Latest Reviews
CanusAntonius
For: I wanna be the Haru
For: I wanna be the Haru
A short needle game that falls very far from being enjoyable in my opinion. There's a save suspended in the air above spikes, the last room has a jump at the beginning that feels over the top in comparison to literally anything else, and for whatever reason, your gun makes a particle effect that says "Save" in the air, obviously not saving you, making it tedious when trying to actually shoot a save that's placed off a block for no reason whatsoever. Not recommended.
[0] Likes
Rating: 4.0 40
Difficulty: 40 40
Aug 21, 2020
Sorcerer
For: Untitled40
For: Untitled40
I didn't realize the needles are all upwards until I saw the reviews. Level designing is perfect and nature like all the other UntitledProject, I have to say.
But some saves might be annoying and struck me for minutes.
Won't rate, won't recommend.
[0] Likes
But some saves might be annoying and struck me for minutes.
Won't rate, won't recommend.
Rating: N/A
Difficulty: 48 48
Aug 21, 2020
RNG_Guy
For: hAPPIK
For: hAPPIK
Если автор задумывал сделать "хаппилклон" - у него это не получилось.
От Хаппила тут только музыка и фон. Вы считаете это достаточным? Такая "поделка" не может связывать себя с Хаппилом только благодаря этому. Тоже самое, если взять тарелку, залить её маслом и назвать это салатом. Вы поняли.
Если автор задумывал сделать очередной высер на делфрут - у него это получилось.
Это не игра. Очередная ленивая модернизация движка, идеи которой кроются в одном фоне, одном треке и в семи (на деле - в 4ёх) экранах.
Я очень разочарован. Я ожидал лучшего.
[4] Likes
От Хаппила тут только музыка и фон. Вы считаете это достаточным? Такая "поделка" не может связывать себя с Хаппилом только благодаря этому. Тоже самое, если взять тарелку, залить её маслом и назвать это салатом. Вы поняли.
Если автор задумывал сделать очередной высер на делфрут - у него это получилось.
Это не игра. Очередная ленивая модернизация движка, идеи которой кроются в одном фоне, одном треке и в семи (на деле - в 4ёх) экранах.
Я очень разочарован. Я ожидал лучшего.
Rating: 0.0 0
Difficulty: N/A
Aug 21, 2020
PlayerDash2017
For: I wanna avoid the spike
For: I wanna avoid the spike
Good Game
[0] Likes
Rating: 0.0 0
Difficulty: 1 1
Aug 20, 2020
moogy
For: I Wanna Save My Boy
For: I Wanna Save My Boy
I agree with most of Kale's review, so I won't reiterate what he had to say. Just a few comments on stuff that jumped out at me:
I definitely agree that a precision platformer/needle game doesn't need a wide range of verbs to succeed, and in many cases giving the player too many actions or too much nuance in movement is actually detrimental to the overall design and play experience.
For better or worse, the jankier, more "fangame-y" elements of the game stick out for me more than the bulk of the platforming design, if only because they're so bizarre and inventive. Stuff like the spike room, the 254 platform, and the part where you have to defend Nelson while activating triggers may not be "polished" or conform to traditional ideas of what makes a game fun, but they have a certain flavor that makes them distinct and memorable.
I think the story is fine as-is (I find self-serious plots in I Wanna, of all things, to be pretty tiresome), but the gameplay side of things could have used more of a climax. Capping things off with a long save spanning an entire room is a bit of a cliche, but it can be effective when used properly and something similar would have been appreciated here. The final boss is hilarious and I loved it.
Overall, this definitely arzztt's best game so far, and I frequently found myself amazed by the sheer creativity he demonstrated in combining the various gimmicks and verbs to come up with new and exciting saves again and again. At the same time, I agree with the sentiment that he's probably taken this approach to design as far as it can go, and I'd like to see him venture out of his comfort zone and experiment more in future endeavors.
[1] Like
I definitely agree that a precision platformer/needle game doesn't need a wide range of verbs to succeed, and in many cases giving the player too many actions or too much nuance in movement is actually detrimental to the overall design and play experience.
For better or worse, the jankier, more "fangame-y" elements of the game stick out for me more than the bulk of the platforming design, if only because they're so bizarre and inventive. Stuff like the spike room, the 254 platform, and the part where you have to defend Nelson while activating triggers may not be "polished" or conform to traditional ideas of what makes a game fun, but they have a certain flavor that makes them distinct and memorable.
I think the story is fine as-is (I find self-serious plots in I Wanna, of all things, to be pretty tiresome), but the gameplay side of things could have used more of a climax. Capping things off with a long save spanning an entire room is a bit of a cliche, but it can be effective when used properly and something similar would have been appreciated here. The final boss is hilarious and I loved it.
Overall, this definitely arzztt's best game so far, and I frequently found myself amazed by the sheer creativity he demonstrated in combining the various gimmicks and verbs to come up with new and exciting saves again and again. At the same time, I agree with the sentiment that he's probably taken this approach to design as far as it can go, and I'd like to see him venture out of his comfort zone and experiment more in future endeavors.
Rating: 9.5 95
Difficulty: 70 70
Aug 20, 2020
Delicious Fruit