Latest Reviews
Shinobu
For: I wanna be the TubeTrap
For: I wanna be the TubeTrap
[url]https://ch.nicovideo.jp/agua/blomaga/ar186382[/url]
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 15, 2020
Aiwana1LoveTrap
For: I wanna be the Butterfly Nova
For: I wanna be the Butterfly Nova
placements that were once considered impossible are now possible with the use of cactus
the second to last placement require late release cactus
[0] Likes
the second to last placement require late release cactus
Rating: N/A
Difficulty: N/A
Nov 15, 2020
Aiwana1LoveTrap
For: I wanna &
For: I wanna &
save20 is difficult
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 15, 2020
CeleCele
For: I wanna be the 3lt@s4x9uo
For: I wanna be the 3lt@s4x9uo
Never heard of this adventure game before playing, but it ended up being one of my favorites so far. The gimmicks are unique and fun and the late game visuals are nice. The ending is pretty nice too with a good boss/avoidance. The one thing that holds me back from rating this higher is that the earlier stages gimmick is sometimes used clumsily and the visuals were a bit lazy for that stage.
I can definitely recommend playing this.
[2] Likes
I can definitely recommend playing this.
Rating: 8.8 88
Difficulty: 50 50
Nov 15, 2020
princeoflight612
For: I wanna call me it.
For: I wanna call me it.
Rating doesn't include extra, based on the hidden route.
This might be one of my favourite adventure games that I've played. While a lot of the content might appear more or less simple at first, especially compared to some of the newer adventure games, it nevertheless has a lot of "charm" and "character" to it and was mostly quite fun to play. What also makes this game special is the fact that it has two distinct routes with different stages and bosses, which adds a lot to the replay value. I do wish, however, that the hidden route had a bit more platforming to replace the part of the horror stage it skips.
The platforming was mostly simple by modern standards, but almost was always kept interesting by the different mechanics and gimmicks being introduced, as well as good production value and music choices. The only thing that I wasn't really a fan of was the red needle stage, which felt a bit too precise in a way that wasn't all that fun.
The bosses were quite fun, the highlights being the platforming avoidance after the third stage, 404 and especially the final boss, the latter being one of the most fun fangame bosses I've ever played up to date, having very creative, tense and fun attacks.
Overall, highly recommended.
[1] Like
This might be one of my favourite adventure games that I've played. While a lot of the content might appear more or less simple at first, especially compared to some of the newer adventure games, it nevertheless has a lot of "charm" and "character" to it and was mostly quite fun to play. What also makes this game special is the fact that it has two distinct routes with different stages and bosses, which adds a lot to the replay value. I do wish, however, that the hidden route had a bit more platforming to replace the part of the horror stage it skips.
The platforming was mostly simple by modern standards, but almost was always kept interesting by the different mechanics and gimmicks being introduced, as well as good production value and music choices. The only thing that I wasn't really a fan of was the red needle stage, which felt a bit too precise in a way that wasn't all that fun.
The bosses were quite fun, the highlights being the platforming avoidance after the third stage, 404 and especially the final boss, the latter being one of the most fun fangame bosses I've ever played up to date, having very creative, tense and fun attacks.
Overall, highly recommended.
Rating: 9.5 95
Difficulty: 65 65
Nov 15, 2020
Pigeon
For: I wanna travel Do or Die
For: I wanna travel Do or Die
Cleared with extra and secrets, review takes everything into account.
An interesting adventure game with a needle orientation to it. 6 main stages and an extra that is unlocked with all secrets. Design can be clever at times but in other occasions you can get lost without any idea how to progress.
A few traps are here and there, not too many for each save. The hub can be a bit repetitive to do after a while when you have to select the stage.
Secrets are hinted pretty well. They are usually on the harder side from their respective main stage. For some reason, a few warps in them do not take you back to where you stopped, sometimes sending you further and sometimes back a couple of saves, which renders the design even more confusing.
About Extra:
Two path can be chosen, low number of hard screens and high number of easy screens.
Since this game was a bit on the harder side from my standards, I played through the easy side.
It's easy at first but difficulty can get quite high at the end even though the saves are generous.
[0] Likes
An interesting adventure game with a needle orientation to it. 6 main stages and an extra that is unlocked with all secrets. Design can be clever at times but in other occasions you can get lost without any idea how to progress.
A few traps are here and there, not too many for each save. The hub can be a bit repetitive to do after a while when you have to select the stage.
Secrets are hinted pretty well. They are usually on the harder side from their respective main stage. For some reason, a few warps in them do not take you back to where you stopped, sometimes sending you further and sometimes back a couple of saves, which renders the design even more confusing.
About Extra:
Two path can be chosen, low number of hard screens and high number of easy screens.
