Latest Reviews
LastTISisLife
For: I wanna Ascend
For: I wanna Ascend
probably on par with shaiba
[3] Likes
Rating: N/A
Difficulty: N/A
May 1, 2024
Saill
For: I want Lollipop
For: I want Lollipop
Good game,it helped me improve a lot.
[0] Likes
Rating: 7.0 70
Difficulty: 50 50
May 1, 2024
LastTISisLife
For: A written challenge from Death
For: A written challenge from Death
Based on 2000 Death mode clear. Quite fun adventure. Very very solid platforming for the most part, with some traps being slightly more evil than they are probably should be, but over than that just pretty good. Especially Chinsaku guest stage and pre-final stage were awesome. Final stage feels slightly repetative in exposition of entirety of game and has really long final save for that difficulty, which was quite surprising, but it was still overall enjoyable
Bosses are kinda lowpoints tho. First two bosses are pretty straightforward and kinda okay, but then game presents you specific type of Death bosses, that can't kill you, but only can increase amount of your deaths if they hit you and you also can counter (basically parry) they attacks, if you good enough. This wasn't really my thing, i tbh would more love to play standard style bosses, but it is what it is. Still quite disappointed, because those Death bosses looked pretty cool and has some interesting attacks from what i've saw, but unfortunately this is not the game where you can truly enjoy fighting them, but only like witness them and beat them without too much effort, unless you really wanna that counterattacks
(Actually if you wanna go for 500 Death mode clear, you probably need to studied how counter properly, but on the other hand platforming is not that hard to mastering and solid amount of the deaths is coming from traps anyways, lol)
So in general, great adventure with good sparks of creativity here and there. It's definitely deserves your shot if you like adventures and not affraid of traps or non-standard gameplay to the certain degree
[0] Likes
Bosses are kinda lowpoints tho. First two bosses are pretty straightforward and kinda okay, but then game presents you specific type of Death bosses, that can't kill you, but only can increase amount of your deaths if they hit you and you also can counter (basically parry) they attacks, if you good enough. This wasn't really my thing, i tbh would more love to play standard style bosses, but it is what it is. Still quite disappointed, because those Death bosses looked pretty cool and has some interesting attacks from what i've saw, but unfortunately this is not the game where you can truly enjoy fighting them, but only like witness them and beat them without too much effort, unless you really wanna that counterattacks
(Actually if you wanna go for 500 Death mode clear, you probably need to studied how counter properly, but on the other hand platforming is not that hard to mastering and solid amount of the deaths is coming from traps anyways, lol)
So in general, great adventure with good sparks of creativity here and there. It's definitely deserves your shot if you like adventures and not affraid of traps or non-standard gameplay to the certain degree
Rating: 8.0 80
Difficulty: 45 45
May 1, 2024
gafro
For: I wanna be the Destination
For: I wanna be the Destination
It definitely has some flaws and some of the parts made me really annoyed but still fucking impressive and charming game considering the game's released in March 2012, Carnival was so ahead of his time.
[1] Like
Rating: 8.5 85
Difficulty: N/A
May 1, 2024
Pralkarz
For: Not Another Needle Game
For: Not Another Needle Game
Rating based on the True End.
[1] Like
Rating: 9.5 95
Difficulty: 69 69
May 1, 2024
Draconical
For: Imitation
For: Imitation
One of my favourite adventure fangames, I had a blast playing through this game. Imitation consists of 3 stages, each having platforming and a boss with amazing visuals and good music choices.
The platforming overall is excellent, in the first stage it's relatively basic, not featuring any gimmicks but having a few cool traps here and there, but it's really fun regardless. The platforming in the second stage introduces a new, very cool momentum-based gimmick. I think this gimmick is really really fun to play around, and I wish there was more of it, even though there is a lot already. The last stage mostly consists of tricky cycle needle, and has a very short learny avoidance in the middle of it. I think that the second to last save feels more like a final save than the actual final save, which felt a little weird to me, but that's a minor detail.
The bosses in this game all have some issues, despite having insane production value and mostly well-designed attacks. All of them, aside from the first 2 phases of final boss, tend to drag on for a while. Each boss has a lot of HP, most of them having more than they should.
