Latest Reviews
TheChiekurs
For: I wanna Kill The Flippy
For: I wanna Kill The Flippy
Tagged as: Avoidance
unfinished
[0] Likes
Rating: N/A
Difficulty: N/A
Oct 23, 2020
moogy
For: Back in the 90's
For: Back in the 90's
a free clear with almost comically loud BGM
[0] Likes
Rating: N/A
Difficulty: N/A
Oct 23, 2020
YaBoiMarcAntony
For: I wanna reach Heaven
For: I wanna reach Heaven
2022 Edit: I shall leave the old review as is, but I must say that in replaying this game, I've come around to it. Overall, the design is, naturally, a bit more awkward and "uncomfortable," but I find it to be an overall satisfying game to play. There may be a larger focus on difficulty rather than fun, but it's not done in a way that I find irritating; instead, the challenge is in and of itself an enjoyable thing thanks to the very well done difficulty curve from beginning to end.
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
---===---
I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
[0] Likes
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
---===---
I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
Rating: 7.0 70
Difficulty: 60 60
Oct 23, 2020
TheChiekurs
For: I wanna be the BJ
For: I wanna be the BJ
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Oct 23, 2020
TheChiekurs
For: I wanna keep my Miku
For: I wanna keep my Miku
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Oct 23, 2020
choco1260 [Creator]
For: I wAnNa kILl tHe cHoCo 4!!!
[0] Likes
For: I wAnNa kILl tHe cHoCo 4!!!
[0] Likes
Rating: 0.0 0
Difficulty: N/A
Oct 23, 2020
BloggerOP
For: I wanna be the Geometry Dash
For: I wanna be the Geometry Dash
If the download link is broken, please contact (PM) me and I'll fix it.
Before starting my review, I want to thank ㅇyㅇ for making this public, Finding and uploading 7-year-old game is not easy, he also responded me in 5 hours even though he doesn't play fangames nowadays, he is such a nice guy. As a result, I kept this game from disappearing on the internet and that's always a good thing. Anyways, thank you very much, ㅇyㅇ!! Also thank you GaspacoZanis for all the help, tbh I couldn't have done this without him.
This unfinished game has a stage and an avoidance. You start the game, and there's a portal. If you press up in that room, you can play the stage, down for the avoidance. If you clear one, 'level complete' text will show up and pressing R is the only way to escape. Beating both of them counts as a clear.
In the stage, you'll go forward automatically and what you only have to do is jump at the right time, just like the original. Ship part here is never awkward, it actually played and recreated well! Platform was the only problem here. Since simple engine is quite bad, they work in a weird way. It's really chill and decent overall.
The avoidance was pretty easy, and surprisingly fun. One fatal bug exists, you have to get through the first ship transition in the higher position. Other than that, no later learny part, not inconsistent, epicing with the ship part, majority of reactable satisfying attacks, I enjoyed this a lot. Final can be hard but it was still chill for me.
I asked him to publish this. I'm really glad that this game won't be forgotten, and I hope you enjoy this. Have fun!
Before starting my review, I want to thank ㅇyㅇ for making this public, Finding and uploading 7-year-old game is not easy, he also responded me in 5 hours even though he doesn't play fangames nowadays, he is such a nice guy. As a result, I kept this game from disappearing on the internet and that's always a good thing. Anyways, thank you very much, ㅇyㅇ!! Also thank you GaspacoZanis for all the help, tbh I couldn't have done this without him.
This unfinished game has a stage and an avoidance. You start the game, and there's a portal. If you press up in that room, you can play the stage, down for the avoidance. If you clear one, 'level complete' text will show up and pressing R is the only way to escape. Beating both of them counts as a clear.
In the stage, you'll go forward automatically and what you only have to do is jump at the right time, just like the original. Ship part here is never awkward, it actually played and recreated well! Platform was the only problem here. Since simple engine is quite bad, they work in a weird way. It's really chill and decent overall.
The avoidance was pretty easy, and surprisingly fun. One fatal bug exists, you have to get through the first ship transition in the higher position. Other than that, no later learny part, not inconsistent, epicing with the ship part, majority of reactable satisfying attacks, I enjoyed this a lot. Final can be hard but it was still chill for me.
I asked him to publish this. I'm really glad that this game won't be forgotten, and I hope you enjoy this. Have fun!
Tagged as: Avoidance
Geometry_Dash
[3] Likes
Rating: 7.2 72
Difficulty: 22 22
Oct 23, 2020
TheChiekurs
For: I wanna be the ヤンデレ
For: I wanna be the ヤンデレ
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Oct 23, 2020
CanusAntonius
For: I wanna Challenge you
For: I wanna Challenge you
Pretty fun needle game that has usage of the upside-down mechanic in fun ways. Visuals are pretty nice, though you might occasionally hit an apple on accident because you didn't see it. There are secrets, but I didn't bother to get them.
[0] Likes
Rating: 7.0 70
Difficulty: 55 55
Oct 23, 2020
Delicious Fruit