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moogy
For: I wanna Magical
Not one of Jguy's best efforts. There are some fun jumps here and there, but a lot of it feels pretty uninspired and there are way, way too many side gates/T bones (there's one in almost every save). There's one jump that requires a specific align that isn't really pointed out to the player, but whatever I guess.

Not really worth playing unless you absolutely must play every Uhuhu clone or game by Jguy, imo.

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Rating: 5.5 55       Difficulty: 51 51
Aug 12, 2018
Wolfiexe
For: Not Another Needle Game
Rating is based on True End, which I finally got around to playing recently after years of nothing but Bad End.

Not Another Needle Game is a great game, worthy of the reputation it has. The level design stays consistently interesting for well over 380(?~) floors (if you're going for True End) which is no small feat, making use of a wide variety of gimmicks and combining them in fun ways to make the game flow always stay steady and enjoyable. The production value is at a very solid level which is supported by the clean visuals, different endings and high level of polish that's gone into making the game feel like a complete game.

Favourite personal stages include the water stages (both Bad and True End) which felt like the water usage was done very satisfyingly, and the Telejump stage which remains one of my favourite gimmicks used in needle for quite some time now. The only gimmick that sometimes got a bit grating was heavy gravity mixed with infinite jump, often when combined with low gravity. The shift between the two made for some very sudden movements that I had a hard time getting accustomed to over the course of the game.

Overall though it's a great game. Just about everyone is familiar with NANG now and has formed their own opinions on it, and I'm glad I finally got around to playing the True End of the game. It's 100% worth it.

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Tagged as: Adventure Needle Gimmick
[1] Like
Rating: 9.7 97       Difficulty: 65 65
Aug 11, 2018
Wolfiexe
For: I wanna go to the quantum world
Quantum World hits a lot of ticks in things I have fun with in fangames.

The game is built primarily off needle-based gameplay with some avoidances here and there. The stages each have a theme and some simple gimmicks based around them which make for some fun and simple platforming, such as moving cherry circles, collecting coins to open a gate or even some neon speed-changing dotkid needle. The only "gimmick" I didn't enjoy too much was the conveyor stage, and this was less down to the conveyors and moreso the length of the saves, often with trickier segments near the end that made it feel slightly tedious at times.

In terms of bosses, there are a couple and standard bosses alongside 3 avoidances. Whilst I can be a little wary of avoidances in adventure games (especially if there are 3 of them in one game), they're all done really well here. To summarise, the first avoidance is a classical music avoidance with primarily RNG based attacks and a tiny bit of learning here and there. It flows really nicely and felt fun to play, as well as being a breath of fresh air in terms of music choice. The second is a Miku avoidance but with checkpoints and attacks that feel fairly straightforward to learn, with my only complaint being that the third checkpoint feels very easy and short compared to the second. The third and final boss is a super fun barrage fight which gives you a smaller hitbox and HP. No attacks feel unfair or out of place, and it's just overall a really fun avoidance to read and play. All avoidances are designed in a way that doesn't break the flow of the game, which is an issue a lot of adventures with avoidances can suffer from.

Provided you're open to primarily needle and avoidance based gameplay, you'll probably have a good time with this. Give it a shot! It's a fun game for sure.

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Tagged as: Adventure Needle Avoidance
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Rating: 8.0 80       Difficulty: 65 65
Aug 11, 2018
Benimaki
For: I wanna be the Charisma Breaker
[1] Like
Rating: 7.5 75       Difficulty: 95 95
Aug 11, 2018
Wolfiexe
For: I wanna be THE iDOLM@STER
iDOLM@ASTER is one hell of a game. It's hard to know what you're getting yourself into until you've played or watched any of it, but it's not quite like any other adventure fangame. One second you'll be prancing around in some Pacman-inspired pseudo-trap stage, the next you'll be plunged into a top-down RPG maze where you get smacked around by dragons, wizards and chasing around some anime girls like the zany Producer you are.

The game is built across a series of hubs à la Permanence 2, where you have a option of stages from a selection, before unlocking a new selection after beating them all. The stages are all of very different quality and style, but it makes for a very interesting experience. I felt like 50% of the stages were themed around some sort of retro arcade game with unusual mechanics or physics, and the remainder were normal fangame physics with trap or gimmick based platforming taking centre stage. As a result, stages can be very hit or miss, and some stages left me with a bit of a sour taste before immediately cleansing it with the next stage. Expect a mixed bag.