Boss 1 has way too much HP for how simple that fight is, such that it ends up being around 3 mins to kill it despite it only having 4 very basic attacks. This fight also brings to light one of the most annoying things about this game. Why is the range on the player's bullets so short? It makes no sense, and can make getting decent damage really frustrating sometimes. I think this boss would be completely fine if it had less HP because all of the attacks are cool, but the fight just goes on a little bit too long.
Boss 2 also shares the issue of dragging on for too long, but I think in this case the issue could be resolved by allowing the player to damage the boss by shooting its tail as well as its head, so that each attack allows for the boss to receive a decent punishment. Personally I love this boss, the length doesn't bother me too much. I think the way this boss works is really cool, and I love that the angry charge it does makes use of the momentum you can gain from the arena. I think the maker did a very good job at incorporating the stage's gimmick into this boss without making it frustrating.
The final boss is split into 3 phases.
Phase 1 is relatively simple, the boss has 3 attacks that you need to learn how to dodge, 2 of which have variants that change the way you avoid the attack. This phase has slightly too much HP, but otherwise I think this phase is good.
Phase 2 is very cool. I think this phase has the perfect amount of HP and attack variety for the type of fight it tries to be, especially with how crazy the last part gets. Though once again, the bullet range can be very very annoying here. The short range for your shots make it really hard to hit a lot of the missiles to send them back for big damage. The missiles are also just generally quite hard to hit sometimes for some reason, I assume the bullets are passing through them at some angles because of how thin they are.
Phase 3 is the biggest problem with the game. It's a 5+ minute long very visually epic battle, and it looks awesome on the surface, but I have some big problems with this part of the fight. The first problem being, of course, this phase is WAY too long. This fight is split up into 3 subsections. An outer ring, an inner ring, and the center. Each section takes place on a rotating platform circle, and the first 2 sections have you shooting at these crystals attached to the boss' forcefield. The first section, the outer ring, is really simple once you get the hang of how to do it efficiently, and gets quite boring to do at the start of each attempt, as it's around a minute or so of just shooting crystals and moving down the platform circle at the right timing. The second section, the inner ring, is probably the most fine part of this phase. This section has less crystals for you to shoot, but each crystal has more HP. The boss introduces a new attack here, while also keeping an old attack from the first section, the electricity wave. This electricity wave is a constant attack the boss has throughout the entire fight, and i found myself dying quite a few times to not being able to react to it in time. I wish this attack was a little bit slower, because it would make this boss a lot more fair. The third section, the inner ring, features both attacks from the first section, and the new attack from the second section, along with a unique attack for this section. This section projects a huge sphere hologram with red, green, and blue lines, and circle bullets placed at various points on the sphere where lines intersect. One colour will flash, and then a bunch of orbs of that colour will run across that coloured line. The order is always RGB here, but the problem with this section is just how much HP it has, and how much is going on. I've died a few times to the section 1 and 2 attacks overlapping and preventing me from landing on the platform to avoid the section 3 attack. I wish that this section was a little bit less crazy, because it can be quite upsetting to die here to the boss just randomly throwing every attack on top of you at once. This entire phase can be really, really unfair sometimes and I wish it was toned down a bit for a better fight.
Overall, despite my issues, particularly with the last phase of final boss, I really enjoyed this game. I think it could've used a little more time in the oven with some more playtesting to really iron out some of the big issues, but I think it's very much worth playing it regardless. I'm excited to see whatever this maker creates next.
[1] Like
The platforming overall is excellent, in the first stage it's relatively basic, not featuring any gimmicks but having a few cool traps here and there, but it's really fun regardless. The platforming in the second stage introduces a new, very cool momentum-based gimmick. I think this gimmick is really really fun to play around, and I wish there was more of it, even though there is a lot already. The last stage mostly consists of tricky cycle needle, and has a very short learny avoidance in the middle of it. I think that the second to last save feels more like a final save than the actual final save, which felt a little weird to me, but that's a minor detail.
The bosses in this game all have some issues, despite having insane production value and mostly well-designed attacks. All of them, aside from the first 2 phases of final boss, tend to drag on for a while. Each boss has a lot of HP, most of them having more than they should.
Boss 1 has way too much HP for how simple that fight is, such that it ends up being around 3 mins to kill it despite it only having 4 very basic attacks. This fight also brings to light one of the most annoying things about this game. Why is the range on the player's bullets so short? It makes no sense, and can make getting decent damage really frustrating sometimes. I think this boss would be completely fine if it had less HP because all of the attacks are cool, but the fight just goes on a little bit too long.
