Latest Reviews
Storyline
For: I wanna draw the picture V1.0.0(demo)
[0] Likes
For: I wanna draw the picture V1.0.0(demo)
[0] Likes
Rating: 3.0 30
Difficulty: N/A
Mar 11, 2022
Chris
For: I wanna be the Flash Game
For: I wanna be the Flash Game
hot garbage, i love it
[1] Like
Rating: 8.0 80
Difficulty: N/A
Mar 10, 2022
Cutiefruity
For: Designer L's Wacky Randventure!
For: Designer L's Wacky Randventure!
WTF WHY WON'T IT LET ME CHOOSE THE DIFFICULTY?!?! SHIT GAME
actual review: banger game
[2] Likes
actual review: banger game
Rating: 9.0 90
Difficulty: 60 60
Feb 30, 2020
Nearigami
For: Extreme Depths 2
For: Extreme Depths 2
Rating based entirely on 100%
If you only judge the main game, Extreme Depths 2 is a decent if unimpressive needle game with a standout final boss. Needle is fine if a little forgettable.
The extra platforming is generally much more fun, to the point of me wondering why the first seven stages are still in the game. It almost feels as if you have to play through a 35 screen needle game before the actual game starts, and it’s quite strange.
This is mostly forgiven by extra final boss being straight up the most impressive boss I have ever played in a fangame. It’s so impressive and amazing and everything I could ever want in a final boss. It’s to the point where the game is worth playing solely to experience it. I loved it dearly.
[1] Like
If you only judge the main game, Extreme Depths 2 is a decent if unimpressive needle game with a standout final boss. Needle is fine if a little forgettable.
The extra platforming is generally much more fun, to the point of me wondering why the first seven stages are still in the game. It almost feels as if you have to play through a 35 screen needle game before the actual game starts, and it’s quite strange.
This is mostly forgiven by extra final boss being straight up the most impressive boss I have ever played in a fangame. It’s so impressive and amazing and everything I could ever want in a final boss. It’s to the point where the game is worth playing solely to experience it. I loved it dearly.
Rating: 8.0 80
Difficulty: 70 70
Mar 10, 2022
Oothwophen
For: I wanna kill the 3sweepor
For: I wanna kill the 3sweepor
MEEMZ R INVVADIN MMY LYFE. THAY RR TOKSIC JUUST LIKE GREEMAYS SHAYKE
[2] Likes
Rating: 9.9 99
Difficulty: 55 55
Mar 10, 2022
Kilgour22
For: Extreme Depths 2
For: Extreme Depths 2
Stage 8 is really good. The rest, however, not so much.
Here's the problem with gimmicks: If they don't add anything to the platforming, then why are they there? So, when I ask myself what the apples are actually adding to the game, the answer, aside from stage 8, is nothing. That's right. Take the apples out of the other stages and the game gets better because the screens actually flow. Currently, all they do is make the player spend extra time shooting them, often in a way that disrupts the flow of the platforming.
Again, stage 8 is great. The first screen not so much (a slowly moving apple that you actually have to pause to let pass at one point), but the rest actually change the way the platforming plays. My favourite one (though a touch frustrating at first!) was the homing apple that the player has to shoot to pause while running around to shoot other apples, opening the path to the exit. It fundamentally changes the way people play the screen; instead of focusing on finding the "easiest" path through the spikes, you're instead focused on putting the apple in a good position to shoot without blocking your path. It is, in other words, a perfect implementation of a gimmick.
You'll notice that stage 8 feels very different from the rest of the game, and it's precisely for that reason. It's actually a gimmick stage in a needle game, creating that coveted "gimmick needle" that's all the rage nowadays. Every other stage is not built around the gimmick, creating this dissonance.
The boss has WAY too many hitpoints. It makes it awful to grind and learn, because all I'm doing is developing arthritis and fatiguing myself. I think it would be significantly better if there were more i-frames between hits, with it taking less hits to kill. Frankly, the way it's currently designed ruins any motivation I might have had to grind it. It also doesn't help that it's way harder than the rest of the game.
I couldn't care less about secrets, so I didn't look for any and I won't comment on any secret content.
TL;DR: Seven stages could have been good for a nice, if a touch unambitious, needle game; one stage is very good gimmick needle; the boss after the tower is just a bullet sponge that makes grinding it a pain.
[2] Likes
Here's the problem with gimmicks: If they don't add anything to the platforming, then why are they there? So, when I ask myself what the apples are actually adding to the game, the answer, aside from stage 8, is nothing. That's right. Take the apples out of the other stages and the game gets better because the screens actually flow. Currently, all they do is make the player spend extra time shooting them, often in a way that disrupts the flow of the platforming.
Again, stage 8 is great. The first screen not so much (a slowly moving apple that you actually have to pause to let pass at one point), but the rest actually change the way the platforming plays. My favourite one (though a touch frustrating at first!) was the homing apple that the player has to shoot to pause while running around to shoot other apples, opening the path to the exit. It fundamentally changes the way people play the screen; instead of focusing on finding the "easiest" path through the spikes, you're instead focused on putting the apple in a good position to shoot without blocking your path. It is, in other words, a perfect implementation of a gimmick.
You'll notice that stage 8 feels very different from the rest of the game, and it's precisely for that reason. It's actually a gimmick stage in a needle game, creating that coveted "gimmick needle" that's all the rage nowadays. Every other stage is not built around the gimmick, creating this dissonance.
The boss has WAY too many hitpoints. It makes it awful to grind and learn, because all I'm doing is developing arthritis and fatiguing myself. I think it would be significantly better if there were more i-frames between hits, with it taking less hits to kill. Frankly, the way it's currently designed ruins any motivation I might have had to grind it. It also doesn't help that it's way harder than the rest of the game.
I couldn't care less about secrets, so I didn't look for any and I won't comment on any secret content.
TL;DR: Seven stages could have been good for a nice, if a touch unambitious, needle game; one stage is very good gimmick needle; the boss after the tower is just a bullet sponge that makes grinding it a pain.
Rating: 5.5 55
Difficulty: 70 70
Mar 10, 2022
Delicious Fruit