Latest Reviews
Akri
For: I wanna kill the Kamilia
For: I wanna kill the Kamilia
very old medley game. to be more specific
So stage 1 is interesting. Nothing special and most of the screens are free. first boss is also free
Stage 2 has some... harder screens and traps however it isnt much diferent. Boss 2 is boring
Stage 3 is just bad production. Boss 3... well its trash. do some easy avoidance then flandre and pochi come and it becomes harder then influka comes and boops your ass
Stage 4 is annoying in a shellnut
Geezer is surprisingly good. fun attacks, not too boring, etc
Stage 5 is the m stage of the game except its actually good
Solgryn is definitely fun. Orbs is the most fun for me enough, then gradius comes and completely changes the fight. Very fun stuff although a little tedious at times. Great boss and definitely the most fun in the game. also has alot of checkpoints
The final boss is something i cant review yet.
in the ending the kid and kamilia are dropped into an ocean? along with a moon. the game then ends and k2 begins.
[0] Likes
So stage 1 is interesting. Nothing special and most of the screens are free. first boss is also free
Stage 2 has some... harder screens and traps however it isnt much diferent. Boss 2 is boring
Stage 3 is just bad production. Boss 3... well its trash. do some easy avoidance then flandre and pochi come and it becomes harder then influka comes and boops your ass
Stage 4 is annoying in a shellnut
Geezer is surprisingly good. fun attacks, not too boring, etc
Stage 5 is the m stage of the game except its actually good
Solgryn is definitely fun. Orbs is the most fun for me enough, then gradius comes and completely changes the fight. Very fun stuff although a little tedious at times. Great boss and definitely the most fun in the game. also has alot of checkpoints
The final boss is something i cant review yet.
in the ending the kid and kamilia are dropped into an ocean? along with a moon. the game then ends and k2 begins.
Rating: 5.0 50
Difficulty: 55 55
Oct 9, 2019
kurath
For: I Wanna Destroy the Maelstrom
For: I Wanna Destroy the Maelstrom
This is a very long needleventure game. It's a grand undertaking that starts quite easy and ramps up slowly over the course of its extensive length. Expect a wide variety of platforming and bosses as your journey progresses, though still heavily focused around traditional needle design. Accompanied by a traditional fangame story (generally a little corny and thin but gets the job done in terms of keeping the flow going), there's a lot of charm here. The game has secrets, though they are optional but do unlock an extra. If that sounds like your thing, its best to give it a shot.
The game's identity ended up feeling a bit strange to me, though, because I felt like at times the platforming and bosses came from completely different games, so I'm going to address their aspects individually.
Platforming-wise, outside of the traditional 'guy tile' first stage, there's a ton of great looking stages and production tends to ramp up for the most part over time. For the most part, each stage tends to focus on an individual gimmick as is typical for needleventure style games. These gimmicks, though, for the most part are more common needle gimmicks - engine gimmicks like platforms, jump refreshers waters and vines, and triggers or cycle based stuff. Though I did like almost all the platforming in the game, my favorite part of needleventure style games is typically the more creative, out there gimmick styles which made stage 5 easily my favorite. I'd have loved to have seen more of that.
Difficulty wise, the platforming starts out quite easy and trends up fairly smoothly over time with the exception of the secrets which tend to be more on par with lategame platforming regardless of their location in the game. The stages felt like they had a lot of care put into them and play well.
The bosses on the other hand, felt very much the opposite in many ways. Where the platforming felt smooth, polished and clean, the bosses felt very experimental and rough. They rarely had much to do with the stages they were in and due to that felt like a pretty sharp shift with each one. The big upside of this, for me, was that each one felt quite unique and generally had creative, uncommon mechanics and interactions. Unfortunately, since many of these were introduced mid-boss fight, they occasionally could become frustrating as you're learning attacks and mechanics simultaneously.
While the bosses do trend to be more difficult as the game progresses, it felt very much more all over the place where the difficulty peaked in stages 4 and 5. Production and balance wise, they also felt a lot more inconsistent. Some bosses would have a solid theme and play to it, and some of them felt like they'd just simply appear and throw default sprites at you for a while for no reason. Likewise with the visual design being hit or miss, the songs feel like they'd have benefited from some better cuts at parts to keep the energy higher but a lot of songs used featured softer intros/segments that felt out of place in a boss encounter.
Likewise, the balance was frustrating at times. As said, the bosses feature a number of interesting mechanics but these felt like they ended up taking a backseat to the boss being defined rather than working with its interesting mechanic but instead by a couple particular attacks that stood out as being more difficult. This was certainly frustrating at times. If you're a very good player, they're certainly not so out of place that you'll likely struggle by any means, but for a more moderate player, do expect to hit some rough bumps along the way.
Overall this game has a ton to offer and I certainly felt like I got a lot out of it. I'd definitely recommend it to the advanced player who likes a variety package featuring all different types of what fangames have to offer. For the intermediate player, I'd still recommend it but expect to take some breaks from it as you go as its very long and the bumpiness piles up a bit from time to time. Still, its giving a shot to.