There's some cool little touches to the game, such as the inclusion of harder difficulties upon beating Normal (and then respectively, Hard to Very Hard) which actually change and add completely new stages. I hear these are substantially harder and I've only touched into Hard mode very slightly, so my experience is based entirely off the Normal difficulty. The saves also keep track of your save time so you can see how long you've been on a save for. This is a really basic thing but I thought it was a cool idea to have.

It's one hell of a game, in ways both good and bad. Definitely worth checking out and seeing if it holds your interest. I sure had a fun time with it and will probably delve deeper into Hard mode at a later date.

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Tagged as: Adventure Avoidance Gimmick Boss Puzzle
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Rating: 7.6 76       Difficulty: 65 65
Aug 11, 2018
Wolfiexe
For: I wanna break the mashikaku
Break the Mashikaku is a very mixed bag that left me disappointed I didn't have more fun with it, because it has a lot of really fun content that's mixed in with some more questionable stuff that didn't sit as well with me.

The game features an overworld where The Kid travels from guest stage to guest stage. As you might imagine, the quality of the stages differs quite a lot in quality, complexity and difficulty. The early stages are generally quite straightforward; they'll have a few traps here and there or some simple platforming with a gimmick thrown in but nothing too crazy. A couple of segments such as the Splatoon world felt interesting and once I'd gotten the mechanic down, was pretty fun to execute. The Genki-esque style world whilst being really visually interesting just didn't feel interesting to actually play around, but was very unique and one of the more memorable stages of the game.

At some point there's a puzzle heavy stage which put me off a bit, because it was based primarily off an existing puzzle fangame this being Design. It kind of throws you in the deep end in terms of solving the puzzles using the gimmick, and whilst it gives you a practice room of sorts, there's no real flow or instructions which made it kind of bumpy for me and not too enjoyable to learn. Design-wise it's really interesting and the majority of people will have a good time here, but I felt like I was at a disadvantage for not having played the game it was based on.

There's also a pattern-heavy avoidance later which whilst not being too complicated to learn, felt like it slowed down the flow of the game for me, although maybe that's more of a personal aversion to dropping learny avoidances in the middle of adventure games. It's actually quite a nice avoidance putting that aside.

There's also in general quite an increase in the amount of bosses towards the end of the game. Some are pretty fun (albeit overwhelmingly long and have vast amounts of downtime before anything of value happens), although the final boss rubbed me the wrong way. It's extremely long and has some attacks that just feel kind of stupid (namely the green wall sort-of-aimed attack) and the final attack puts very light bullets on a light background whilst forcing you to already read a bunch of dense stuff, and it just became a bit of a clown fiasco. Yes, a fiasco not a fiesta, because that's how intense it felt.

Overall the game felt like a huge mixed bag to me. There was a bunch of fun and really unique stuff, but an equal amount of stuff that just didn't feel that enjoyable for me and caused more frustration than enjoyment, which is a shame because I think this game is probably underplayed and deserves more attention than it gets. I'd still recommend it, just be ready for a wide variety of content both in quality and difficulty.

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Tagged as: Adventure Gimmick Boss Puzzle
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Rating: 6.6 66       Difficulty: 65 65
Aug 11, 2018
Wolfiexe
For: I wanna be the hanamogeta
This is definitely Hanamogeta's best creation so far. As expected, the game sets a really high bar right from the start in terms of production value, and maintains that standard in terms of quality all the way throughout.

This game starts with The Kid in an overworld of sorts, next to a game console of which there are no cartidges. The world is designed with teleporters in mind so you can backtrack to a couple of places if you so desire or if you miss something, but all the cartridges are relatively easy to find. The overworld features some very amusing traps and creative gimmick sections which feel very reminiscent of Hanamogeta's older games like Go BANANAS and Darejar. Where the game really diverges however is within the cartridges.

Each cartridge is almost like a separate shorter fangame, built upon a very unique gimmick or mechanic. To name a few, one plays homage to the indie platformer INK, where by moving you can splatter coloured ink around you and illuminate your path and other hazards, or the Galaxy stage where you hop from planet to planet in some daring space escapes. Do be warned that some stages do get very puzzly, and I was having a real struggle coming to the solution for a couple of them (particularly in the Swapper stage). Also the INK stage has one very questionable screen that feels very poorly designed, and forced me to bust open Photoshop to help "solve" the route.

Regardless of the hiccups though, the variety on display is pretty insane and each cartridge makes for some very memorable fangaming. Strongly recommended.

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Tagged as: Adventure Trap Gimmick Puzzle
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Rating: 9.0 90       Difficulty: 55 55
Aug 11, 2018
Wolfiexe
For: I wanna Roll Around
Roll Around brings a very creative gimmick to the table. As the name would suggest, the primary mechanic of the game features The Kid rolling around under gaps, bouncing off pads and batting his way through a world that only a ball-shaped object could survive in.

