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p00ks127
For: I wanna be the ビビりパロティ
Really bad avoidances in all the good ways

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Tagged as: Avoidance Sudoku
[1] Like
Rating: 2.0 20       Difficulty: 35 35
Dec 23, 2019
Spazm
For: I wanna be the Moderate player
[0] Likes
Rating: 6.9 69       Difficulty: 30 30
Dec 22, 2019
Ramsanx
For: I wanna be the Flow
Tagged as: Trap Boss Short
[0] Likes
Rating: 3.8 38       Difficulty: 18 18
Dec 22, 2019
Yiaz
For: Neo Needle Buffet
So as Amateur said this is a needle collab between maybe less known makers with standard and gimmicky needle. I will give my opinion and ratings, which differ from the readme, on each area in ascending difficulty.

Vierandice area: It is standard needle, pretty easy, mostly one save screens. Doesn't do anything special but doesn't do anything terrible either, so overally pretty chill.
6/10 55/100

Amateurs area: The other vanilla needle stage in this game. A lot of short saves with somewhat standard jumps that are all changed in ways to make them somehow weird-ish which was nice, was fun to play and generally also pretty easy.
8/10 60/100

Bummers area: Needle that uses screen rotations, catharsis water, water1,2,3 and all the good stuff to get to the warps. Many people may find the needle layout ugly but I am personally really fond of it and together with the needle design this area was great, though the screen rotations can be a bit annoying but they are not chained together so it is mostly fine.
9.5/10 65/100

Synthasmagoria area: Definetly the coolest area in the game. The objects get smaller over the course of the stage and it is mostly centered about having to do vines fast. The design though is superb and eventhough sometimes it feels like the saves go too far for their own good it is just so incredibly well designed that that is no bother.
10/10 70/100

Randomchaos area: An area with needle consisting of half-spikes and fake ends that make you go detours. I was honestly not too much of a fan of this area. I can't really put my finger on it. some saves felt nice, others just didn't but it was still an alright area
6.5/10 70/100

Gabs area: This stage has moving spike which change speed when you jump. When I thought of how this gimmick works I thought the stage would be terrible. Unfortunately I was right. The saves are pretty long, there are a lot of moving spikes and finding a good way to get through the saves is just trial and error until you find a good strat and learn it by heart. It just ended up being incredibly tedious and that together with the area being quite difficult made it a very unpleasant experience.
2/10 75/100

Kiyoshis area: This area focuses mostly on apple platforming with some triggers here and there. The saves are really long and and the area is quite difficult. Some jumps are imo a bit too tight and he sometimes goes a bit overboard with the saves that are already really long which can be a downside. Overall the area is really fun outside of maybe one save.
9/10 80/100

Jrocker area: Lastly, Jrocker's area is noesis inspired with mostly short saves involving triggers, apple circles and bouncing water. The area has a lot of cool things but also some things that drag it down. While most the saves feel satisfying to do and the movements are generally cool, there are at least 2 saves that start with fulljumps and more high jumps later. That really does take a toll on your hands and combined with forced lowjumps in the same saves and the high difficulty of the area thats definetly a minus. Also I am not sure what to think of some of the saves as the apple patterns are sometimes forcing pretty tight dodges and can be kinda hard to learn. Generally I think this area was fun but I wish it was made a bit more comfortable on the hands at least.
8/10 85/100

So ye, would recommend to play this game since there is a lot of good content to be found. But be prepared for pretty hard platforming, so it surely isn't for everyone.

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[5] Likes
Rating: 7.5 75       Difficulty: 85 85
Dec 22, 2019
Ramsanx
For: I wanna challenge 100 trials!!
Tagged as: Boss 100_Floor Beginner_Friendly
[0] Likes
Rating: 7.2 72       Difficulty: 26 26
Dec 22, 2019
Desticler
For: Jingle Jam
Saying this right away: I played the stages as they were being released during the advent calendar event. Therefore, some of the things I complain about in the review are already fixed. For example, vines are properly taught in Lovey's stage, and the enemy which shall not be named was removed from Alejo's stage. I won't replay the game just to edit the review though.

