Latest Reviews

Go to page:
0 << < 7045 7046 7047 7048 7049 7050 7051 7052 7053 7054 > >> 9294
Wolfiexe
For: I wanna kill the troll king
Troll King is a fantastic adventure game, as expected from Mattin who's built up a very high quality portfolio of games now. This is no exception, and the whole package from the level design to the production value is top notch.

Each stage in the game has a unique atmosphere and theme, making it feel like a proper adventure as if you're visiting different parts of a world. The hazards and gimmicks thrown at you always feel fitting and well designed to the point that they never get frustrating, even if the odd save feels like a bit of a bump in difficulty. There are some puzzle-related segments but they felt fairly simple and straightforward, so there's no galaxy-brain requirement in this case.

The bosses in particular are great, and a couple of them blew me away with their production value and overall visual design, the water-boat boss especially so. There were a couple of spots where attacks felt a bit unclear, namely the attack in Sagat where he shows a trail of where he's going to move forward and it seems like there are numerous safespots, but the actual intended way of dodging it involves dodging away from him completely. Despite some minor hiccups, the bosses always felt fun for me.

There's also sort of a gauntlet at the end where you go through a series of unrelated rooms/segments which makes for a nice bag of variety before the ending boss. Naturally with such a selection of varied segments, some are going to be more enjoyable than others. One of them had a very unclear path past a trap which caused a great deal of confusion, although was amusing when I realised.

Overall just a great game. As always, I look forward to Mattin's next creation!

Read More

Tagged as: Adventure Trap Gimmick Boss
[0] Likes
Rating: 9.2 92       Difficulty: 45 45
Aug 7, 2018
Wolfiexe
For: I wanna Go Ahead!
Go Ahead is a super creative adventure game with a ton of fun ideas behind it. Whilst I didn't enjoy all of it (and some parts I really had gripes with), I'd still be very inclined to recommend it for the variety and gimmicks it presents.

To go into more detail, the game has the classic structure of stage boss stage boss stage etc. Whilst most of the stages are fairly fun, the bosses felt the complete opposite. I've seen it's a common complaint in some other reviews, but a large portion of the bosses had something that just sapped the fun out of it. The 100 hp pattern ball boss for example just felt tedious for the first part of the fight, and only really gave any challenge after the halfway point (which took a long time to get there). It also resorted in doing a ton of block ledges which feel very frustrating when you're forced to do them fast. The message box boss as well whilst also being a cool idea felt a bit silly and cryptic with some attacks. Maybe having knowledge of what the boxes are saying would help alleviate that, but I'm not sure. The first and final bosses I didn't have as many issues with, but they still felt far from perfect.

The stages themselves were more favourable and the bulk of my enjoyment came from these, with the exception of the Kirby stage which honestly I just didn't have fun with. The camera zoom made traversing the area uncomfortable, and often the visuals would be messy to the point where I couldn't tell if something was a platform, a spike or just in the background. The first stage of the game though in particular was very fun, with some very creative and amusing traps and fun save designs. It also featured the classic trap which after playing through this, you'll remember for some time.

Go Ahead is a good adventure game if you're willing to look past the unfortunate design choices that were put into some areas. Still worth a play for sure.

Read More

Tagged as: Adventure Trap Boss
[0] Likes
Rating: 7.5 75       Difficulty: 50 50
Aug 7, 2018
BreedPineapple
For: I Wanna Find a Cure
Everything pre-stage 7: Basically 10/10, I enjoyed all of it. A great variety of interesting gimmicks and game references.

Stage 7 and past: Here is where my interest and enjoyment dropped by a lot. I honestly wasn't a fan of the long stage, even though my first impression of it was pretty good.

I'd still say it's definitely the strongest and most varied marathon game in my opinion.

Read More

[0] Likes
Rating: 8.5 85       Difficulty: 55 55
Aug 7, 2018
Wolfiexe
For: I wanna be soupreme
Soupreme is a fun little package featuring 4 short screens, each built around a unique cooking-ingredient-related idea and wrapped up with a climactic boss. Each ingredient was fun and felt different enough from the last and whilst some felt a little tricker than others, there was never that much of a difficulty gap between them.

