Latest Reviews
theTics
For: I wanna be the PYF
For: I wanna be the PYF
After few Rukito games that I've played, now I can say he's a genius at save balancing. Even the traps looks horrible and there's a gimmick that you can't see yourself, you can soon get off of that. You'll might eventually spend the same amount of time doing the pure needle saves.
My general issues when playing Rukito games were always the bosses. The platformings have been great every time. In PYF, I think two bosses are completely reasonable. You have enough space to avoid things, no RNG, so totally skill-based.
Apparently, Rukito likes gravity reverse gimmick, which I personally don't like. It feels really awkward and uncomfortable. That might the only con I found in this game.
[0] Likes
My general issues when playing Rukito games were always the bosses. The platformings have been great every time. In PYF, I think two bosses are completely reasonable. You have enough space to avoid things, no RNG, so totally skill-based.
Apparently, Rukito likes gravity reverse gimmick, which I personally don't like. It feels really awkward and uncomfortable. That might the only con I found in this game.
Rating: 7.0 70
Difficulty: 73 73
May 27, 2020
Wolfiexe
For: Phonotransmitter
For: Phonotransmitter
Phonotransmitter is a very solid and well designed needle game consisting of 4 stages, each utilising a particular gimmick with some trademark quality needle design as expected from the maker.
The gimmicks all lend themselves to the platforming design very nicely, and jumps feel consistently fun and intuitive to pull off without feeling awkward or clunky to execute. The platform design in particular I was big fan of, even using the legendary vertical platform that's taken the world by storm in the last few years. Another cool touch the game has that I didn't find out about until I was told is that the game has a randomized room order, with a few exceptions. This makes every playthrough structure a bit different which is a fun little touch to spice up people's experiences from one another. I also quite enjoyed how every stage started off with a pseudo-tutorial screen, which felt like a nice change of pace from non-stop needle every screen. It is fairly challenging, and a couple of saves popped up now and again that felt like a slight difficulty spike, but it's always hard to say if this is just a personal problem or something other people will share.
If I had one gripe, and it's not so much an issue with the game itself but just a personal preference I like to mention, is that whilst visually the game looks very clean, it never really felt different from stage to stage. The visuals do change, but it always felt like I was seeing the same thing from start to finish, that being a fancy tileset on a very cool-looking sky background with some really good atmosphere. It's great visually, but I think some different visual styles/areas would help make each individual stage feel more memorable, as when they all look so alike they end up clashing in memory for me. But still like I said, it's not a fault against the game. Moreso just something I enjoy seeing in gimmick needle games to help give each stage/gimmick more memorability and identity.
All-in-all a great needle experience if you're a fan of Inferno/Chatran's style and want to see it with a handful of gimmicks at a challenging level. Also the credits, title screen, warp animation and in fact all the production value in the game is really damn good, so big props for that. I'm looking forward to whatever your next project is, and what Umineko songs will end up getting slid in.
[1] Like
The gimmicks all lend themselves to the platforming design very nicely, and jumps feel consistently fun and intuitive to pull off without feeling awkward or clunky to execute. The platform design in particular I was big fan of, even using the legendary vertical platform that's taken the world by storm in the last few years. Another cool touch the game has that I didn't find out about until I was told is that the game has a randomized room order, with a few exceptions. This makes every playthrough structure a bit different which is a fun little touch to spice up people's experiences from one another. I also quite enjoyed how every stage started off with a pseudo-tutorial screen, which felt like a nice change of pace from non-stop needle every screen. It is fairly challenging, and a couple of saves popped up now and again that felt like a slight difficulty spike, but it's always hard to say if this is just a personal problem or something other people will share.
If I had one gripe, and it's not so much an issue with the game itself but just a personal preference I like to mention, is that whilst visually the game looks very clean, it never really felt different from stage to stage. The visuals do change, but it always felt like I was seeing the same thing from start to finish, that being a fancy tileset on a very cool-looking sky background with some really good atmosphere. It's great visually, but I think some different visual styles/areas would help make each individual stage feel more memorable, as when they all look so alike they end up clashing in memory for me. But still like I said, it's not a fault against the game. Moreso just something I enjoy seeing in gimmick needle games to help give each stage/gimmick more memorability and identity.
All-in-all a great needle experience if you're a fan of Inferno/Chatran's style and want to see it with a handful of gimmicks at a challenging level. Also the credits, title screen, warp animation and in fact all the production value in the game is really damn good, so big props for that. I'm looking forward to whatever your next project is, and what Umineko songs will end up getting slid in.
Rating: 9.0 90
Difficulty: 76 76
May 27, 2020
Renko97
For: I wanna H4
For: I wanna H4
Nothing XD
Tagged as: Special
[0] Likes
Rating: 0.0 0
Difficulty: 0 0
May 27, 2020
Chatran
For: I wanna be the Endless
For: I wanna be the Endless
A meaty collectathon game with an apparent lack in most production value (almost giving it a Sudoku vibe at the start), but still with some neat ideas scattered throughout. Your goal is to find 50 coins across several areas, some being straightforward, some being hidden in cryptic ways, and some that are a complete spectacle.
There are a lot of aspects that are hit-or-miss, mainly the bosses, but the experience overall is one-of-a-kind.
There are a lot of aspects that are hit-or-miss, mainly the bosses, but the experience overall is one-of-a-kind.
Tagged as: Adventure
Collectathon
[6] Likes
Rating: N/A
Difficulty: 56 56
May 27, 2020
Delicious Fruit