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Jopagu
For: I wanna clear the NAILOU MODE
Rating based off the final ending.

NAILOU MODE is an interesting needle game with an experimental structure. The game starts out with very simple needle, and then goes into the titular "nailou mode", which is significantly buffed screens. I appreciate the humor poking fun at the creator's previous work, it shows some self-awareness. After this, there is an "extra" that is essentially just a double diamond and then some trivial saves. After yet another ending, you fall through some blocks into a couple cryptic screens, notably the only ones with music. One of these screens is an interesting creepy one.

Overall, I appreciate the attempt at creating a weird atmosphere, cryptic game. I always enjoy seeing stuff that plays around with structure like this, having several different endings that just kept leading to new stages was fun. However, the needle is frankly pretty uninspired, and the difficulty comes from a lot of named jumps. I would like to see the developer continuing to do experimental games like this, but trying to make less generic needle.

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Tagged as: Needle Horror
[0] Likes
Rating: 4.5 45       Difficulty: 40 40
Jun 14, 2024
Jopagu
For: I wanna chill space needle
A short but interesting needle game, it really speaks to some creativity of the maker to be attempting a variety of styles in a very simple game. There is a particularly interesting screen with a lot of disjointed spikes, which was a fun way to play with nontraditional screen layouts and spices up the generic corridor needle. There is also a cool section that plays around with save jumping! I love seeing this kind of thing, it manages to make gimmickless needle feel unique and creative.

There are a few technical issues with the game. First, it is impossible to load a save, requiring you to beat the game in one go. It's pretty short and easy, so this shouldn't be an issue for anyone, but at the same time this is a major issue that should be fixed in future releases. Secondly, the game launches with extremely loud music, I would recommend lower the volume a bit in advance. Finally, the game was uploaded as a standalone .exe file. This causes it to get incorrectly flagged by antivirus software, potentially deleting the game. I would highly recommend zipping up the game before uploading it, to prevent this.

Also, I would encourage you to add a readme. Particularly since you are using "real music" with lyrics that have some symbolic value, I would like to be able to find the name of the song in a readme so I can find it online and read the lyrics.

Overall, a game that manages to be interesting despite its humble nature. Despite that, a lot of the needle is pretty tame and generic, as well as poorly balanced, such as the plane jump thrown in. However, the game is fun for a very quick playthrough, and it has me excited for the upcoming full release.

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Tagged as: Needle Short
[0] Likes
Rating: 5.5 55       Difficulty: 26 26
Jun 14, 2024
Starcloudsea
For: I wanna Trap Online
(^^)

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[0] Likes
Rating: 10.0 100       Difficulty: 45 45
Jun 14, 2024
Jopagu
For: Nuclear Blast
Nuclear Blast is an attempt at an artistic needle game, with a message about nuclear war. While the exploration of the themes is surface level compared to something like Catharsis, it was still welcome to see this maker delving into deeper topics, and using their games as a vehicle for something more than pure difficulty.

The game has some interesting features, such as launching in full screen, and making it so you cannot load a save, requiring all three saves to be beaten in one go. Even if unintentional, I found these features an interesting tie in to the theme. The game opening suddenly in full screen, with very loud music, makes you feel as though you have been hit with a nuclear bomb. The inability to load a save perhaps says something about the permanence of death, or the fact that war, particularly with weapons of mass destruction, is something that cannot be undone.

The gameplay itself is rough, and unpleasant, but perhaps this is meant to be evocative of the game's message, similar to a Dopamine game. The first screen is basic and familiar, and also the easiest, calling to mind the calm before the storm. The second screen is harsh and unforgiving, with brutal named jumps and repetition of jumps forcing you through the gauntlet of a blinding, skin melting, nuclear explosion. The final screen is just scattered debris, almost the entire screen covered in killers, making you feel like you are walking through a wasteland of destroyed society, while suffering from omnipresent radiation bringing death to you.

There are even more subtle thematic tie ins. I would point to the tileset used on the second screen, with bright, clashing colors burning the retinas like an explosion, and how the tiles have small circles, which to me called forth visions of atoms, perhaps being pulled apart. I could also point at the final save of screen one, which is just several diagonals, being harder than the rest of the screen, and feeling more at place with the brutality of screen two. I think this represents the ending of peace, and an ominous feeling of the terror to come. In addition, the first save of screen two is also the hardest, and harshest feeling. This, to me, is the very first moment of the explosion, where the terrain is turned to glass and people are vaporized instantly, with the further saves cooling down a bit, representing the later moments of the explosion which, while still devastating, are not quite as horrifically destructive.

The game also leans into absurdity, trying to use humor to make sense of an unforgiving world. It opens with a comical image of a giant red nuke button, adding an unrealistic touch to the start. The final screen also feels humorous, like something out of a sudoku game with scattered apples everywhere. And yet, as mentioned is also drives home a poignant message. The clear screen as well feels anticlimactic, with a simple "GG". The absurdity of this simple ending tells me that it was all pointless, that war and destruction will never have any reward, just a harrowing nothingness waiting after.

Overall, I must admit the gameplay is quite rough. But as an artistic piece, this is a very good first attempt. Even as I at first thought it was simple, I found myself reconsidering and thinking about things a bit deeper, and I was surprised at how much meaning I found in the game. I certainly didn't expect to write this long of a review, but I just kept thinking of something new I could contemplate. I really hope the author continues making games like this, that aspire to be artistic and deep. I love seeing this kind of thing in a fangame, and I really hope we see more coming from this dev, they definitely have a lot of potential.

