Latest Reviews
GDLMan
For: I wanna kill the Guy
For: I wanna kill the Guy
GoooOoOoOOoOoOoOoOod game
[0] Likes
Rating: 9.6 96
Difficulty: 45 45
Aug 24, 2020
MikuStar263
For: I wanna be the 暇つぶしに作った配置ゲー
For: I wanna be the 暇つぶしに作った配置ゲー
Tagged as: L_Game
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 24, 2020
MikuStar263
For: Player Go!!
For: Player Go!!
an invisible block maze through the first two sample rooms from japan engine
Tagged as: Short
Invisible_Mazes
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 24, 2020
touhoe
For: I wanna Walk Out In The Morning Dew
For: I wanna Walk Out In The Morning Dew
My favorite fangame ever. (some spoilers ahead about gimmicks introduced in the game!)
I don't even know where to begin. It's so wacky but so cohesive in its wackiness. From air ice physics to rocketkid to linekid, this game is all over the place, and I love it so much for that. Each area has an extremely cohesive theme with a beautiful tileset and BANGER song to accompany it. Seriously, this game's atmosphere (and geogeo's taste in music) is unmatched. I find it hard to describe but somehow the needle/gimmicks fit very well into their respective stage's theme as well.
This game moves at a brisk, challenging pace; just before a gimmick wears off you move onto another stage that either shifts comfortably back to classic but very satisfying, unique needle before hitting you with another extremely fun, fresh gimmick area. There are a couple parts that are frustrating but in such a whimsical, intentional manner that it still feels so fun to work through and satisfying to complete. However, the difficulty curve of this game is fitted extremely well with relief saves after particularly tough sections and just a really nice flow from stage-to-stage so that you are never getting overly frustrated or bored from a gimmick/area/save. To accompany this, the music and tileset oscillate between chill and vibrant atmospheres so you always feel comfortable, engaged, and motivated.
There is just so much love poured into this game that it oozes creative energy out of every tile. It almost feels like geogeo was just creating whatever seemed fun without caring too much about what the player thinks, and this uninhibited passion shines through very clearly as you play through the game. However, this is not to say that the needle isn't polished; I can't particularly recall any overly precise or annoying jumps at all (some jumps with physics gimmicks were only hard because I wasn't as adept at controlling the kid), and pretty much every save was a blast to complete, whether it was classic or gimmick needle. Also, this game struck the balance between puzzle and instinct (?) perfectly; I never had to think about the jumps ahead so much that it distracted me (other than the minesweeper and memory sections lol, but the multitasking in those sections were what made them so awesome and engaging) but I almost never experienced a jump that wasn't original and interesting. This game doesn't introduce gimmicks just to screw around; it uses them in extremely innovative and smart ways that bring out the best in each gimmick. For example(s), this game constantly and consistently mingles the shoot button with the platforming in such a beautiful, innovative manner like no other needle game.
Needless to say, if you like gimmick needle, this game is a must-play that you will never forget even if you don't enjoy all the off-the-wall gimmicks that this game has to offer (I definitely enjoyed them all though!).
[3] Likes
I don't even know where to begin. It's so wacky but so cohesive in its wackiness. From air ice physics to rocketkid to linekid, this game is all over the place, and I love it so much for that. Each area has an extremely cohesive theme with a beautiful tileset and BANGER song to accompany it. Seriously, this game's atmosphere (and geogeo's taste in music) is unmatched. I find it hard to describe but somehow the needle/gimmicks fit very well into their respective stage's theme as well.
This game moves at a brisk, challenging pace; just before a gimmick wears off you move onto another stage that either shifts comfortably back to classic but very satisfying, unique needle before hitting you with another extremely fun, fresh gimmick area. There are a couple parts that are frustrating but in such a whimsical, intentional manner that it still feels so fun to work through and satisfying to complete. However, the difficulty curve of this game is fitted extremely well with relief saves after particularly tough sections and just a really nice flow from stage-to-stage so that you are never getting overly frustrated or bored from a gimmick/area/save. To accompany this, the music and tileset oscillate between chill and vibrant atmospheres so you always feel comfortable, engaged, and motivated.
There is just so much love poured into this game that it oozes creative energy out of every tile. It almost feels like geogeo was just creating whatever seemed fun without caring too much about what the player thinks, and this uninhibited passion shines through very clearly as you play through the game. However, this is not to say that the needle isn't polished; I can't particularly recall any overly precise or annoying jumps at all (some jumps with physics gimmicks were only hard because I wasn't as adept at controlling the kid), and pretty much every save was a blast to complete, whether it was classic or gimmick needle. Also, this game struck the balance between puzzle and instinct (?) perfectly; I never had to think about the jumps ahead so much that it distracted me (other than the minesweeper and memory sections lol, but the multitasking in those sections were what made them so awesome and engaging) but I almost never experienced a jump that wasn't original and interesting. This game doesn't introduce gimmicks just to screw around; it uses them in extremely innovative and smart ways that bring out the best in each gimmick. For example(s), this game constantly and consistently mingles the shoot button with the platforming in such a beautiful, innovative manner like no other needle game.
Needless to say, if you like gimmick needle, this game is a must-play that you will never forget even if you don't enjoy all the off-the-wall gimmicks that this game has to offer (I definitely enjoyed them all though!).
Rating: 10.0 100
Difficulty: 85 85
Aug 24, 2020
RandomFangamer
For: I wanna be the Aira
For: I wanna be the Aira
IWBT Aira is a relatively easy avoidance fight. There isn't much to say about the game, but I never was frustrated with the fight. The opening to the fight was short enough to keep me engaged, and the attacks were balanced. I will share a two complaints though.
Most attacks in the fight are long periods of the same thing happening which only somewhat sync with the music. As JRocker mentioned, there are several attacks where there are shapes that shoot out copies for an extended duration of time— 4 to be exact.
I struggled figuring out the star in a circle attack, and eventually used a video to plan out where to stand. The pattern felt too dense, and the spots where the point of a star touches the circle's perimeter walled me multiple times.
Otherwise, the fight is pretty good, and I recommend people play this if they are looking for a relaxing avoidance.
Most attacks in the fight are long periods of the same thing happening which only somewhat sync with the music. As JRocker mentioned, there are several attacks where there are shapes that shoot out copies for an extended duration of time— 4 to be exact.
I struggled figuring out the star in a circle attack, and eventually used a video to plan out where to stand. The pattern felt too dense, and the spots where the point of a star touches the circle's perimeter walled me multiple times.
Otherwise, the fight is pretty good, and I recommend people play this if they are looking for a relaxing avoidance.
Tagged as: Avoidance
[0] Likes
Rating: 7.8 78
Difficulty: 40 40
Aug 24, 2020
TheChiekurs
For: I wanna go the Hell
For: I wanna go the Hell
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 24, 2020
Delicious Fruit