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Jdx83
For: I wanna be the Forehead
[0] Likes
Rating: 7.0 70       Difficulty: 60 60
Jul 26, 2020
SUDALV
For: I wanna NewGame
Никогда не думал, что мой 400ый пройденный фангейм будет выглядеть так LUL

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[1] Like
Rating: 9.0 90       Difficulty: N/A
Jul 26, 2020
Not2Dey
For: I wanna eat the ER
The fight: Wait - dodge easy barrage - wait - get instagibbed - wait - get instagibbed - dodge easy barrage - get instagibbed - you get the point. Maybe I'm just bad or can't learn, but the nature of this fight has made it some of the least fun I've ever had in a fangame.

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[2] Likes
Rating: 1.0 10       Difficulty: 20 20
Jul 26, 2020
SUDALV
For: I wanna be getting higher and higher
Простенькие атаки, простенькие визуалки, непонятно зачем вставлены атаки на заучку, но играется не так плохо и отдельный плюс за идею.

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[0] Likes
Rating: 7.0 70       Difficulty: N/A
Jul 26, 2020
TheChiekurs
For: I wanna be the Pendulum
Tagged as: Avoidance Long
[0] Likes
Rating: N/A       Difficulty: N/A
Jul 26, 2020
Yiaz
For: I wanna see the Moon At Night
[0] Likes
Rating: 0.5 5       Difficulty: 80 80
Jul 26, 2020
MikuStar263
For: I wanna be the dio jumps!
Tagged as: Needle One_jump
[0] Likes
Rating: 7.9 79       Difficulty: 65 65
Jul 26, 2020
theTics
For: I wanna be a Charr
Rating based on all coins and achievements.

Charr is a game that uses secrets in the best way. The reason is that secrets are optional. We know how bad mandatory secrets are. Unless the secret is obvious, you have to take countless risk deaths to find it, which heavily reduces the fun. But if you make the secret obvious, there's no meaning of finding it.
Charr resolves this dilemma by improving the accessibility to secrets. Sometimes you have to play a stage multiple times if you've missed or couldn't find the secrets at one time. Then normally you might have to play the long stage again, or even the entire game. In Charr, however, you start in a hub with several portals. You can go any portals that you want to find secrets or you can just head out and go back at any time. Most of the stages(portals) are also very short, with 2 or 3 rooms, but secrets are still really hard to find. So in that way, the game maintains the essence of secrets while giving the player a choice whether he will go for the secrets or not.

Before talking about secrets, I'll take a moment to think about the normal part of the game. The first few stages are pretty boring, but it starts to get fun from stage 'Fun'. Every stage from then on has unique concepts. Cherry clock(it reflects the real time), water maze, timed repetition... all of them were unlike anything I've seen before.
Some traps are clever, too. The one in Hurrah where one of the cherry cycles stops when you're about to get the first yellow coin, and the one in Jump where one of the blocks doesn't auto-bounce so you can just fall off and die, were great traps. Can't forget the trap that pushed me into the difficulty select screen when I fell into random holes!
Bosses leave a lot to be desired, though. Apple boss is undoubtedly a substandard boss from default-style bad fangames. Bowser might be mediocre because it's unusual, but none of the Pokemons had an appeal for me. They were eight bosses with just eight ordinary patterns.

If you get all yellow coins, chances are you'll be interested in the red coin you've seen on the menu screen. Charr tells you 'this game has secrets' in a natural way. Many people might find their first red coin in Beginner when they just walk forward after getting the yellow coin. If you couldn't find it, you'll eventually find one in Qualify. If you begin to realize all stages have red coins, you'll find the game new and feel the true beauty of Charr.

There are reasons why I found those secrets so charming. First, most of the red coins are really hard to find but hidden in novel ways. I've cleared the majority of the stages at least 5 times to find them. They were usually in the places where I put as the last options because they're hard to reach. Some secrets are not just hidden by fake blocks, but only accessible if certain conditions are satisfied. Orthodox, Easy, and Lucky red coins are great examples.
Speaking of Lucky, I like how stylish RNG in Charr is. In Lucky, you need some degree of luck no matter what coin you're going for. But not pure luck, you can reduce the risk by doing needle jumps. Even with the setup, I always felt a subtle tension when I go down the holes, and waiting for the slot. There's also an RNG spike in the first screen of Normal that falls so fast that you can't just ignore. The RNG spike is set randomly out of 17 spikes, so you have to run for 1/17 chance every time you reset. These moments gave me good scary feelings.

