Latest Reviews
But598
For: Ten million gate jumps
For: Ten million gate jumps
I can't find the meaning of such games
[0] Likes
Rating: N/A
Difficulty: N/A
Mar 8, 2020
yjjwon
For: I wanna choose the impossible
For: I wanna choose the impossible
I'm not going to rate difficulty because I can't beat charr screen
also press space bar for save
[0] Likes
also press space bar for save
Rating: 5.0 50
Difficulty: N/A
Mar 8, 2020
ElCochran90
For: I wanna be the Sunflower Fairy
For: I wanna be the Sunflower Fairy
Make no mistake. This game does not have a different engine, in case any review brings the topic up. You are, literally, a sunflower fairy in an adventure to.... reassure you are a sunflower fairy? Maybe become THE sunflower fairy? Who knows.
Level variety is quite vast, which does not necessarily mean it's better. Sometimes less is better and this is one of the cases. Platforming and designs are ok-ish, but they wear out really fast. The intentions to make a good adventure game are out there, but it lacks the consistency of giving quality at every given stage.
The biggest issue is your character hitbox. It is confusing. You have more room on the back than it seems, and less room at the front, so good luck calculating diagonals. This adds 5 extra points of difficulty absolutely for free.
This is a trap game and, quite frankly, it doesn't suit the ambiance of this game or story at all. It is frustrating, and some move at the speed of light, so good luck buddy.
The final segments are the more interesting, such as the big scrolling screen or the one-gimmick-per-spike-color section, but they come after a rather lengthy adventure that will be forgotten very easily.
It also comes with an optional extra boss, so consider a difficulty of 65 for it. Maybe 60, haven't made up my mind yet because I got quite good RNG but some attacks are intentionally unavoidable, and ergo trash. The maker thought this is ok if you have an HP bar. It isn't.
[0] Likes
Level variety is quite vast, which does not necessarily mean it's better. Sometimes less is better and this is one of the cases. Platforming and designs are ok-ish, but they wear out really fast. The intentions to make a good adventure game are out there, but it lacks the consistency of giving quality at every given stage.
The biggest issue is your character hitbox. It is confusing. You have more room on the back than it seems, and less room at the front, so good luck calculating diagonals. This adds 5 extra points of difficulty absolutely for free.
This is a trap game and, quite frankly, it doesn't suit the ambiance of this game or story at all. It is frustrating, and some move at the speed of light, so good luck buddy.
The final segments are the more interesting, such as the big scrolling screen or the one-gimmick-per-spike-color section, but they come after a rather lengthy adventure that will be forgotten very easily.
It also comes with an optional extra boss, so consider a difficulty of 65 for it. Maybe 60, haven't made up my mind yet because I got quite good RNG but some attacks are intentionally unavoidable, and ergo trash. The maker thought this is ok if you have an HP bar. It isn't.
Rating: 3.2 32
Difficulty: 55 55
Mar 7, 2020
Mrkiller3231
For: I Wanna The Unusually Normal Game
[1] Like
For: I Wanna The Unusually Normal Game
[1] Like
Rating: 1.0 10
Difficulty: 60 60
Mar 7, 2020
ElCochran90
For: I Wanna Travel the Night
For: I Wanna Travel the Night
End My Growth's successor, spiritually and plotwise. You can't go wrong with Erik's distinguishable style and nonstop Cuphead inspiration. Level design is nice, the platforming is average at best and scenarios are recycled and predictable; a couple are even re-used. Bosses are not as exciting as previous ones, and the final boss is also anticlimactic. Also, no new power-ups or abilities :(
That is my list of complaints, and this comes from great previous games that Erik made. It makes me seem I have no heart, but this was entertaining for counted instances, while they lasted. However, improvement can be done definitely. Erik has showed that in the past, so this has to unfortunately bear the shadows of previous games like Classic Adventure, End My Growth and Blocktroid 1 & 2.
[0] Likes
That is my list of complaints, and this comes from great previous games that Erik made. It makes me seem I have no heart, but this was entertaining for counted instances, while they lasted. However, improvement can be done definitely. Erik has showed that in the past, so this has to unfortunately bear the shadows of previous games like Classic Adventure, End My Growth and Blocktroid 1 & 2.