The boss makes use of all these gimmicks and makes for a nice round-off to a short but sweet game, and the production value in general is very clean and polished. If you want a short but varied game, look no further.

Read More

Tagged as: Gimmick Boss Short
[1] Like
Rating: 8.0 80       Difficulty: 40 40
Aug 7, 2018
Quof
For: I Wanna Find a Cure
The production values are insane, the variety is impressive, and as Den said, the fact each stage has a unique *mechanic*, not just a unique gimmick, is extremely impressive. However, I found that the level design was overall lacking, with many stages being more frustrating than fun. The Mario stage, for instance, is the first in the game but also the worst. The sliding mechanic just isn't fun and most deaths are from jumping just a little too late, which is annoying. The mechanics such as the tail are also introduced and then abandoned almost immediately, making one question why they even existed at all. On the other hand, the The End is Nigh stage was extremely fun and pushed its unique mechanic to the limit, reaching a level of quality that honestly makes me think it surpassed the original game. Overall, I would say Find the Cure is a mixed bag of quality that starts off kinda bad but ends overall good. There's more good than bad in this game for sure, but that just makes the bad stuff stick out worse. If I were rating this game purely as a fangame, I would give it a 10/10 because it is that good compared to most fangames, but rating it as an actual game, the unbalanced quality levels and the lack of fun I had in several stages leads me to knocking off a few points.

Just to look at the individual stages:


Mario - Basically what I said in the above paragraph, plus the Peach boss being bad as well. The first 50% of her health bar is a very easy to dodge move that just isn't very enjoyable and really kills the pacing of the boss. The big hill screen could be removed entirely and I wouldn't miss it, needing to reclimb the hills on each death is just boring, and it's made worse by the instagib traps. I would suggest that more time be spent pushing a mechanic to its limit and making levels fun to play with it. I think the tail had a lot of potential that just wasn't capitalized on. Removing the sliding mechanic (nice SMB3 reference it may be) and just focusing on the tail would have led to a better stage, I think.

Megaman X - Overall a solid if bland stage. I felt like it ended really soon and didn't really have any impressive moments where the dash was used really well. A few harder, extra screens might have gone a long way. Armadillo is too RNG heavy, I think, and I won just by getting lucky in the first phase and then beating the second phase first try. I don't know if needing to dash to the boss platform afterwards is great or mean, but it's definitely interesting.

Cuphead - This stage feels like Cuphead, which is the highest praise I can give. The feel of the original game was recreated perfectly and the bosses were very charming without being too hard. My personal opinion is that the final boss should have had a checkpoint and then the final phase be longer, just because I don't like repeating phase 1 over and over, but that's just personal taste. Overall a really good stage.

The End is Nigh - Honestly, in my opinion, the best part of the game. The mechanic is simple and pushed very far with tons of gimmicks along the way. The level design on display here is just great, and there's a TON of screens as well. Like I mentioned, I feel that this might have surpassed the original game, even. I basically have no complaints for it. Even the aesthetics are great, the visual design of the original's cartridge levels is recreated solidly. This stage is great, fun from beginning to end.


Runner 2 - Eh... I don't know. I'm not a fan of autorun games and this is no exception. It feels very uninspired and nothing really interesting or unique happens. It's just... an autorun game. Not very good. It's also possible to hold the kick button the entire time and trivialize the entire stage, since you kick constantly without ever letting your foot down. You can ignore every enemy in the stage, basically. The final section is a very nice reference with a good song, but I think the design of it was really bunged up. The teleporting screen transitions being able to kill you is just bad, plain and simple. It made me scared the whole time I was playing, waiting to be in the wrong place somehow and just die. To make matters worse I encountered a bug where if you're kicking on a certain screen transition, you die instantly no matter what. Since the first transition in the game kills you if you don't jump high enough, I spent 5-10 minutes looking for an alternate way to do the jump, but it turns out it's just an instagib if you're kicking ( https://youtu.be/vbY0LZ3Tw8M ). I guess you can call this karma for holding the kick button, but it's still not a very pleasant bug. (I don't blame the developers, it's easy to miss bugs like this. I'm just including this to partially note why I ended up not enjoying the finale). I'm not a fan of teleporting transitions at all, really, and I felt like the only thing I could do was throw bodies at the finale until eventually I memorized exactly what to do after teleporting. Not very fun. Thankfully it was easy enough that it didn't take too long, but still, overall this stage was not very fun or interesting.