Mr. Butterfingers & Aolan - It's a good first stage. Simple platforming with a simple gimmick. The boss, however, was a bit worse - its attacks are affected too much by RNG. It gets easier when you find out that most attacks will fly over you if you stay close to the boss, and apparently it only attacks when you do which is barely noticeable to be honest. In the end, it got me excited to play future stages.
Quality: 6/10
Difficulty: 25/100

Patrick - Did on advanced difficulty. It's an avoidance inside of a snow globe. It's fun, not much else to say. Also, you HAD to put a disco ball attack there, didn't you?
Quality: 9/10
Difficulty: 25/100

EchoMask - A bit of a spike in difficulty. Uses plenty of different gimmicks that are all easy to understand. The avoidance at the end is okay, it's nice that you give players 2 hp, and the song is good.
Quality: 9/10
Difficulty: 35/100

KittyGame - Short, but nice. I'm not a fan of ice physics but it was bound to be here and it's just a minor inconvenience. Doors that open when all ice is cracked is an interesting concept. The flying debris section wasn't too bad. The boss is fun once you learn that you can go through the green spike.
Quality: 8/10
Difficulty: 30/100

AlejoFangamer - Living proof that too many gimmicks can make it less fun. The star enemy just made the stage more annoying because it's basically a trap that kills you once and you immediately know how to dodge it but lost progress. That being said, I like all the gimmicks introduced, and aside from the star all enemies were good. Thank god the stage is so short, otherwise my overall opinion would be negative.
Quality: 7/10
Difficulty: 30/100

Lovey: The puzzle stage. Visuals could've been way better, the stage is at times unpleasant to look at and walljumps can be difficult to see. Expect to spend several minutes on each screen simply figuring out the solution, if you're into that you will love the stage. The "boss" was really interesting and fit the theme of the stage.
Quality: 8/10
Difficulty: 40/100

Haegoe: It's a very short stage with a fun payload gimmick. However, I have a major complaint for the final screen: Could you put the warp in a more obvious place? I thought I had to go all the way back while the warp was right under my feet. Also, the boss can easily corner you by either spamming the spinning kick attack or performing his sky attack while too many death blocks are falling. Nevertheless, this stage shouldn't take too long and it doesn't outstay its welcome.
Quality: 7/10
Difficulty: 30/100

Piece: I seriously love this stage. The first half has you carefully use presents as platforms and/or extra jumps, while second half is about spamming the presents and being careful to not feed the presents to the monsters. It's much more fun than it sounds. The boss is an old friend returning to fight you once more, and he's the hardest boss so far with 4 phases and a unique way to be damaged. I'm glad Piece decided to finish this stage because it's a really welcome addition to this collab.
Quality: 9/10
Difficulty: 40/100

Desticler: I made this. I'll give it ratings but they won't be included in final score.
Quality: 7/10
Difficulty: 30/100

Chrisay: First of all, I think it was a weird choice of organizers to put both scavenger hunt levels (Mine and Chrisay's) right next to each other, but whatever. Anyway, THIS STAGE IS AMAZING. The production is over the top and the gimmicks are so much fun! The main gimmick is sliding down slopes like in Super Mario World, but there are 3 other gimmicks: a floaty jump refresher, a wind field, and a tree you can teleport to by shooting it. Your goal is to collect at least 15 presents out of 20. 11 of them are hidden in the world, while 3 big presents each worth 3 presents are inside of challenge trials which put your knowledge of the 3 extra gimmicks to the test. It's just really fun to explore, and none of the presents are super well hidden so anyone can get all 20 as long as they're skilled enough. My only problem is the last save of teleport trees' challenge trial: You aren't told anywhere before that touching the ground for a few frames and jumping off asap causes you to keep momentum (I lost count of how many people needed help to figure it out), but actually executing it is even harder. This is way harder than any other save in the stage. Other than that, this is a masterpiece.
Quality: 10/10
Difficulty: 40/100 (45/100 for 100%)

Mega Kid: The stage begins with an intro cutscene that makes it clear that the stage is The Kid's dream about Christmas. Then we have a short platforming area where each save has a unique gimmick. It's mostly fine except the RNG green cane - would be fine if you didn't have to get this close to it 2 times - and the last save - F jump with ice physics? Followed by another hard jump? Followed by an unnecessary trap? Why? Then we have 3 minigames. In the first minigame you have to find 10 presents in a maze in a time limit while the camera is extremely zoomed in - you can do it first try if you know what you're doing. Second minigame is a quiz - It's mostly good except the second question. I knew the solution the moment I saw the question, but I can see many people getting stuck here; and if they have a wrong keyboard they might have to brute force through this. Third minigame is a card match game. It's okay, I just wish you had actual pictures on cards instead of... colors. Then there's the boss. I like the touhou controls, and attacks are mostly the perfect package, but the last attack can go to hell.
Quality: 8/10
Difficulty: 35/100