Rating: 4.5 45
Difficulty: 45 45
Mar 7, 2020
ElCochran90
For: I wanna Aleph 0
For: I wanna Aleph 0
I did clap once out of excitement and satisfaction when I beat this challenge. It was a nice experience.
Nogard strikes again. With few instances of unfair RNG and a couple of free deaths for you (like the intermission before the craziness of the middle), this avoidance, while far away from something revolutionary, is a more accessible disciple of Soulless' endless wonders of creativity, variety and synchronization, obviously much shorter (also in comparison with my own calculated average of avoidances' length of 03:45 mins), and with non-repetitive fun.
There is a factor that undermined my enjoyment a lot, however. We all know that famous "chorus" in the middle, which consists of eight, fast-paced individual attacks. They are all fun and have the perfect balance, but the transition between half of them suck. The time you have to dodge between the 4th attack (which roofs you much more than what is acceptable) and react to the 5th attack immediately with an optimal position to avoid the rain is ludicrous. This resulted in hundreds (literally, hundreds) of free deaths. I died to that transition easily 400 times, plus the retries to get to that point. I am a novice player and the final attack was a first try. Where is the balance? Was this part in particular tested as well as the others?
Music choice and excitement factor are all good. It is too short, but again, the song is not longer (wouldn't have minded a remix tho).
Finally, the most admirable treat of this fangame is consisting mostly on RNG and being fair and playable throughout. It is confident in its math, even if it doesn't work always (you'll find yourself dying too many times at the first attack and less throughout the rest), but that speaks of good design-
Very recommended for Nogard followers, fans of avoidance fangames, people that want to get introduced to barrage, and experienced players in general.
I will replay this soon and find a route to that stupid attacks transition.
Nogard strikes again. With few instances of unfair RNG and a couple of free deaths for you (like the intermission before the craziness of the middle), this avoidance, while far away from something revolutionary, is a more accessible disciple of Soulless' endless wonders of creativity, variety and synchronization, obviously much shorter (also in comparison with my own calculated average of avoidances' length of 03:45 mins), and with non-repetitive fun.
There is a factor that undermined my enjoyment a lot, however. We all know that famous "chorus" in the middle, which consists of eight, fast-paced individual attacks. They are all fun and have the perfect balance, but the transition between half of them suck. The time you have to dodge between the 4th attack (which roofs you much more than what is acceptable) and react to the 5th attack immediately with an optimal position to avoid the rain is ludicrous. This resulted in hundreds (literally, hundreds) of free deaths. I died to that transition easily 400 times, plus the retries to get to that point. I am a novice player and the final attack was a first try. Where is the balance? Was this part in particular tested as well as the others?
Music choice and excitement factor are all good. It is too short, but again, the song is not longer (wouldn't have minded a remix tho).
Finally, the most admirable treat of this fangame is consisting mostly on RNG and being fair and playable throughout. It is confident in its math, even if it doesn't work always (you'll find yourself dying too many times at the first attack and less throughout the rest), but that speaks of good design-
Very recommended for Nogard followers, fans of avoidance fangames, people that want to get introduced to barrage, and experienced players in general.
I will replay this soon and find a route to that stupid attacks transition.
Tagged as: Avoidance
[2] Likes
Rating: 6.1 61
Difficulty: 70 70
Mar 7, 2020
egg [Creator]
For: ctool
For: ctool
This is a mod of jtool, which includes many gimmicks and skins from Crimson Needle 3.
Hope you enjoy, and please let me know if you find any bugs!
Credits:
Jtool by Patrickgh3
Crimson Needle 3 by Kale, PlasmaNapkin and Zero-G
NANE by pieceofcheese87
Hope you enjoy, and please let me know if you find any bugs!
Credits:
Jtool by Patrickgh3
Crimson Needle 3 by Kale, PlasmaNapkin and Zero-G
NANE by pieceofcheese87
Tagged as: Tool
[2] Likes
Rating: N/A
Difficulty: N/A
Mar 7, 2020
arzztt
For: Ten million gate jumps
For: Ten million gate jumps
Just want to note, my computer identified this game as a severe virus. I found that very funny, so just for that this game gets at least some credit.
[3] Likes
Rating: 0.2 2
Difficulty: N/A
Mar 7, 2020
Delicious Fruit