Latest Reviews
fubukiofficial
For: I wanna be the Chris Needle
For: I wanna be the Chris Needle
Tagged as: Needle
[0] Likes
Rating: 4.0 40
Difficulty: 35 35
Mar 8, 2021
YaBoiMarcAntony
For: I Wanna be the RO
For: I Wanna be the RO
I Wanna be the RO is a Rukito-like with emphasis on the -like rather than the Rukito. Really, the only Rukito elements you'll find here are the various triggers. In every other way, however, RO differs greatly from Rukito's various experiments - this, perhaps, is for the best. Rukito's genre is one that belongs to the classic era rather than the modern, though not in a disparaging sense. What point is there to further expand on something already perfected before? Funnily enough, I don't know that anyone has ever made a Rukito-like that really reminded me of his own games. They're always far too clean and kind, whereas something like MMM or RZ is anything but clean or kind, but then that is how you can really differentiate between the modern era of fangames and the old. Production value and whatnot, aside, the very feeling of a 2020 fangame versus a 2012 fangame is so completely different as to be essentially two separate things. This comes from the fact that makers in general are just getting better at what they do. As people make better games, others learn from these better games and in term make - wouldn't you know it, better games! We lift each other up every time any one of us makes a great game, whether through inspiration or innovation. As the years go by, we gradually sharpen our swords on the whetstone of Time and come to know more about our weapon, learn more and more how to use it in satisfying and enjoyable ways. I Wanna be the RO, in my humble opinion, shows us just how sharp that blade of ours has come to be.
Though it may be unnecessary to say at this point, Wolfie is perhaps the greatest maker in our community right now, barring a couple who made games personally meaningful to me. No one has their consistency, their adept understanding of what feels good to play, their heart and soul, no one. When you play a Wolfie game, you can feel the genuine love they put into their work, something that separates the good games from the truly brilliant ones. I believe it is truly impossible for them to turn out something uninspired because they simply don't have it in them to do something so insulting as that. Though RO is not their peak (I am unsure of if they've even created their best work by this point in time), it certainly is one of the best things they've ever made.
Now then, on the game itself. RO plays around beautifully with a concept we've all known and loved (or hated) for a long time, triggers. In one of the many differences between the modern and old, however, they are utilized in a fashion that accentuates maneuverability and the satisfaction of any given jump rather than as to merely add a movement or two to the save. This is something that, in recent times, has become more and more popular of a design choice, and one that I believe defines the very positive direction needle design is taking, in terms of the less abstract and more game-y sides of design. Though this is the largest feature of RO, each stage also sets out to meditate on a novel or well-known gimmick and take it to its natural limit, succeeding in every single attempt. My personal favorite stages, though it really doesn't matter which I call my favorites as they're all equally spectacular, would have to be Space, Time, and Mirage - that is, the entire latter-half of the game. Of these, I believe Time is where the trigger aspect of the game is taken to its quality limit, Space the gimmick aspect, and Mirage the overall limit. Time in particular has a standout save to cap off the stage, being a sort of chase where you push back a wall of cherries following you with various triggers in your path. This, I believe, will be the standout save for most people that play this game - and I hope desperately that it inspires every budding maker who plays through RO.
Wolfie also experiments with bosses in RO, succeeding somewhat. Of the two bosses, I enjoyed them both more or less the same amount. I think they're well-designed, enjoyable to fight, and more or less act as ways to give more variety to the game overall; however, I would point to them both as the weakest part of the game, through no fault of Wolfie's. I mean, how could they hope to create a boss fight that matches the astonishingly high heights of their needle quality - on their first go, no less? Nonetheless, I do hope this leads to more bosses from Wolfie as I believe he could create something truly special with more work.
I have little else to say, really. RO should be the template of all future needle games - rather, it should be what controls the direction that needle design takes. I believe whatever direction it leads us will be one well worth following.
[4] Likes
Though it may be unnecessary to say at this point, Wolfie is perhaps the greatest maker in our community right now, barring a couple who made games personally meaningful to me. No one has their consistency, their adept understanding of what feels good to play, their heart and soul, no one. When you play a Wolfie game, you can feel the genuine love they put into their work, something that separates the good games from the truly brilliant ones. I believe it is truly impossible for them to turn out something uninspired because they simply don't have it in them to do something so insulting as that. Though RO is not their peak (I am unsure of if they've even created their best work by this point in time), it certainly is one of the best things they've ever made.
Now then, on the game itself. RO plays around beautifully with a concept we've all known and loved (or hated) for a long time, triggers. In one of the many differences between the modern and old, however, they are utilized in a fashion that accentuates maneuverability and the satisfaction of any given jump rather than as to merely add a movement or two to the save. This is something that, in recent times, has become more and more popular of a design choice, and one that I believe defines the very positive direction needle design is taking, in terms of the less abstract and more game-y sides of design. Though this is the largest feature of RO, each stage also sets out to meditate on a novel or well-known gimmick and take it to its natural limit, succeeding in every single attempt. My personal favorite stages, though it really doesn't matter which I call my favorites as they're all equally spectacular, would have to be Space, Time, and Mirage - that is, the entire latter-half of the game. Of these, I believe Time is where the trigger aspect of the game is taken to its quality limit, Space the gimmick aspect, and Mirage the overall limit. Time in particular has a standout save to cap off the stage, being a sort of chase where you push back a wall of cherries following you with various triggers in your path. This, I believe, will be the standout save for most people that play this game - and I hope desperately that it inspires every budding maker who plays through RO.