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Tagged as: Needle Short Art
[1] Like
Rating: 6.0 60       Difficulty: 38 38
Jun 14, 2024
lamron
For: Not another SB game
Tagged as: Adventure Sudoku surreal
[1] Like
Rating: 9.4 94       Difficulty: 45 45
Jun 14, 2024
sonicdv
For: RNG Dungeon
First thing is first, I'm absolutely NOT the traditional audience for this game. Feel free to discount this long winded review if you want to just from that information. Despite this, I still feel like I really enjoyed this game, a few rough segments notwithstanding and I felt like trying to explore the things that personally worked for me and the things that did not. Take this review as the ramblings of a shitty, salty player that sucks at avoidance, but still managed to complete the game regardless.

If you want a short summary, I totally recommend people try this game even if they might not fit fully into the audience. The game is a lot easier than the difficulty rating implies except for a few choice bosses and the final boss. I'd say it's around a 60-70 difficulty game if you ignore the final boss, and you can have a great time playing 90% of the game up to the final boss and calling it quits, even if some of the content doesn't fully agree with you.

Firstly, I loved pretty much all the platforming in this game. I always thought I didn't like gimmicky modern fangames, but I think I was wrong if this is anything to go by. One of my favorite elements of this game is how a lot of the platforming itself isn't super hard by fangame standards, and especially by the game's difficulty. I believe that gimmick platforming kind of disguises how difficult it is, most of the challenge is in learning how the gimmick works, but once you have that down, you can pull off the actual platforming somewhat easily. This feels really great as you go through mastery where you feel like you're continually getting better and better at the game, instead of having one random jump in the middle that is way too hard which feels like luck to get past. The gimmicks themselves were really funny and varied, and every single room felt unique. Nothing felt like filler.

I also believe that the bosses at the end of stages have a great balance of being somewhat challenging, but also short so that you don't feel like they're huge difficulty walls. The bosses in this game have some of the most intense rng reading I've ever done as a very shitty avoidance player, but I never felt inclined to give up even when a boss completely outclasses me, because the fights are rarely longer than 50 seconds maximum. This kept the avoidances interesting throughout and stopped me from feeling discouraged even when I got screwed over by rng

The cracks in the games foundation are mostly in some of the attack balancing. I know the game is called "RNG Dungeon" but I don't think the game intended to have such variance between attacks in a lot of cases. The MHC inspired boss was pretty awful, both because the "song" sucked and wasn't pleasant to listen to, and it took the hardest segment from a 90 difficulty avoidance and had you play it over and over while learning a second learny avoidance right afterwards. I do not believe this fight fit with the rest of the bosses. Additionally, I hate carnival's most famous bosses, and they show their ugly faces around in this game as well as minibosses. They're not all that funny, kind of grindy and annoying, and are just time waster bosses that prey on your boredom, same as the original versions. Both carnival bosses took me astronomically longer than the proper bosses they guarded, which to me suggests they needed to be nerfed or replaced with fun gimmick platforming, maybe inspired by each carnival boss instead.

I also think the final bosses are somewhat poorly balanced. I found the needle wall hard to dodge, but will admit that I misunderstood how that attack was meant to be dodged, so therefore I will not hold that attack against the first phase. Some other attacks, such as the star attack with curving bullets while you stand on a 3 block ledge, the 360 spike attack while the cherries chase you across the screen, and the 360 spike barrage, felt like they were up to complete chance whether I finished them or not, and since the boss is 6 minutes long, it does a disservice to the fight's attempts to challenge your consistency. Preferably, all attacks would be balanced around being able to be dodged consistently, but I found that a good 25% of my deaths were caused by rng out of my hands, discounting the spike wall attack which killed me a lot more. The second phase of the fight, while interesting, is exhausting to play for long periods because of eye strain and visual effects, and is incredibly learny, mixed with a few attacks that either require 99 difficulty reading or outright luck to get past.

The final boss didn't entirely click with me, but I easily loved most of the game, and I believe this is a great foundational game. I'd love to see more from the developers that made this game. I might suggest adding in either an optional health mode or an easier difficulty in future releases though. I think the biggest issue with hard meme games is that the jokes they're based on do not hold up after you grind for over an hour. At some point you get tired of seeing the same joke and get incredibly mad at the fight for not letting you see the next cool bit of content. Having the ability to make the fights easier, or even to just warp back to the hub and try a different section, would have been a great addition to the game for players who will not finish the entire game. As it is, the game is awesome and is surprisingly underplayed, probably because of fears that the game will be too hard. I'd encourage people playing this who don't mind some struggle to try the game out for themselves, and make up their minds on it, as I believe they will be able to enjoy most of the content.

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[2] Likes
Rating: 8.0 80       Difficulty: 85 85
Jun 14, 2024
Kilgour22
For: I wanna Π
[0] Likes
Rating: 6.0 60       Difficulty: 65 65
Jun 14, 2024
TheJPEGDemon
For: I Wanna Give Trinkets To Friends And Family
Can’t get myself to rate this game because of the controversy surrounding it. Sucks because while I do hate those motherfuckers at the turn team, I can’t deny the quality of this game. Please though, if you are out there mom, please let me have my GameCube back.

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[1] Like
Rating: N/A       Difficulty: 80 80
Jun 13, 2024
K_YouTube
For: Free Mind
[0] Likes
Rating: 8.0 80       Difficulty: 45 45
Jun 13, 2024
SuperSheep
For: I Wanna Give Trinkets To Friends And Family
this game is a good

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[4] Likes
Rating: N/A       Difficulty: N/A
Jun 13, 2024
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