Latest Reviews
gourdladle
For: I wanna be the Destruction State
For: I wanna be the Destruction State
This game could be a good one. The making quality is decent, and the flow is nice. But it still gave me the Worst experience in my entire fangame life so far.It is really super hard if you want to read each attack successfully instead of praying,while at the same time the luck matters because attacks here can easily be impossible or free.Anyway I don't recommend to grind for clear
[0] Likes
Rating: 1.5 15
Difficulty: 95 95
Dec 13, 2020
popop614
For: Crimson Needle 3
For: Crimson Needle 3
i fucking loved this game, rating based on bad end
<3 to the people who made this
Update (12/24/20)
HOOOLY FUCK I LOVE THESE LAST 10
note behind diff: balance
[1] Like
<3 to the people who made this
Update (12/24/20)
HOOOLY FUCK I LOVE THESE LAST 10
note behind diff: balance
Rating: 9.5 95
Difficulty: 90 90
Dec 13, 2020
Cubpletionist
For: Another Bad Game
For: Another Bad Game
Pretty fun thing to do while waiting for your dead phone to charge some.
[0] Likes
Rating: 6.0 60
Difficulty: 20 20
Dec 12, 2020
Razzor_iw
For: Supernal beings
For: Supernal beings
holy shit
Tagged as: Avoidance
[2] Likes
Rating: 10.0 100
Difficulty: 57 57
Dec 12, 2020
Nearigami [Creator]
For: I Wanna Go Back To Basics
For: I Wanna Go Back To Basics
EDIT: Version 1.02. Slight nerfs and a couple of other things. This will probably be the final update. Thank you to those who have enjoyed this game or even played it. https://www.mediafire.com/file/gno6w78lxxbdndj/BTB+Ver+1.02.zip/file
I Wanna Go Back To Basics is a 24 person needle collab hosted by me with the primary goal of making a needle collab accessible to everyone. It is 24 areas, with 3 screens of jtool needle each, for a total of 72 screens of content. The estimated peak difficulty of the project is 75, though most stages are around the 50-65 difficulty range. Thank you to all those who helped motivate me to make this project actually come out. I will continue to do my best to host events like this and become a beacon for the community.
Review (since I made like none of the content, I think it’s okay):
29th: I feel that this is a decent attempt at shorter precise needle. I did make some adjustments to it myself, but I feel like it’s actually pretty nice to pull off. I like the visual style of it too, so that’s a plus. 5.5/10
AlexBrogan: Some of the maneuvers in this stage are actually genius, though there are times where I feel that fun factor is sacrificed for pathing sake. The jump refresher stuff isn’t entirely my style but it’s cool. I love the gravity flipper stuff though. 8/10
Artimax: Top 3 stage for me. Very good pathing, and it’s a good sweet spot with fun and difficulty. Waiting for the Artimax solo needle game. 9.5/10
Cloch: It’s very basic, and honestly feels a lot like 2014-2015 needle. Imo it’s completely serviceable and not bad, but it’s outclassed by a lot of other stages in this game. 6/10
cLOUDDEAD: I do like this stage, but it feels like it uses full jumps too much, and while nothing with it is wrong, I don’t really think it’s my style. 7/10
Cthaere: I don’t really like this stage too much. Some jumps are pretty annoying, but it’s mixed with some pretty fun ones. I would like to see Cthaere make more though, and to make easier stuff too. 6/10
Dono: Dono makes me very proud, as I’ve watched him come an extremely long way since he started creating. The visual style is very distinctly his, and the platforming itself is very fun short saves. I think he’s found a sweet spot, and I want to see more high effort, longer games from him, as I feel that would propel him to one of the best modern makers. 8.5/10
Ez: I did change quite a few things in this stage but it’s actually pretty decent. I remember watching Ez make it and having to constantly point out skips while he was making, so I guess my critique lies with trying to be conscious about that stuff as you make it. The stage is pretty fun though. 7.5/10
Fruitless: I’ve said this before, but while the jumps themselves are pretty alright, the layouts feel like someone whose never made needle before. I would love if he experimented with layouts more, as I think this style can work with more refinement. 6.5/10
Gordon: ...yeah... 12/10
Ian: Another top 3 stage. Hits a difficulty sweet spot, with very fun needle, and just the right amount of pathing and leeway. 9/10
Kii: Significantly better than I thought it would be. Very fun maneuvers in here, and some fun strings of jumps together. 8.5/10
Kittygame: Other stuff Kitty has showed me in his current projects looks very fun, so I’m kinda curious what happened here. I think it’s fine, as sometimes when we try new things, they don’t really work, but this stage didn’t do it for me. 5/10
Komachi: I wished that the screens were all like the first one. The other screens were pretty disappointing. Probably my least favorite area unfortunately. 4.5/10
Lemon: God tier. I loved it. I would love a whole game of mini align mazes like this that teaches the player in a better way about align tricks and all. 9/10
NotEvenAmatueR(me): I was not expecting my stage to be one of the hardest ones. I’m typically used to my stages being pretty easy in collabs, so this caught me off guard. When I made my stage, I wanted to try doing stuff I don’t use often. In this case, they were: miniblocks, unstructured spike formations, and one save screens. I feel that screens 1 and 3 are very good screens, and I still like them, however screen 2 didn’t really pay off and I’m sorry about that. I will continue to do my best and improve my level design. I would rate my stage an 8/10, and I hope that isn’t too high.
