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Irkara
For: Dual Needle
抱歉,我撤回我之前的评论。
Sorry, I withdraw my previous comments.

首先说一句,这个游戏制作的挺棒的,在素材与细节处理的方面。不过游戏的内容,我想谈谈自己的想法。
First of all, this game is pretty good in terms of material and detail handling. But the content of this game, I want to talk about my own ideas.

说实话,这个游戏一开始给我的印象,就是不讲道理的神奇跳刺(也许是受到了前一个游戏的影响),想当然的我对此的态度是很消极的,或者说,制作精良的垃圾游戏。
To be honest, the first impression what I got from the game was FULL of the unreasonable magic jump (probably influenced by the previous game), and my attitude towards it was negative, or "making a great junk".

然而过了一段时间后,特别是在看完其他玩家直播后,我开始思考,这类游戏究竟代表了什么游戏趋势。
But after a while, especially after watching others' live, I began to wonder if this kind of game is the current game trend.

这个问题困扰了我好久,我到现在可能都没有找到答案。帧精确跳刺与整齐摆刺(这将意味着为了美观而牺牲一些游戏性)是否应该被认可?
This question has been bothering me for a long time, and I probably haven't found the answer yet. Should frame precise jumping and neat swinging (which would mean sacrificing some playfulness for beauty) be accepted?

想起当初刚刚接触游戏的时候,当我询问,为什么CN2是一个好玩的游戏的时候,我的师傅告诉我,因为这个游戏大部分设计的非常贴合kid的运动轨迹,让人玩起来很舒服。虽然这句话可能在一些玩家心中并不是正确的,但这句话确实影响了我的游戏生活。之后在积累了少许的游戏经验后,我开始尝试去制作一些游戏来实践我对跳刺游戏的理解。
When I asked why CN2 was an interesting game after I came into contact with the game, my mentor told me, the games were designed to fit the kid's trajectory and make it very comfortable for players to play. Although this may not be true in the minds of some players, it did affect my game life. After a little bit of game experience, I began to try to make some games to practice my understanding.

第一次实践证明了,我的理解与相当一部分人的想法是重合的。我很快开始了其他几部游戏的制作。但是,我很快就遇到了问题:富有挑战性或者令人舒适的?
The first practice proved that my understanding coincided with the thinking of quite a few people. And I began the production of several other games. But soon I encountered the problems: challenging or comfortable?

我选择了前者。那个时候让我做出选择前者的原因有很多,有些可能实际上无关紧要。但是在IN的制作过程中,我的想法开始出现了变化,这个也许在游戏中能够感受出来(只是个玩笑)。然后我就马上停止了游戏的制作,给自己留下一点思考空间。结果,我并没有得到任何结论,而且我发现我失去了创作的推动力,变得开始畏手畏脚。
I chose the former. At that time, there were many reasons for me to make the choice of the former, although some may not actually matter. But in the production of IN, my ideas began to change, and this might be felt in the game (just a joke). Then I stopped the production of the game and left a little room for thinking. As a result, I didn't come to any conclusions, and I found that I lost the motivation to create and became afraid.

很遗憾,我没有在这个游戏辉煌的时刻接触到它,所以我并不了解这个游戏为什么会广为流传,而玩家与观众对于跳刺的魅力的感受也无从考证了。
Unfortunately, I didn't touch them at this brilliant moment of the game, so I didn't understand why the game was so popular and how players and viewers felt about the charm of the needle game.

我相信,玩这种游戏的玩家对于事物的耐久力与忍受力会比一般人强上许多,但制作一个游戏去消磨他们的热情与耐力总归不是什么好事情(可能会收到例如BFWT,TWNP的评价),虽然这么说可能有些少许自卑的感觉,或者说其实大家都明白这一点只是我在思考一些没有任何意义的事情。
I believe that players who play this kind of game will have a lot more endurance and endurance for things than the average person, but it's not a good thing to make a game to kill their enthusiasm and endurance (you might get comments like BFWT, TWNP), although it might feel a little inferior, or actually everybody All understand this is that I am thinking about something that has no meaning.