Celeste - Mmmmmmm. Delicious. Fantastic. Good. Basically all of my praise for TIEN remains true here, though perhaps not the bit about surpassing the original. Entertaining level design. Great aesthetics. Everything about this stage is good. Well, that is, except the controls. I think the controls stumble a little. Having played the original Celeste, I could overlook the lack of a climb feature, but the way jumping off the wall ALWAYS sends you flying horizontally as far as possible just isn't comfortable. I imagine this was a concession made to avoid vertical climbing (since the original game used stamina, which this game doesn't have) but nonetheless it's not very good. That said, I don't want to dwell on the negative because this stage really is fantastic. It honestly felt at times like I was playing an expansion pack to the original Celeste. Ironically, this posed some problems because I constantly forgot that I had a double jump. I think it might actually have been better for the developer to remove double jump to preserve the Celeste feel, but I appreciate the level design that could only be made thanks to the double jump. Either way, a great stage overall and a definite highlight. The little story with Oshiro is the cherry on top.

Metroid - Honestly, a mixed bag. I think the scope and ambition is very impressive, and I don't blame anyone for praising the stage on that alone. In my opinion, though, the execution could have been done a lot better. There's a lot of "dead time" spent walking around flat, featureless ground, especially since many of the save points require you to walk an entire room's length just to get out of it, and into a room that might have even more flat nothingness. Although the world design is nonlinear in nature, I appreciated how sometimes there would be a save right before a corridor that existed solely for an upgrade, allowing for basically a gauntlet of challenges before the upgrade (or door unlocker), but in many cases the gauntlet was just very unpleasant. What sticks out in my mind is the path to the red door unlocker, where you need the speedbooster. Everything about those rooms were just not good and I spent most of my time falling and needing to retry. Frequently while playing this stage I would groan unhappily on death, dreading replaying the stuff I had just done. I think that's really the core of this stage's problem: the overall interlocking world map is nice, but the individual screens tend to range from trivial to annoying. I imagine great care was taken to not make the platforming difficult, as that isn't the point of the stage, but the result is limp platforming that you only really think about when it's frustrating enough to kill you and make you redo several screens. I think some more focus on making the platforming actually good on it's own in this stage would have gone a long way. All that said, I don't hate this stage. The scope is indeed impressive, and the nonlinearity is as engaging as it is in any metroidvania. Two things really come out to save this stage: The health system and the map. Both are staples of metroidvanias, but both are things the developers didn't have to include but did. The map allows for you to see where you haven't been at a glance, preventing one from ever truly getting stuck. The health is great for reasons I don't even need to explain, it goes a long way in making exploration less annoying. The optional health tanks are a sweet bonus too. Having a ton of HP for the boss thanks to thorough exploration is just something I appreciate. (The boss is good too, by the way. I'm not a fan of avoidance sections mid-boss but they weren't bad here). The "are you sure" confirmation after pressing reset is really solid and saved my ass more times than I can count. Watching the vod of the original race, it seems this was not originally a thing. I'm really glad Wolfi suggested it and that the developers then introduced it. I think responding to criticism and advice like that, actively implementing suggestions and such, is basically the best possible thing for a developer to do. In this case, it definitely made the stage significantly better. But back to complaining more. I think the door unlocking system was a big mistake. The original Metroid locks doors behind weapon upgrades for a reason. I was really disappointed each time I found a door unlocker. I think slightly buffed damage + aesthetic change to the spazer bullet(s) would have been so much more enjoyable than just... unlocking doors. But anyway. Overall I think the Metroid stage is good on a broad level but kind of bad on a room-by-room level. I'm not sure if I liked or disliked this stage afterwards, but when I think back on it, I mostly remembering getting frustrated at some bits (like when I encountered the super fast floaty enemy for the first time and he instakilled me in my surprise, forcing me to redo an actually challenging section I had been relieved to complete) or just walking around bored on one of the many flat sections, which isn't a very positive thing. So I would say that the Metroid stage's scope is so broad it manages to be both good and bad at the same time.


