Latest Reviews

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Keyossa
For: I wanna deride Kotaro- from aslant
This was a pretty good, chill, easy needle game. Not a whole lot of variety in the jumps, but as someone else mentioned, the pathing is enjoyable and the sort of maze element was interesting. I also enjoyed the visuals with the contrast of light blue, purple, and black. My only real issues are pretty small. The screen transition when you enter a new area looks kind of bad and the background in the later areas isn't really anything special. Overall, this was pretty fun and I would recommend it to someone either starting off in needle or someone looking for a (about) ten minute to half-an-hour time waster.

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[0] Likes
Rating: 6.5 65       Difficulty: 27 27
Nov 4, 2020
Chyeri
For: Alphazetica
A gimmick game that's enjoyable to play and well polished all the way through, with only two or so gimmicks I didn't care for. The visuals are really nice especially in the last stage, which is one of the prettiest looking stages I've ever seen. I'm glad people are starting to put actual effort when referencing cn3 instead of just slapping the number 31 randomly in their game cause haha funny number.

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[1] Like
Rating: 9.5 95       Difficulty: 70 70
Nov 4, 2020
Chyeri
For: I Wanna Save My Boy
An extremely long adventure/needle game with a lot of gimmicks, a few bosses and some lore you can thankfully skip. The sheer amount of content in this game is already impressive, but the fact that it doesn't really recycle jumps and ideas is worth even more praise. The design is very creative and the pathing is 300IQ and I enjoyed playing the game all the way through, but instead I'll try to give some criticism.

For me, this game falls into the category of "gimmick games where I like half the gimmicks and the other half I don't care for, but the game is easy so it doesn't matter". There was stuff like the multicolored platforms and the keypick platforming that I enjoyed, but things like the green thingy that makes you phase through spikes felt kind of janky and not very fun. This could render more difficult games frustrating to me and that's why I doubt I would enjoy difficult gimmick games (it's not like I made one myself haha), but in this game it's not really an issue, since the saves are very short and the jumps lenient.

On the topic of gimmicks, this game uses them incrementally, rather than confining them to single stages. I don't really have a problem with that, however I think self-contained gimmicks add more character to each stage. In this game every new stage felt less and less unique because the gimmicks just kept stacking up and by the end every screen had the same twelve gimmicks in it. It does add room for creative jumps where gimmicks interact, but personally I think restricting yourself as a creator can lead to some more interesting outcomes.

And this is a good segue into the topic of visuals. To be honest, all stages look the same and don't have much character to them. It's always a simple monochrome block texture, same white spikes and a black background. I like simple visuals but when a game is this long I feel like it would be beneficial to experiment with different visual styles. The music also isn't very diverse but it's pretty chill and inoffensive (though I found the fact that like half the songs were in English but I couldn't understand a word quite unnerving). Something which makes this creator's style similar to mine is filling out the entire screen with jumps rather than leaving empty areas, and people have pointed out to me that it makes all my needle look the same. I think that this fact combined with the other ones I just mentioned make individual screens and stages in this game not very memorable.

The blocks and spikes and other objects are placed in a very rough manner, with frequent minor grid adjustments and stretched objects. This isn't detrimental to the gameplay whatsoever but I found it aesthetically displeasing. I wish the object placement had been done in the same minimalistic approach as the visuals.

One more thing I would like to add is that this game uses a lot of unnecessary cycles. This is something I've seen in many games, where in order to add movement to needle people just put a moving apple in a 1 block wide corridor or make a water block go in and out of a wall. I don't think it adds anything - at the beginning of a save it's inconsequential since you're always on the same cycle and near the end it just means unnecessary waiting.

In summary, my main point of criticism is that the game is pretty monotonous all the way through and doesn't have much character. I feel like this creator makes all of his games through the same process and this game, along with vovovo and chill needle 2 blend together completely in my memory - they might as well be put together into a single game and I wouldn't notice. I hope he steps out of his comfort zone because he has a real talent for designing needle.

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[3] Likes
Rating: 9.5 95       Difficulty: 60 60
Nov 4, 2020
Chyeri
For: I Wanna be the Vandal
I kept coming back to this game not only because it's fun to play, but I also found it to be a great source of inspiration for making needle. I love the atmosphere this game presents, it feels like the creator's personality has been poured over into the game, and this makes it an unforgettable experience.

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[3] Likes
Rating: 10.0 100       Difficulty: 65 65
Nov 4, 2020
dijivunda
For: Water!
[0] Likes
Rating: 7.0 70       Difficulty: 30 30
Nov 4, 2020
StasGl02
For: Water!
Tagged as: Needle
[0] Likes
Rating: 6.5 65       Difficulty: 33 33
Nov 4, 2020
JPRG666
For: I wanna be the Genius
[1] Like
Rating: 1.0 10       Difficulty: 70 70
Nov 4, 2020
Skuldafn
For: I wanna be the Genius
[1] Like
Rating: 1.0 10       Difficulty: 71 71
Nov 4, 2020
Cthaere
For: I wanna be the Ares
Tagged as: Needle Hades-like
[0] Likes
Rating: 6.2 62       Difficulty: 60 60
Nov 4, 2020
spawneable
For: I Wanna Be The Walk
[0] Likes
Rating: 3.1 31       Difficulty: 10 10
Nov 4, 2020
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