Latest Reviews
cutedog
For: I Wanna Kill The Chaos Colonel
For: I Wanna Kill The Chaos Colonel
Interesting RNG avoidance
[0] Likes
Rating: 8.2 82
Difficulty: 60 60
Jan 8, 2020
Quietly1999
For: I wanna be the Dieary
For: I wanna be the Dieary
The iw was old,But Gimmick and Traps was Advanced.
[0] Likes
Rating: 7.4 74
Difficulty: 72 72
Jan 8, 2020
Nearigami
For: I wanna be act Tanabata
For: I wanna be act Tanabata
You can win while dead.
[0] Likes
Rating: N/A
Difficulty: N/A
Jan 8, 2020
shign
For: I wanna be the DAREJAR
For: I wanna be the DAREJAR
A nice trap game in the vein of go the BANANAS. Compared to this game, there is less annoying stuff but bosses are less interesting. The game is mostly around 50 in difficulty but has some spike at 55 for a few saves, and for boss 2. I was about to give more but a certain trap near the end made me lose faith in humanity for a few seconds so I have to lower a bit my rating.
[1] Like
Rating: 7.7 77
Difficulty: 55 55
Jan 7, 2020
kurath
For: I wanna watch some movie
For: I wanna watch some movie
A short (think it was 4 screens?) needle game. Its alright, though pretty much every save has one jump that's a fair bit harder than the rest. Looks okay, musics alright, doesn't really do anything note worthy but the needle is reasonably interesting.
Tagged as: Needle
[0] Likes
Rating: 5.0 50
Difficulty: 58 58
Jan 7, 2020
kurath
For: Neo Needle Buffet
For: Neo Needle Buffet
Review is not based on full clear, but doing the first 5 areas and most of 7/8. There's already a review breaking down the game area by area (and I'm not keen on doing that anyway, so I'm just going to talk about things as a whole since I'd prefer that anyway).
Neo Needle Buffet is a needle collab that sought to do things somewhat differently from the standard style, as well as introduce a number of (mostly) lesser known/published needle makers to the community. The end result of this is a number of varied areas in a well produced package.
The overall production is well executed - the areas have different degrees of visual flair (as you'd expect in a collab) but they all look unique and all look good. It has good mixture of production touches (such as the transition effects, menu etc) and the core QoL function of being able to swap between areas without losing progress. Its hard to emphasize how valuable this function is, especially in a collab with a goal such as this to let people try out different styles.
As a needle collab, obviously, this is all about the platforming. There were some serious highs and lows for me on this. Again, ignoring individual stylistic decisions, the core is very good. It starts you off with a hub area to explore and get a taste of each of the styles, which was cool and a nice way to start. The risk here is forcing people into paths they aren't interested in or serving as a barrier, but the introduction of tilesets/makers in the hub prior to going to unlock a stage and the logical progression of it makes this work really well. The fact the side segments split off letting you get a feel for both makes it easy to sample and I'd like to see this concept applied more.
The general areas are very distinct, which is a huge plus. I can't think of many collabs where you can easily distinguish and identify each area with just a couple words, but this one definitely does that and well. The problem is despite the individual distinctions on a smaller scale, they largely fell into two categories for me. The more traditional execution based style of needle and the learnier, sequence/cycle style, leaving a void of whats perhaps my favorite type of gimmick needle - where the player actually has new tools to interact with rather than simply new/different obstacles to avoid which only really had small representation in a couple areas. The areas in the first set worked well for me, but the second set less so - not necessarily because of the styles as there was some really cool stuff in what I played of these but mostly because of the difficulty which ended up washing out the style and design of the maker because a cool unique jump gets a lot less cool and unique when it becomes a grind.
Overall, I'd recommend giving it a shot for sure. It presents the areas in an excellent manner to try out different styles and lets you play the parts of the game that interest you which is exactly how it should be laid out. I definitely enjoyed hefty portions of the game but the parts I didn't definitely stood out as well but nonetheless, perhaps it did what it needed to do because I certainly have a few more names to watch out for, and hopefully they continue to hone their craft.
[3] Likes
Neo Needle Buffet is a needle collab that sought to do things somewhat differently from the standard style, as well as introduce a number of (mostly) lesser known/published needle makers to the community. The end result of this is a number of varied areas in a well produced package.
The overall production is well executed - the areas have different degrees of visual flair (as you'd expect in a collab) but they all look unique and all look good. It has good mixture of production touches (such as the transition effects, menu etc) and the core QoL function of being able to swap between areas without losing progress. Its hard to emphasize how valuable this function is, especially in a collab with a goal such as this to let people try out different styles.
As a needle collab, obviously, this is all about the platforming. There were some serious highs and lows for me on this. Again, ignoring individual stylistic decisions, the core is very good. It starts you off with a hub area to explore and get a taste of each of the styles, which was cool and a nice way to start. The risk here is forcing people into paths they aren't interested in or serving as a barrier, but the introduction of tilesets/makers in the hub prior to going to unlock a stage and the logical progression of it makes this work really well. The fact the side segments split off letting you get a feel for both makes it easy to sample and I'd like to see this concept applied more.
The general areas are very distinct, which is a huge plus. I can't think of many collabs where you can easily distinguish and identify each area with just a couple words, but this one definitely does that and well. The problem is despite the individual distinctions on a smaller scale, they largely fell into two categories for me. The more traditional execution based style of needle and the learnier, sequence/cycle style, leaving a void of whats perhaps my favorite type of gimmick needle - where the player actually has new tools to interact with rather than simply new/different obstacles to avoid which only really had small representation in a couple areas. The areas in the first set worked well for me, but the second set less so - not necessarily because of the styles as there was some really cool stuff in what I played of these but mostly because of the difficulty which ended up washing out the style and design of the maker because a cool unique jump gets a lot less cool and unique when it becomes a grind.
Overall, I'd recommend giving it a shot for sure. It presents the areas in an excellent manner to try out different styles and lets you play the parts of the game that interest you which is exactly how it should be laid out. I definitely enjoyed hefty portions of the game but the parts I didn't definitely stood out as well but nonetheless, perhaps it did what it needed to do because I certainly have a few more names to watch out for, and hopefully they continue to hone their craft.
Rating: 7.7 77
Difficulty: 85 85
Jan 7, 2020
P2shka
For: I wanna kill the Potana
For: I wanna kill the Potana
Tagged as: Collab
[0] Likes
Rating: N/A
Difficulty: N/A
Jan 7, 2020
Delicious Fruit