[4] Likes
The game's identity ended up feeling a bit strange to me, though, because I felt like at times the platforming and bosses came from completely different games, so I'm going to address their aspects individually.
Platforming-wise, outside of the traditional 'guy tile' first stage, there's a ton of great looking stages and production tends to ramp up for the most part over time. For the most part, each stage tends to focus on an individual gimmick as is typical for needleventure style games. These gimmicks, though, for the most part are more common needle gimmicks - engine gimmicks like platforms, jump refreshers waters and vines, and triggers or cycle based stuff. Though I did like almost all the platforming in the game, my favorite part of needleventure style games is typically the more creative, out there gimmick styles which made stage 5 easily my favorite. I'd have loved to have seen more of that.
Difficulty wise, the platforming starts out quite easy and trends up fairly smoothly over time with the exception of the secrets which tend to be more on par with lategame platforming regardless of their location in the game. The stages felt like they had a lot of care put into them and play well.
The bosses on the other hand, felt very much the opposite in many ways. Where the platforming felt smooth, polished and clean, the bosses felt very experimental and rough. They rarely had much to do with the stages they were in and due to that felt like a pretty sharp shift with each one. The big upside of this, for me, was that each one felt quite unique and generally had creative, uncommon mechanics and interactions. Unfortunately, since many of these were introduced mid-boss fight, they occasionally could become frustrating as you're learning attacks and mechanics simultaneously.
While the bosses do trend to be more difficult as the game progresses, it felt very much more all over the place where the difficulty peaked in stages 4 and 5. Production and balance wise, they also felt a lot more inconsistent. Some bosses would have a solid theme and play to it, and some of them felt like they'd just simply appear and throw default sprites at you for a while for no reason. Likewise with the visual design being hit or miss, the songs feel like they'd have benefited from some better cuts at parts to keep the energy higher but a lot of songs used featured softer intros/segments that felt out of place in a boss encounter.
Likewise, the balance was frustrating at times. As said, the bosses feature a number of interesting mechanics but these felt like they ended up taking a backseat to the boss being defined rather than working with its interesting mechanic but instead by a couple particular attacks that stood out as being more difficult. This was certainly frustrating at times. If you're a very good player, they're certainly not so out of place that you'll likely struggle by any means, but for a more moderate player, do expect to hit some rough bumps along the way.
Overall this game has a ton to offer and I certainly felt like I got a lot out of it. I'd definitely recommend it to the advanced player who likes a variety package featuring all different types of what fangames have to offer. For the intermediate player, I'd still recommend it but expect to take some breaks from it as you go as its very long and the bumpiness piles up a bit from time to time. Still, its giving a shot to.
Rating: 8.7 87
Difficulty: 68 68
Oct 9, 2019
kurath
For: I wanna be the linearity 2
For: I wanna be the linearity 2
Really great gimmick needle game, which follows along with Chance's penchant for line style needle.
Its got tons of creative ideas and I think most important prioritizes its creativity and uniqueness over difficulty, with lots of zany layouts and weird obstacles that are usually much easier than they could be. It feels like a showcase for cool stuff while still being fun, rather than trying to be a challenge. The production value is good and lends itself towards that, with a focus on looking cool and tons of variety of concepts. The amount of different things you see in what is going to be less than an hour playthrough for most is just great.
It caps it off with a ~2 min avoidance which was more cinematic than challenging as well. Whilst I'm not usually that big on avoidance, I really enjoyed this one because even though it was easy and there
often wasn't too much going on, the open nature with infinite jump and wide movements meant there was atleast something to do, and the artistic style of it was really cool to look at.
Overall, its fun, short and pretty easy. Most importantly for me, it has a ton of creativity and does something different. Both the platforming and avoidance are memorable and definitely stand out, and I think that's a very commendable attribute.
[2] Likes
Its got tons of creative ideas and I think most important prioritizes its creativity and uniqueness over difficulty, with lots of zany layouts and weird obstacles that are usually much easier than they could be. It feels like a showcase for cool stuff while still being fun, rather than trying to be a challenge. The production value is good and lends itself towards that, with a focus on looking cool and tons of variety of concepts. The amount of different things you see in what is going to be less than an hour playthrough for most is just great.
It caps it off with a ~2 min avoidance which was more cinematic than challenging as well. Whilst I'm not usually that big on avoidance, I really enjoyed this one because even though it was easy and there
often wasn't too much going on, the open nature with infinite jump and wide movements meant there was atleast something to do, and the artistic style of it was really cool to look at.
Overall, its fun, short and pretty easy. Most importantly for me, it has a ton of creativity and does something different. Both the platforming and avoidance are memorable and definitely stand out, and I think that's a very commendable attribute.
Rating: 8.7 87
Difficulty: 40 40
Oct 9, 2019
Delicious Fruit