Mastermaxify: A boss that everyone gets hyped for when they see the title screen, 鐘の大佐 (Colonel of the Bells). Really, my only complaint is the boring intro, the rest is amazing.
Quality: 9/10
Difficulty: 40/100

RandomErik: Erik is such a good dev I swear. I literally have no complaints about this stage. Absolutely none. It's a perfect short Erik-style adventure.
Quality: 10/10
Difficulty: 35/100

Zebbe: Not my cup of tea, but nice. I loved the final room especially. Disappearing block traps though are way too common.
Quality: 7/10
Difficulty: 25/100

Artimax: Proof that even short and basic stages can be fun. The candy cane gimmick is cool. Although there is one jump that is way harder than the rest of the platforming and is at the end of the save, and the boss's attacks are too different difficulty-wise meaning he can be either free or hard depending on attack order. I originally wondered why it was this late in the game... Then I saw the next stage.
Quality: 7/10
Difficulty: 25/100

shign and dono: Holy... Ok, so let me quickly say this stage's review is based off version 1.1. Next version came out the same day and nerfed this stage. Therefore, this stage will not be included in the final score due to this stage review being outdated the day I wrote it. Also, shign made it clear he accidentally sent the worse version into jingle jam, and both devs said they were inexperienced, so just know this review is aimed at the stage, not the people who made it. Ok, so as I was saying, THIS STAGE IS SO BAD. First of all, this is a huge difficulty spike. Second of all, it is way too long for a simple "needle with collectibles" stage - it took me over an hour. If the stage was just the first half or just the maze at the end, it would be just the right length and would not overstay its welcome. Also, apparently this stage was twice longer in early access and organizers cut out a lot of stuff, thank god they did. Third of all, the maze at the end is just not fun. Maybe it's because I tend to avoid fangames with grindy needle, but I hated grinding every save to the point of me ragequitting for a few hours. This was the first stage in this game that made me ragequit for a few hours and the first stage where I had no fun. In conclusion, I would like to repeat I know the devs sent the wrong version and as I am writing this the right version is already in the game. However, my opinion of the stage was already ruined and I will not bother replaying it.
Quality: 4/10
Difficulty: 60/100

Asza: Insert Jingle Bells lyrics here. This stage feels like a well-deserved break after the previous stage. It's basically an autorunner with some gimmicks that were included by default in NANE, it starts out easy but last 3 screens are definitely somewhat of a challenge. The boss is amazing.
Quality: 8/10
Difficulty: 35/100

Kiyoshi: I was actually afraid of this stage because it's been a long time since I played a trap game, but it actually ended up reminding me why I ever played trap games. This is one of the best trap stages I've ever seen, it's IWBP quality. For every annoying trap that took too long there was a trap that you only fall for once that really makes you smile. 3rd screen is too long though, and the final save before the boss had too many traps to the point where I started forgetting them. The boss is amazing, only minor complaint is purple attack can be too hard depending on which attack came right before it. The boss took me half an hour but I enjoyed every minute of it.
Quality: 9/10
Difficulty: 50/100

WetWookie: Finally, a stage with some meaningful story. Added an extra point in quality just for that. The platforming part is nice, only complaint is that one jump on 4th screen near the end - what's with this collab and having short segments way harder than the rest of the stage? The boss was very good, no complaints. Also, weird song choice for a Christmas game. Also the visuals got repetitive for me towards the end.
Quality: 9/10
Difficulty: 40/100