Since this game was a bit on the harder side from my standards, I played through the easy side.
It's easy at first but difficulty can get quite high at the end even though the saves are generous.
Rating: 6.5 65
Difficulty: 50 50
Nov 15, 2020
Pigeon
For: I wanna be the Dreamcatcher
For: I wanna be the Dreamcatcher
Adventure game with intersting gimmicks. I wished some of them could be used ofr a bit longer.
Bosses have interesting attacks that are on the easy side to learn and / or avoid.
It's a bit underwhelming on how the game concludes with the final boss that is quite boring and the easiest of them all.
The idea seemed good initially but the usage is not clear and put to good use
[0] Likes
Bosses have interesting attacks that are on the easy side to learn and / or avoid.
It's a bit underwhelming on how the game concludes with the final boss that is quite boring and the easiest of them all.
The idea seemed good initially but the usage is not clear and put to good use
Rating: 6.0 60
Difficulty: 36 36
Nov 15, 2020
Pigeon
For: I Wanna Be The Third Try
For: I Wanna Be The Third Try
I Wanna Be The Third Try is a needle game composed of a variety of basic gimmicks used throughout the game. Once a new one has been introduced, previous ones will come back to add to the complexity of some screens.
Aside from the big screens and a few exceptions, one save will be used for each screen.
I guess the game can be divided into 5 main stages and a couple more screens.
First set begins with standard needle mixed with corridors.
Second set introduces gravity flips.
Third set is composed of 3x3 sized screens (if I had to guess the size) with a change of tileset midway through for some reason. Triggers are also introduced on the first big screen.
Fourth set uses infinite jump with many many many mid-air gates (at least for a couple of saves).
Last set uses jump refreshers, 99% on the tip of spikes.
As a final challenge (if not for the very last needle screen), the game reuses all of the gimmicks (except one) to test the player, with sandstorm sfx as BGM.
At the end a final, somewhat incomplete and short, needle screen remains before the final boss. No BGM on both of these and there is only one (or two if you want) attack to avoid overall. Defeating the boss does not save the game and give any item whatsoever, so it may be unfinished.
It also does not give the clear status because of that and after checking all possibilities, there does not seem to be a way to go further after the boss.
Because of the outline kid used in the game, it can be really tricky to visually see some of the jumps when the background is dark. Difficulty for the saves seems to go all over the place early on but gradually get consistently on the harder side in the end.
Design can be clever at times, some skips can also be done on a couple of saves. It's not always clear what has to be done in some screens though. One of them can skip half of the intended path (?).
Tileset and spikes are animated most of the time so it can be distracting, but it can also helps in situations that requires some thinking.
Mixed feelings overall, the game can give an interesting challenge and seems to have a progressive path. However, due to the inconsistency of the saves' difficulty and in design, it's not always clear where it wants to go, especially with it's unfinished nature.
Unless the boss screen can be passed, I consider defeating it giving the clear status currently.
[0] Likes
Aside from the big screens and a few exceptions, one save will be used for each screen.
I guess the game can be divided into 5 main stages and a couple more screens.
First set begins with standard needle mixed with corridors.
Second set introduces gravity flips.
Third set is composed of 3x3 sized screens (if I had to guess the size) with a change of tileset midway through for some reason. Triggers are also introduced on the first big screen.
Fourth set uses infinite jump with many many many mid-air gates (at least for a couple of saves).
Last set uses jump refreshers, 99% on the tip of spikes.
As a final challenge (if not for the very last needle screen), the game reuses all of the gimmicks (except one) to test the player, with sandstorm sfx as BGM.
At the end a final, somewhat incomplete and short, needle screen remains before the final boss. No BGM on both of these and there is only one (or two if you want) attack to avoid overall. Defeating the boss does not save the game and give any item whatsoever, so it may be unfinished.
It also does not give the clear status because of that and after checking all possibilities, there does not seem to be a way to go further after the boss.
Because of the outline kid used in the game, it can be really tricky to visually see some of the jumps when the background is dark. Difficulty for the saves seems to go all over the place early on but gradually get consistently on the harder side in the end.
Design can be clever at times, some skips can also be done on a couple of saves. It's not always clear what has to be done in some screens though. One of them can skip half of the intended path (?).
Tileset and spikes are animated most of the time so it can be distracting, but it can also helps in situations that requires some thinking.
Mixed feelings overall, the game can give an interesting challenge and seems to have a progressive path. However, due to the inconsistency of the saves' difficulty and in design, it's not always clear where it wants to go, especially with it's unfinished nature.
Unless the boss screen can be passed, I consider defeating it giving the clear status currently.
Rating: 5.5 55
Difficulty: 45 45
Nov 15, 2020
Delicious Fruit