Prince: It’s fun, not much to say. I liked it. 7.5/10
RandomChaos_: I like Random’s needle. It’s good comfy, fun. 8/10
Shign: Pretty fun dotkid needle. It wasn’t too special compared to other dotkid stuff, but I did like it. 7.5/10
Skulldude: Top 3 stage. Exactly what I’ve grown to expect out of skull needle. His style has evolved in a lot of good ways in 2020. 9/10
Taprus: It is a good stage but too much full jumps. It doesn’t help that I’m very bad at this type of jump refreshers needle. I think Tap knows how I feel already though. 7/10
Very cool: Pretty nice stage. It’s good beginner needle. Feels like old sunlao needle, but unfortunately I think it’s not as memorable specifically because it’s so easy. That’s a me issue though. 7.5/10
Wspr: Honestly the exact type of stuff I like, but it’s a bit hard in some spots. Looking forward to more. 8.5/10
YBMA: I like it. Feels like a more polished version of the screens from his solo project, and feels like an easier version of the game it takes visuals from. 8/10
I Wanna Go Back To Basics is a 24 person needle collab hosted by me with the primary goal of making a needle collab accessible to everyone. It is 24 areas, with 3 screens of jtool needle each, for a total of 72 screens of content. The estimated peak difficulty of the project is 75, though most stages are around the 50-65 difficulty range. Thank you to all those who helped motivate me to make this project actually come out. I will continue to do my best to host events like this and become a beacon for the community.
Review (since I made like none of the content, I think it’s okay):
29th: I feel that this is a decent attempt at shorter precise needle. I did make some adjustments to it myself, but I feel like it’s actually pretty nice to pull off. I like the visual style of it too, so that’s a plus. 5.5/10
AlexBrogan: Some of the maneuvers in this stage are actually genius, though there are times where I feel that fun factor is sacrificed for pathing sake. The jump refresher stuff isn’t entirely my style but it’s cool. I love the gravity flipper stuff though. 8/10
Artimax: Top 3 stage for me. Very good pathing, and it’s a good sweet spot with fun and difficulty. Waiting for the Artimax solo needle game. 9.5/10
Cloch: It’s very basic, and honestly feels a lot like 2014-2015 needle. Imo it’s completely serviceable and not bad, but it’s outclassed by a lot of other stages in this game. 6/10
cLOUDDEAD: I do like this stage, but it feels like it uses full jumps too much, and while nothing with it is wrong, I don’t really think it’s my style. 7/10
Cthaere: I don’t really like this stage too much. Some jumps are pretty annoying, but it’s mixed with some pretty fun ones. I would like to see Cthaere make more though, and to make easier stuff too. 6/10
Dono: Dono makes me very proud, as I’ve watched him come an extremely long way since he started creating. The visual style is very distinctly his, and the platforming itself is very fun short saves. I think he’s found a sweet spot, and I want to see more high effort, longer games from him, as I feel that would propel him to one of the best modern makers. 8.5/10
Ez: I did change quite a few things in this stage but it’s actually pretty decent. I remember watching Ez make it and having to constantly point out skips while he was making, so I guess my critique lies with trying to be conscious about that stuff as you make it. The stage is pretty fun though. 7.5/10
Fruitless: I’ve said this before, but while the jumps themselves are pretty alright, the layouts feel like someone whose never made needle before. I would love if he experimented with layouts more, as I think this style can work with more refinement. 6.5/10
Gordon: ...yeah... 12/10
Ian: Another top 3 stage. Hits a difficulty sweet spot, with very fun needle, and just the right amount of pathing and leeway. 9/10
Kii: Significantly better than I thought it would be. Very fun maneuvers in here, and some fun strings of jumps together. 8.5/10
Kittygame: Other stuff Kitty has showed me in his current projects looks very fun, so I’m kinda curious what happened here. I think it’s fine, as sometimes when we try new things, they don’t really work, but this stage didn’t do it for me. 5/10
Komachi: I wished that the screens were all like the first one. The other screens were pretty disappointing. Probably my least favorite area unfortunately. 4.5/10
Lemon: God tier. I loved it. I would love a whole game of mini align mazes like this that teaches the player in a better way about align tricks and all. 9/10
NotEvenAmatueR(me): I was not expecting my stage to be one of the hardest ones. I’m typically used to my stages being pretty easy in collabs, so this caught me off guard. When I made my stage, I wanted to try doing stuff I don’t use often. In this case, they were: miniblocks, unstructured spike formations, and one save screens. I feel that screens 1 and 3 are very good screens, and I still like them, however screen 2 didn’t really pay off and I’m sorry about that. I will continue to do my best and improve my level design. I would rate my stage an 8/10, and I hope that isn’t too high.