Lss: I was excited for this stage the moment first screenshots of it were posted in #progress-showcase. I think plenty of people know I consider NAMTG to be the hardest game I ever beat, and I seriously don't want to go above the difficulty that NAMTG was. So it's a very special game for me. No joke, a magic tower stage existing in this game is one of the reasons I made a stage for this collab. I really wanted to have my name in a game with a magic tower.
It's, of course, the hardest stage in the game (unless you count pre-nerf shign&dono stage but we don't talk about that), but it's also the longest. It took me 2 whole hours, and that's including the fact I playtested it before so I knew what was the best way to progress up until the last room where I originally quit, but let's not get into that.
The "tower" (more like a dungeon to be honest) is actually incredibly small when compared to NAMTG. This is a very good thing though, not only because it makes the stage fit more into a collab game, but also because it makes it very replayable. (Actually, expect me to compare this stage to NAMTG a lot saying how it did many things better) NAMTG is a game where I saw no replay value aside from the gallery, but this stage, as stated above, is very replayable in my opinion.
Every enemy is well-designed. You're often forced to fight them with low attack stat on the first encounter, which is a very good idea because it makes every first encounter with a new enemy feel like a boss battle.
You know what? I'll review every enemy. They deserve such treatment.
Snowman: Ok I actually really hate this enemy. It's a bad first impression. Takes too long to kill, his falling snowball can be very difficult to dodge, and he kills you in one hit no matter what (on your first encounter). It's honestly unfortunate that this happened.
Bellzebub: This. THIS should have been the first enemy. It's not that difficult to dodge, easy to understand, and no RNG is involved.
Special Snowflake: Kinda reminds me of Steel from NAMTG, maybe that's intended. Mostly no complaints, I just dislike the randomness of the projectiles that spawn from his lasers right before he's about to loop his attacks.
Ice Elemental: It's okay. I like how the first attack is completely scripted, but after that it becomes a bit dull.
Gingerbread FASF: This name is great. First attack can be chaotic if you're unlucky but most of the time it's easier than it seems. Second attack is okay, not much to say. Final attack is good, and it's good that it's scripted, but I think that on the first encounter it drags on for way too long.
Christmas Tree: It's technically a miniboss. I love how it gets harder the more progress you make, and you know exactly what attacks will get added to its arsenal when you """damage""" it. The star attack is also very satisfying to dodge.
Elf: Rather an annoying enemy actually. He thankfully dies quickly, but in the short time that you do fight him expect to fight against chaos itself.
Angel: This is in my opinion the hardest of the normal enemies. The next enemy is simply long but I'm getting ahead of myself. First phase isn't too bad, the difficulty is just right for an enemy you first encounter in the final room, but once you can infinite jump it becomes pretty chaotic. Let me just say this, after I got enough attack to kill angels in 4 hits, I literally started laughing out loud because it was so satisfying to completely annihilate an enemy that gave me this much trouble.
Rudolph: Actually every deer has its own name (nice touch!), Rudolph was the first one I fought so credit goes to him. It's not really hard, just long. I like how the camera is intentionally slower than you, made the simple act of walking around fun. The idea of a fight in a big room is something I've never actually seen before and it was executed really well.
The final boss also deserves special attention. First of all, don't bother to fight him until you 100%ed the tower, otherwise you will deal very low damage to him. Anyway, this boss managed to do the impossible and give me the same feeling of "it took you very long to get here, you strugged on this adventure, yet you persevered and will finish this right here, right now" feeling that Tower Lead from NAMTG gave me. Why is it "the impossible"? Because NAMTG took me over 50 hours to beat as opposed to 2. Lss, congratulations on accomplishing this.
I won't bother to go reviewing every attack of the boss because this is already way too long of a review. Just trust me, it's the perfect final boss.
In the end... This is my favorite stage in the whole game. Sorry, Chrisay. Sorry, Erik. But this stage easily tops yours.
Quality: 10/10
Difficulty: 55/100

Average Quality: 8.3/10
Average Difficulty: 35/100
Peak Difficulty: 55/100

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Tagged as: Collab
[5] Likes
Rating: 8.3 83       Difficulty: 55 55
Dec 22, 2019
Akri
For: 六兆年と一夜ワナ
cool game for those who are bored. will make you even more bored

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[0] Likes
Rating: 10.0 100       Difficulty: 0 0
Dec 22, 2019
Akri
For: I wanna be the Torture
trash game which is humanly impossible

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[0] Likes
Rating: 1.0 10       Difficulty: 98 98
Dec 22, 2019
Cubpletionist
For: I wanna be the Boshy
This was a brilliant game. I loved this game so much as have many many others. This game doesn't have a ton of traps, but the ones it has are extremely well done, really funny and very memorable. This coming from someone who absolutely hates traps. The platforming is excellent and the bosses are great. If you want to beat this game, I'd recommend hard mode as it only makes the platforming harder and 90% of the game's difficulty comes from the bosses. This game will also teach you how to mash if you aren't good at that yet which is nice.

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Tagged as: Adventure Trap Boss Long
[2] Likes
Rating: 9.0 90       Difficulty: 70 70
Dec 22, 2019
Quietly1999
For: I wanna be the 何か!
I don't think the author knows how to control the difficulty and traps.

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Tagged as: Needle Trap unfinished
[0] Likes
Rating: 1.3 13       Difficulty: 48 48
Dec 22, 2019
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