Wolfie also experiments with bosses in RO, succeeding somewhat. Of the two bosses, I enjoyed them both more or less the same amount. I think they're well-designed, enjoyable to fight, and more or less act as ways to give more variety to the game overall; however, I would point to them both as the weakest part of the game, through no fault of Wolfie's. I mean, how could they hope to create a boss fight that matches the astonishingly high heights of their needle quality - on their first go, no less? Nonetheless, I do hope this leads to more bosses from Wolfie as I believe he could create something truly special with more work.
I have little else to say, really. RO should be the template of all future needle games - rather, it should be what controls the direction that needle design takes. I believe whatever direction it leads us will be one well worth following.
Rating: 8.7 87
Difficulty: 70 70
Mar 8, 2021
fubukiofficial
For: I Wanna Be The Senor Roulette 1.5
[0] Likes
For: I Wanna Be The Senor Roulette 1.5
[0] Likes
Rating: 4.5 45
Difficulty: 50 50
Mar 8, 2021
Thenewgeezer
For: I wanna CoinStack 1000
For: I wanna CoinStack 1000
Just an amazingly well made game, and had fun from start to finish
[2] Likes
Rating: 10.0 100
Difficulty: 63 63
Mar 8, 2021
fubukiofficial
For: I Wanna Send The Medley To Mokuteki
For: I Wanna Send The Medley To Mokuteki
This game use nikaple engine cause 1 frame more delay and also cannot 1 frame and jump cancel
mostly all platforming is needle so its pain to play
also all boss is luck based.
[0] Likes
mostly all platforming is needle so its pain to play
also all boss is luck based.
Rating: 6.0 60
Difficulty: 65 65
Mar 8, 2021
kurath
For: I wanna be the Story 2 EASYver
For: I wanna be the Story 2 EASYver
An old school hub based 'adventure' with stages and bosses in each one. They have different themes and while not the most interesting, atleast have identities. That said, one of them is truly awful with basically a multiscreen invisible maze with some needle including intentionally misleading saves.
The bosses are okay, the platforming outside of that is okay and there's an extra stage which devolves into guy rock and rehashed stuff which isn't really worth the time.
[0] Likes
The bosses are okay, the platforming outside of that is okay and there's an extra stage which devolves into guy rock and rehashed stuff which isn't really worth the time.
Rating: 4.0 40
Difficulty: 50 50
Mar 7, 2021
kurath
For: I wanna be the Killdens
For: I wanna be the Killdens
Its a pretty mediocre two-stage adventure game with bizarro controls and a story in spanish.
The inherent problem with it is the first save is by far worse and harder than anything else in the game and makes you really wonder if its worth bothering with.
[0] Likes
The inherent problem with it is the first save is by far worse and harder than anything else in the game and makes you really wonder if its worth bothering with.
Rating: 4.0 40
Difficulty: 50 50
Mar 7, 2021
kurath
For: I wanna be the 15x15
For: I wanna be the 15x15
Decent little game reminiscent of showdown, though only half as long. Generally introduces a new gimmick every screen (outside of the first few) for that screen with the smaller, square window.
Its okay, some of the ideas are better than others but it also ends just as its picking up steam.
Its okay, some of the ideas are better than others but it also ends just as its picking up steam.
Tagged as: Gimmick
[1] Like
Rating: 6.0 60
Difficulty: 38 38
Mar 7, 2021
NotiRose
For: I wanna CoinStack 1000
For: I wanna CoinStack 1000
This fangame is certainly amazing, the production value is really great and the mechanics are tight and interesting. The game is challenging and hard but going for Any% isn’t too much (i skipped some coins and levels), i think it’s doable even for a “beginner”. I really loved the early levels, figuring the multiple paths with the tools that we have is really fun and creative in terms of level design, i think it’s where the game shines the most. When the levels become more linear i liked it a bit less, it was more about precise and tight platforming and we had less freedom of “pathing”. I also found the 3rd area to be a bit of a difficulty spike. If not I loved the credits level, this is the level design i was craving for more. Then, what i’m about to say is probably purely personal, i’m probably just really bad at that, but i struggled a bit with the diagonal dashes, maybe my body isn’t well coordinated enough (lol) but i wasn’t really able to do it consistently and maybe that’s why i prefered the early levels. But so i found it easier with a controller and the game is fun to do with a controller as it reminds me of super meat boy and celeste. I’d love to see a similar fangame based more on wall jumping and momentum, but this is probably only subjective. This is an awesome game, congrats Denferok !
[0] Likes
Rating: 9.5 95
Difficulty: 68 68
Mar 7, 2021
Delicious Fruit