我想有一些玩家会持有,萝卜青菜各有所爱,的观点,但是作为游戏作者,我常常会控制不住自己去思考,跳刺的终点将会指向什么地方,是极强的肌肉记忆加上几乎零失误的操作?还是稀奇古怪的设计来造就一个令人惊奇的解谜游戏?玩家需要的是按照作者的设计完成一系列趋于极限的挑战?还是在充足的自由度下找到谜底的解决方法?
I think some players will hold the view that every man has his hobbyhorse, but as a game maker, usually I can't control myself to think about where the end point of the needle game will be, with a strong muscle memory and almost zero error operation, or is it a strange design to create an amazing puzzle game? What the player need to do is accomplishing a series of challenges to the limit according to the author's design, or finding the answer to the puzzle under enough freedom?

在一个常见难度(比如50)游戏里突然放入一个空双或者下珠峰,然后中间拉开几个像素,这算是有诚意的吗?我设计一个刺阵,要求在固定位置作一个固定帧数的跳跃,这算是设计的巧妙吗?我现在可能不明白。希望有人能给我一点启示。
Is it a sincere work to suddenly put a raised diamond or SGGK in a common difficulty game (such as 50) and pull apart a few pixels in the middle? Or is it ingenious to design some needles that requires a fixed frames to jump in a fixed position? I may not understand it now. I hope someone can give me some inspiration.

写到这里,我可能忘记的一些想说但是忘记的东西。这些大概不足以将我的疑问全部表述出来,也可能会给其他人带来少许误解,在这里先表达歉意。
Writing to here, I may have something to say but actually forget. These are probably not enough to express all my doubts, and may cause a slight misunderstanding to others. I apologize for that.

最后,感谢这个游戏的制作者们。
Finally, thank the producers of this game.

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[5] Likes
Rating: 10.0 100       Difficulty: N/A
Aug 13, 2018
dwd
For: I wanna be the Ethanol
[0] Likes
Rating: 7.0 70       Difficulty: 30 30
Aug 13, 2018
AIVV73
For: I wanna be the Little runner
[0] Likes
Rating: 7.0 70       Difficulty: 15 15
Aug 13, 2018
RainbowEbby
For: Dual Needle
Every time I play the EX-47,I am moved to tears.

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[3] Likes
Rating: 10.0 100       Difficulty: 85 85
Aug 13, 2018
FictioN4
For: Chill Needle
Really fun short save needle with very nice visuals and music. Would recommend to everyone.

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Tagged as: Needle Short
[1] Like
Rating: 9.0 90       Difficulty: 45 45
Aug 13, 2018
Quietly1999
For: The Cardinal House
On the whole, it is a game of high quality and good experience,But Extra Stage is very drag down the quality of the game.

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Tagged as: Adventure Horror
[0] Likes
Rating: 7.6 76       Difficulty: 68 68
Aug 13, 2018
kurath
For: I Wanna Find a Cure
Synopsis: This is an amazingly well-produced, intricately designed marathon game that is worth the time of any experienced fangame player and has few flaws (some of which won't even matter to many). It is not recommended for new players.

The Long:
Find a Cure is the third marathon game and continues the trend of phenomenal production value composing of areas inspired from other retro and contemporary classics. It has a minor, over-arching tie to bring it all together and contains a wide mix of hand-drawn art and well incorporated game assets to tie together the core of those games with core fangame concepts.

The stages are, for the most part, excellent and in a vacuum are all near as good as can be expected in a fangame concept. The whole, however, is much less than the sum of its parts. If you don't care about the flow of the game, feel free to ignore this, but the macro design of the game had many flaws for me that made the game feel far less than it could be. The middle of the game feels very homogenous and you will spend something like 2/3 to 3/4 of your entire playtime of the game without fighting a single boss. For an adventure game, this is bad. And I don't feel its quite that simple, specifically the following stages (which, again, are individually good) From the Cuphead area onward, you have the two longest sections of the game as well as two additional stages with no bosses. Not only is there no bosses but these areas have many similarities. End is Nigh is a straight left to right area, pure platforming area. It has an autoscroller pure platforming 'boss'. This follows with runner, a left-to-right autoscroller area, pure platforming area with an autoscroller pure platforming 'boss'. This follows with Celeste, built around an alternate control style (like runner) and again, another pure platforming boss. All three of these areas don't really have interactive gimmicks, just alternate control schemes/timing based killers. Along with that - no traps, no puzzles, just a lot of similarity. This leads into the metroid area, a monstrous platforming area (though it atleast has enemies) with many similar concepts. This further ruined the gameflow because you spend literally half your playtime in a single area.