Boss 2 also shares the issue of dragging on for too long, but I think in this case the issue could be resolved by allowing the player to damage the boss by shooting its tail as well as its head, so that each attack allows for the boss to receive a decent punishment. Personally I love this boss, the length doesn't bother me too much. I think the way this boss works is really cool, and I love that the angry charge it does makes use of the momentum you can gain from the arena. I think the maker did a very good job at incorporating the stage's gimmick into this boss without making it frustrating.
The final boss is split into 3 phases.
Phase 1 is relatively simple, the boss has 3 attacks that you need to learn how to dodge, 2 of which have variants that change the way you avoid the attack. This phase has slightly too much HP, but otherwise I think this phase is good.
Phase 2 is very cool. I think this phase has the perfect amount of HP and attack variety for the type of fight it tries to be, especially with how crazy the last part gets. Though once again, the bullet range can be very very annoying here. The short range for your shots make it really hard to hit a lot of the missiles to send them back for big damage. The missiles are also just generally quite hard to hit sometimes for some reason, I assume the bullets are passing through them at some angles because of how thin they are.
Phase 3 is the biggest problem with the game. It's a 5+ minute long very visually epic battle, and it looks awesome on the surface, but I have some big problems with this part of the fight. The first problem being, of course, this phase is WAY too long. This fight is split up into 3 subsections. An outer ring, an inner ring, and the center. Each section takes place on a rotating platform circle, and the first 2 sections have you shooting at these crystals attached to the boss' forcefield. The first section, the outer ring, is really simple once you get the hang of how to do it efficiently, and gets quite boring to do at the start of each attempt, as it's around a minute or so of just shooting crystals and moving down the platform circle at the right timing. The second section, the inner ring, is probably the most fine part of this phase. This section has less crystals for you to shoot, but each crystal has more HP. The boss introduces a new attack here, while also keeping an old attack from the first section, the electricity wave. This electricity wave is a constant attack the boss has throughout the entire fight, and i found myself dying quite a few times to not being able to react to it in time. I wish this attack was a little bit slower, because it would make this boss a lot more fair. The third section, the inner ring, features both attacks from the first section, and the new attack from the second section, along with a unique attack for this section. This section projects a huge sphere hologram with red, green, and blue lines, and circle bullets placed at various points on the sphere where lines intersect. One colour will flash, and then a bunch of orbs of that colour will run across that coloured line. The order is always RGB here, but the problem with this section is just how much HP it has, and how much is going on. I've died a few times to the section 1 and 2 attacks overlapping and preventing me from landing on the platform to avoid the section 3 attack. I wish that this section was a little bit less crazy, because it can be quite upsetting to die here to the boss just randomly throwing every attack on top of you at once. This entire phase can be really, really unfair sometimes and I wish it was toned down a bit for a better fight.
Overall, despite my issues, particularly with the last phase of final boss, I really enjoyed this game. I think it could've used a little more time in the oven with some more playtesting to really iron out some of the big issues, but I think it's very much worth playing it regardless. I'm excited to see whatever this maker creates next.
Rating: 9.0 90
Difficulty: 65 65
May 1, 2024
LastTISisLife
For: I wanna Plaisir
For: I wanna Plaisir
Needle was whatever, only lasts few not hard screens. Avoidance after it was kinda awkward, but it has banger music and some cool ideas, not really good execution tho. Might be a nice game, if you wanna some trifling time spend
[0] Likes
Rating: 5.5 55
Difficulty: 57 57
May 1, 2024
bereavement
For: NEEDRe
For: NEEDRe
Game looks good, but most of the effects are either distracting or infuriated me beyond belief. I'll say till the day I die, that changing the lightning of the stage is the worst fucking effect. The needle is also annoying, having random difficulty spikes with shit jumps like a tas spike or some shit valign drop that doesn't work half the time.
The last screen of the game has a truly horrible save, which took me the bulk of my time playing this. It has a stupid pseudo-double upwards plane and then several extremely chokable jumps that suck ass.
The archive has the v1.01 version which fixes the impossible jump.
The last screen of the game has a truly horrible save, which took me the bulk of my time playing this. It has a stupid pseudo-double upwards plane and then several extremely chokable jumps that suck ass.
The archive has the v1.01 version which fixes the impossible jump.
Tagged as: Needle
[0] Likes
Rating: 3.5 35
Difficulty: 65 65
May 1, 2024