The final boss is there.


Wow, I wrote a lot more than I expected. tl;dr half the stages are kinda bad, half of them are great, and one of them is both at the same time. Thanks for reading. I tried being constructive in my criticism, I hope I didn't come off as too rude. Overall I'm glad I played this game and even the bad bits had good in them. Thank you to everyone who worked on this game.

Read More

[10] Likes
Rating: 7.8 78       Difficulty: 50 50
Aug 7, 2018
Paragus
For: I wanna qowulu 100
I really liked this game a lot more than I thought. It's a 10x10 room maze of fairly simple needle, where the player has to find the route to the next save. Once you reach that save, it fades out to avoid the confusion of accidentally saving at it again. The platforming is not overly difficult minus a few semi-tricky jumps in a few places, but the game is quite long and I really enjoyed trying to figure out how to use where you are now, to get to somewhere else.

There's obviously a massive amount of screen transitions and jumps through transitions, and the maker doesn't make these transitions dangerous in most cases, so it never feels cheap or unfair where you jump into a hole blind and fear landing on a spike. It's probably not for everyone, but I liked the concept and thought the maker did a great job weaving the screens together to make this massive maze.

Read More

[3] Likes
Rating: 8.0 80       Difficulty: 40 40
Aug 7, 2018
Pyure
For: ざきワナ
This is the most bizarre fangame I've played to date. It opens with a short avoidance that you must pass in order to select a difficulty that isn't Impossible, followed by some very precise jumps, before finally starting in on the actual game.

There seems to be some sort of plot to the game, but unless you know Japanese, you'll be lost like I was. Either way, whatever was set up in the beginning seems to go out the window immediately and never returns, and you're thrown into adventure style gameplay filled with traps. If you've played "I wannyaaaaaaaaaa", which I'd recommend before trying this, the traps are similar in their comedic nature and are usually well done.

A few segments of the game require input of specific Japanese words or reading Japanese to select a correct answer which, while it's used in creative ways, makes the game confusing and difficult to recommend to anyone who can't read the language.

After completing all of the main stages and entering a new location that showed up on the overworld map, appearing to be a final stage, it brought up a screen with some Japanese text. From what I could tell from loose translations, it's giving you information on how to access the next part of the game, but I can't understand enough to actually use it.

The game is filled with bs, and there are areas where RNG can screw you badly, but it's certainly a unique experience. The platforming is pretty well designed, and the bosses are interesting, challenging, and memorable. Hard to recommend it, but if anything in this review sounded appealing to you, give it a shot.

Read More

Tagged as: Adventure Trap Boss
[1] Like
Rating: 6.5 65       Difficulty: 60 60
Aug 7, 2018
IGINLAJ
For: I wanna break the Series Z 2
[1] Like
Rating: 5.5 55       Difficulty: 85 85
Aug 7, 2018
Exorath
For: I wanna use Snow magic
[0] Likes
Rating: 6.8 68       Difficulty: 42 42
Aug 7, 2018
lukero360
For: I wanna go the Parallel World
buen juego pero despues de los credito sin querer me cai en el mundo del mario kart pero pense que era un boss run al finalzar el mundo me di cuenta de que ya tenia que iniciar desde hay otra vez y si alguien mme puede pasar el save del boss final lo agradeceriia mucho

Read More

[0] Likes
Rating: 5.5 55       Difficulty: 30 30
Aug 6, 2018
Go to page:
0 << < 7045 7046 7047 7048 7049 7050 7051 7052 7053 7054 > >> 9294