The game features 3 stages, each with a boss and some new additions thrown in to keep it interesting. I was worried the game might end up getting overwhelming as it plays off a new gimmick so heavily, but it flows very smoothly and never feels like too much. Some saves you really have to plan out your route forward and how to get to your goal, and these always felt really rewarding to me. Getting used to the gimmick initially took me a moment, but after a short while it ends up feeling very natural.

There are some hiccups such as some awkward sections and a post-death boss troll of sorts, but they never broke the flow for me. There's also a potential softlock I was warned about, so do be careful where you're saving near the end of the first stage (as unlikely as it is you'll run into it). The final boss also definitely has some tricky attacks (and feels quite lengthy to boot) so less experienced players may have some trouble here, although design-wise it felt fun and came together very nicely.

Artardss did a great job building an entire game around a fresh new gimmick and came up with something very memorable. If you're looking for something you won't soon forget, you'll be hard pressed to find something more suitable than this.

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Tagged as: Adventure Gimmick Boss
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Rating: 9.0 90       Difficulty: 55 55
Aug 11, 2018
Wolfiexe
For: I wanna be Assaulted
Assaulted is a short collab between Tsuta and Dagger, which if you're familiar with any of their other games might give you a good idea of what to expect here. It features a mix of traps, standard platforming, avoidances and some shaky gimmicks here and there, but overall it's a fairly fun game if you're open to all of the above.

The left path features a retro-game style platforming section by Tsuta, which is kinda interesting. You chase a blue car around whilst being chased by red cars and picking up flags to extend your phase time. The design is actually kinda fun, although it definitely leads itself to a bit of frustration. This is followed up by a short platforming segment by Dagger which is okay until the spotlight gimmick sets in, where it becomes more annoying than interesting. This path is concluded with a Dagger avoidance, set to a very nice song and pretty visuals. The difficulty is lower than that of the other route too and none of the patterns are too intense to learn.

The right path starts with a trap segment by Dagger. There are some pretty amusing traps and clever workarounds to them, which is also rounded off by a very...unique boss. If you're a Cirno fan then you might have a good time. From here, the most iconic part of Assaulted makes its appearance with Tsuta's trap stage, featuring some 5000 IQ traps and the most iconic penalty room out there. The path is then concluded with Tsuta's avoidance, which feels very reminiscent to one in Permanence 2 in both song and style. This one feels a bit harder than Dagger's on the left route, and some attacks may take a couple of attempts to find a good strat for, although nothing gets too rough or frustrating.

Starting with the left path feels like the better flow for the game in terms of difficulty curve, although if you're only interested in parts of it then the gist of it is that the left path is more gimmick/platforming based, and the right path is trap based. There's some mixed stuff, but I had a good time.

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Tagged as: Avoidance Trap Gimmick
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Rating: 7.4 74       Difficulty: 55 55
Aug 11, 2018
Wolfiexe
For: I wanna be Anime
Interesting adventure game with 3 stages, each themed around a separate anime and consisting of some platforming and a boss. Each stage brought something a little different, and made for a fun experience.

The left stage (Mekakucity Actors) is based primarily on needle platforming and triggers, which features some pretty interesting manoeuvres and segments. Some parts felt less creative needlewise, with some saves feeling reliant on 16px's and diagonals but they're usually enhanced by the triggers to the point where it doesn't get frustrating. The boss of the area is an avoidance which is designed very nicely and never feels too overwhelming or unfair.

The middle stage (No Game No Life) is based on games! There are a selection of mini-games of sorts, based off retro arcade games. They're fairly fun and don't overstay their welcome, although the real highlight of this stage was the needle which felt very creatively designed throughout. The boss of the area has one attack that causes some issue (the Jibril section), although I felt rushing it and optimizing damage as best I could trivialized it greatly.

The right stage (Haiyore! Nyaruko-San) is a little more puzzle-platforming based, and caused some unplanned galaxy brain moments for me as well as overwhelming confusion on one particular save (which turned out to be rather simple in the end). It also features my favourite boss in the game, akin to a Destination-style boss., which had very fun attacks to read and dodge.

There are also secret in the game which unlock an extra. Whilst I collected the secrets, I didn't opt to do extra so I can't comment on it. I hear it's unfinished and won't be completed. The save sound is also a little frustrating to hear over and over again, but I ended up tuning it out after a while. Overall a fun game though, definitely worth a shot.

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Tagged as: Adventure Needle Avoidance Boss
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Rating: 7.8 78       Difficulty: 50 50
Aug 11, 2018
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