Along with that, I found the metroid area quite unpleasant. While there's undoubtedly a personal disfavor towards long saves, most enemies also felt tedious and were best handled by slowrolling them from range (which all aspects of the game motivated the player to do) and many platforming sections where huge amounts of open filler space with one odd choke jump. Still, the detail in the design and production was very impressive.

The other problems I had with it are purely subjective and do not factor into the rating and will be spoilered out because otherwise its just a wall of text that most people don't care about. I'd urge the developers to consider it though, should they participate next year at the least. Of course, for anyone, feel free to not care.

This game, for me, was an incredible letdown. Not as a game, it was still a great game but as a marathon game. It has a unique place and presence as the marathon game because it garners a lot of attention and hype but more importantly because there are many people who do not regularly watch fangames but do tune in for parts of the marathon, including this. I have a couple such friends and they were much less impressed by this game because it felt like it had a lot less personality for the most part. The production is great, for a fangame, but for outsiders - they don't care.

There's a lot less accessible humor in this game and a lot more fangame references that frankly suck for outsiders. I had a friend whose first fangame was marathon because he loved the variety - the silly traps, the zany golf stage was among his favorites, the wild miku and the wacky pokemon stuff. Very few stages in this game embodied this. He played a few more fangames but got caught up in RL stuff and lost interest. Asked me again earlier this summer for some recommendations and watched part of the marathon. This game did not interest him - fortunately he had the chance to see a Reach the Moon playthrough which did.

I thought about it too, with the recent set of streamers out of the community playing Run the Marathon - would they want to play find the cure? I highly doubt it and their viewers probably wouldn't be as interested either. Its extremely beginner unfriendly in some places with numerous stages with long saves longer than anything in previous games. Not to mention the metroid area. Please, for the love of god, never even consider putting anything remotely close to that into a marathon game in the future. Not just because I wasn't a fan of it, but that kind of design is excessively punishing to a new player. Long saves require consistency which new players generally will not have, having hitpoints does not mitigate this when they hit a jump that will cost them many tries just to figure out and lose tons of progress or the potential for chain hits due to the hit knockback/teleportation. The single jumps after long sections such as before switches (the red switch comes to mind, or the room with nothing but a 4-spike jump with one at the top among other instances) are easy enough for an experienced player but will ruin a new player experience.

On top of that, again, the ruined variety. My friend took some 20 hours to beat Marathon. That's a long time, extrapolating that over (even assuming the games were the same length, when they're not), that's 15 hours of play time without a boss, without a humorous trap, without a puzzle (outside of general exploration) to break it up.

Every one of the people involved in this game is a talented maker and because of that perhaps my expectations were unfairly high but again, I'd urge anyone doing the marathon game next year to consider that this is a powerful project for the community we all care about and think about what opportunities it offers. I understand that there is no obligation to make the game meet those expectations and it was never expressly intended that the marathon game should to some degree be the face of the community but it does have that power. Run the Marathon and to a lesser degree Warp the Worlds truly had that power and I'd love to see that again.

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Tagged as: Adventure Gimmick
[12] Likes
Rating: 8.5 85       Difficulty: 58 58
Aug 13, 2018
a17devil
For: Chill Needle
[0] Likes
Rating: 8.0 80       Difficulty: 50 50
Aug 13, 2018
Wolsk
For: I Wanna Win The Yuuri Katsuki
A really bad "meme" game. Awful visuals, annoying music, and unfun needle. It's bad but not the funny kind of bad.

Do not recommend.

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Tagged as: Needle Short Visual_Challenge
[0] Likes
Rating: 1.6 16       Difficulty: 41 41
Aug 13, 2018
a17devil
For: Dual Needle
rating not include secrets and extra

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[1] Like
Rating: 6.7 67       Difficulty: 65 65
Aug 13, 2018
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