the difficulty comes from: the game up to here is probably a 55 or a 60. There might be a secret path here too since there's a key door that I couldn't open, hard to say.
At the end of the day, unless you can handle the boss challenge this game has to offer, it's not worth your time. And even if you can, it's still probably not worth your time. Just play the one good stage and call it done.
Rating: 3.0 30
Difficulty: 70 70
Mar 14, 2022
Fruitless
For: I wanna be the Tomodach
For: I wanna be the Tomodach
Tagged as: tomodati-like
[0] Likes
Rating: N/A
Difficulty: N/A
Mar 14, 2022
Delicious Fruit