Another reason is the difficulty gap between yellow and red coins. I still remember when I played this game in 2011, I got shocked by the dramatic increase in difficulty after Bowser(30->70). Yet again, I felt so when I was grinding red coins. Jump and Orthodox both took me 20 minutes to beat normally, but they took 12 and 17 hours respectively to get red coins. This kind of gap might be disturbing for someone, but it rather made me excited. It might be the same reason why I found 'I wanna be the Gap' fascinating. For some reason, unexpected change sometimes gives the energy to the game and makes it fun.

I've been using the term 'red coin' instead of 'secret' because the secret is not all about coins. There's the last variety that Charr offers, the achievement. Achievements are even harder than red coins to find; I didn't even know that it existed until I got 9th red coin. There's a fake block in the left wall in the portal room, which leads to the achievement room. When you get achievement, it produces an unusual sound effect and you can check it out in the room. Some of the achievements are quite easy to get, but some of them are extremely difficult to even find. Did you know that there's an achievement for beating the apple boss while standing only in the right down corner? This kind of achievement might be considered unfair, but it is interesting by its existence for anyone seeking achievements.

Playing this game was like looking into an object under a microscope. The actual map always remains the same, but when I peered into the stage, there were far more than meets the eye. I was surprised that the game has more variety than I expected. I was also surprised by the game's high-level platforming and elaborate designs in the earliest fangame era. It was such an astonishing game in many ways.

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Tagged as: Needle Boss Secrets
[10] Likes
Rating: 9.6 96       Difficulty: 92 92
Jul 26, 2020
SUDALV
For: I wanna Aimai
средний авоиденс на заучку. Одна атака откровенно интересная, остальные ну... средние.

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[0] Likes
Rating: 5.0 50       Difficulty: N/A
Jul 26, 2020
Cthaere
For: I wanna be Time Characters
A very interesting collect-a-thon game with 100 characters to collect spread across a web of stages connected by a main hub, all of which containing challenges and secrets which reward you with more collectibles.


While the idea is very nice, the execution varies. Much of the time will be spent checking for hidden walls, mostly by way of suiciding and watching your blood particles, and you will be forever haunted by the feeling that you missed something - a mostly justified one, too. A few of the secrets are incredibly cryptic, and a couple of the collectibles are annoying and tedious (namely, an RNG dependent one which I somehow got within 30 seconds and one behind a full vspeed double jump diamond that I decided to savehack to get, as I was not interested in grinding that, and later on got legit). You could also get yourself stuck if you can't read Japanese and miss the fact that pressing W on any save will warp you back to the start of the area.


However, aside from the checking for secret aspect, the game is extremely fun. The stages all have a central gimmick (usually being apple cycles, but they still feel very different from each other), fun and chill platforming, and every so often you'll encounter a collectible hidden in an incredibly clever way, staring in awe at the level design crafted around it.


As for the bosses, the avoidance was an absolute blast, with a good amount of rng and with pattern that was interesting to dodge and rarely got instagibby. The final boss, however, had some problems. It's an infinite jump boss, where the boss itself rapid fires attacks while bouncing across the room, with a time restriction on how slow you can kill it (which is quite lenient admittedly, but it heavily depends on the bouncing). Unfortunately, some design decisions were less than ideal: It can instagib you at the first second with no way to react. It can give you bouncing angles where you can barely hit it, and where doing so becomes incredibly dangerous, as you have to keep a healthy distance from both the boss and all 4 walls to avoid instagibs. It can give you awful transitions which require to do dodges that are far harder than can be expected of you. It can spam the same attack that does not allow you to go past him while going towards you. Still, when it behaves nicely, it's a fun boss, but it's a shame you have to restart 60% of the time for a good bounce, and even then there's still a decent chance it'll decide to kill you.


I do recommend this game, as I had a lot of fun with it; However, I would not do so unconditionally. The spoiler box at the bottom contains a pastebin with the locations of most of the secrets; Use it after going through each area twice to round up the hidden ones, in case you get stuck. If you refuse to do so or accept any other help, I cannot recommend this game, as you will very likely get stuck. Even with this help, I would not recommend this to completionists who NEED to 100% the game, as some of the collectibles are godawful to get. Otherwise, this has been one of the best classical adventure games I've ever played, and you should definitely go play it.


Secret locations: https://pastebin.com/E0WMyYQr

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Tagged as: Adventure Gimmick Secrets
[1] Like
Rating: 8.0 80       Difficulty: 62 62
Jul 26, 2020
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