Prince: It’s fun, not much to say. I liked it. 7.5/10
RandomChaos_: I like Random’s needle. It’s good comfy, fun. 8/10
Shign: Pretty fun dotkid needle. It wasn’t too special compared to other dotkid stuff, but I did like it. 7.5/10
Skulldude: Top 3 stage. Exactly what I’ve grown to expect out of skull needle. His style has evolved in a lot of good ways in 2020. 9/10
Taprus: It is a good stage but too much full jumps. It doesn’t help that I’m very bad at this type of jump refreshers needle. I think Tap knows how I feel already though. 7/10
Very cool: Pretty nice stage. It’s good beginner needle. Feels like old sunlao needle, but unfortunately I think it’s not as memorable specifically because it’s so easy. That’s a me issue though. 7.5/10
Wspr: Honestly the exact type of stuff I like, but it’s a bit hard in some spots. Looking forward to more. 8.5/10
YBMA: I like it. Feels like a more polished version of the screens from his solo project, and feels like an easier version of the game it takes visuals from. 8/10
Tagged as: Needle
[6] Likes
Rating: N/A
Difficulty: 75 75
Dec 12, 2020
fubukiofficial
For: I wanna Become the Vegetable 3
For: I wanna Become the Vegetable 3
Cool old-school style beginner game
I had a lot of fun on it
[0] Likes
I had a lot of fun on it
Rating: 8.5 85
Difficulty: 35 35
Dec 12, 2020
128Up
For: I wanna Become the Vegetable 3
For: I wanna Become the Vegetable 3
Admittedly uncleared, but since my hand is hurting after 10-15 minutes of mashing against the final boss and getting nowhere with it, as far as I'm concerned, I've seen all that I need to.
Aolan should count themselves very lucky that their platforming efforts are solid. Based on the platforming alone, this would've been an easy 7.0, probably.
But the bosses are atrocious. They follow the general "theme" (if you can call it one) of basically getting lucky. While luck is an inherent part of fangame bosses by design, I don't find bosses that lean into it enjoyable in the slightest.
The bird was the most tolerable, given its attacks have the biggest spread, and the boss itself is easy-ish to avoid.
The shovel is awful due to unreactable RNG after whittling its health down a little. And thanks to it gaining a speed increase after taking some damage, you'll be crossing your fingers for three or four waves, hoping you aren't cornered by the boss and the giant raining shards.
Finally, Big Broccoli from Rukimin!7 combines the problems with the previous boss with the very real chance of wrist pain, being a high HP boss with zero i-frames. Being pelted at by projectiles from above on its own is okay. Restricting your movement afterwards is less okay. Adding extra hazards that fly in from the sides (and can spawn on top of you since they don't create themselves in the wall or outside the room) while all of the above is going on is just frustrating.
Get to the last boss, watch their cutscene for the lore, then hit Escape. I'm not sure it's worth it.
Aolan should count themselves very lucky that their platforming efforts are solid. Based on the platforming alone, this would've been an easy 7.0, probably.
But the bosses are atrocious. They follow the general "theme" (if you can call it one) of basically getting lucky. While luck is an inherent part of fangame bosses by design, I don't find bosses that lean into it enjoyable in the slightest.
The bird was the most tolerable, given its attacks have the biggest spread, and the boss itself is easy-ish to avoid.
The shovel is awful due to unreactable RNG after whittling its health down a little. And thanks to it gaining a speed increase after taking some damage, you'll be crossing your fingers for three or four waves, hoping you aren't cornered by the boss and the giant raining shards.
Finally, Big Broccoli from Rukimin!7 combines the problems with the previous boss with the very real chance of wrist pain, being a high HP boss with zero i-frames. Being pelted at by projectiles from above on its own is okay. Restricting your movement afterwards is less okay. Adding extra hazards that fly in from the sides (and can spawn on top of you since they don't create themselves in the wall or outside the room) while all of the above is going on is just frustrating.
Get to the last boss, watch their cutscene for the lore, then hit Escape. I'm not sure it's worth it.
Tagged as: Adventure
[3] Likes
Rating: 4.5 45
Difficulty: 55 55
Dec 12, 2020
Razzor_iw
For: I wanna be the Reincarnation
For: I wanna be the Reincarnation
unfathamobly boring mixed with annoying patterns that are so unremarkable you forget about them, rng that is not fun to play whatsoever, and patterns that are the exact same thing except with a different angle
do not play this under any circumstance
do not play this under any circumstance
Tagged as: Avoidance
[0] Likes
Rating: 1.3 13
Difficulty: 66 66
Dec 12, 2020
Delicious Fruit