Latest Reviews
superPP
For: I wanna Happy Mid-autumn Festival
For: I wanna Happy Mid-autumn Festival
good avoidance with easy mode(death won't stop you from playing avoidance), and both are easy
Tagged as: Avoidance
[0] Likes
Rating: 7.9 79
Difficulty: 35 35
Sep 14, 2019
superPP
For: I wanna shoot the switches
For: I wanna shoot the switches
some special jump with shooting switches, but short and the others are boring
[0] Likes
Rating: 5.8 58
Difficulty: 53 53
Sep 14, 2019
Nick24
For: Jump Cancel Simulator
For: Jump Cancel Simulator
Jump cancel cancels your skill.
[17] Likes
Rating: N/A
Difficulty: N/A
Sep 14, 2019
Steven23456
For: I wanna Happy Mid-autumn Festival
For: I wanna Happy Mid-autumn Festival
A good game that you can very easy finish this game or try to take a harder time to play the hard mode.
[0] Likes
Rating: 7.5 75
Difficulty: 24 24
Sep 14, 2019
AndresSgarrido
For: I Wanna Destroy the Maelstrom
For: I Wanna Destroy the Maelstrom
While there are plenty of flaws in this fangame, you gotta appreciate the charm that was put into this and it shows in some segments of the game. Personally I had a hard time playing through the early stages of Destroy the Maelstrom, but they for sure get better and more creative once you get over the first stages. And the creator is open to feedback and to updating Maelstrom a couple of times so that is a big plus.
[2] Likes
Rating: 6.8 68
Difficulty: 60 60
Sep 14, 2019
sley
For: I wanna be the Tribute
For: I wanna be the Tribute
RNG grind.
I found out that a lot of sections were impossible to win depending on the RNG, which was pretty often. Absolutely not recomended, just played it for the K2 challenge.
But to be fair, it is one of the first fangames, so I guess it was fine when it came.
[0] Likes
I found out that a lot of sections were impossible to win depending on the RNG, which was pretty often. Absolutely not recomended, just played it for the K2 challenge.
But to be fair, it is one of the first fangames, so I guess it was fine when it came.
Rating: 3.0 30
Difficulty: N/A
Sep 14, 2019
DestructorTheDestroyer
For: Jump Cancel Simulator
For: Jump Cancel Simulator
Sigh, honestly why would you tell someone not to use jump cancel scripts but provide them with a tool to script jumps that require jump cancels; it makes no sense at all.
But I am here to give every game a fair chance after all so disregarding this. Lets look at the positives this tool provides over its competitors aka JTool and RMJ. The only thing that this may have over JTool and RMJ is being able to perform cactus cancels a lot easier since you can emulate it and actually learn how it works. To be honest, you can still do this in JTool and RMJ its just a lot harder there.
So how about the negatives to this game. The biggest one is allowing people to script jump cancel jumps and basically make it nearly 100% consistent. The other big problem about this tool is that it barely separates itself from JTool and RMJ to the point that I honestly see no point in its existence. If you really need to improve your jump cancel consistency there are many more options available such as getting the Razer Blackwidow keyboard which specializes in 1 framing and cancel consistency. The next option is using numpad since for some reason in fangames it allows the kid to get a 1f or lower in 95% consistency. The last option is just resorting to scripting but then at that point why are you playing the game if your just going to script it. The only reason I can see to script a needle game is if you want people to congratulate you on a hard needle clear (that you didn't earn because you scripted to clear it). But if that's what you want then its fair game to use it obviously.
Like I stated before... what I can recommend doing if you want to make this tool better is if this had the same functionality as JTool and RMJ but it had some of these extra features this tool provides so it can completely outclass these older tools. But as it stands now, there is absolutely no reason to use this tool over JTool and RMJ besides if you really want to learn how to cactus. To top it all off, there aren't very many fangames at all that require cactus cancels so the usefulness of this tool drops off significantly as a result. Also, I want to bring up that this tool is a bit more complicated to use over JTool and RMJ which are easy to use and you can just as easily emulate jumps on a specific grid and on a specific fps to replicate the jump you are stuck on in full force. Also, RMJ has a feature where every time you die an afterimage is made of the previous kid to show how you succeeded a jump or died at a jump so you can constantly keep on learning how to perfect your movements so you can pass the jump you are stuck on consistently.
I apologize if I upset anyone who has read this review and didn't like what I have said. But, I am trying to be as objective as possible in this review to show why a tool like this is not needed these days. So as far as a verdict is concerned. This tool just does not have what it takes to make it a better pick over something like Jtool and RMJ which completely outclass this tool in every regard besides learning cactus cancels.
I won't rate this tool because I don't see the point but if I had to give it something I would probably just give it a few points for the extra features this provides and the fact that this tool may be better if you are learning how to cactus cancel.
Thank you to anyone who has read my review to the end I appreciate it.
[10] Likes
But I am here to give every game a fair chance after all so disregarding this. Lets look at the positives this tool provides over its competitors aka JTool and RMJ. The only thing that this may have over JTool and RMJ is being able to perform cactus cancels a lot easier since you can emulate it and actually learn how it works. To be honest, you can still do this in JTool and RMJ its just a lot harder there.
So how about the negatives to this game. The biggest one is allowing people to script jump cancel jumps and basically make it nearly 100% consistent. The other big problem about this tool is that it barely separates itself from JTool and RMJ to the point that I honestly see no point in its existence. If you really need to improve your jump cancel consistency there are many more options available such as getting the Razer Blackwidow keyboard which specializes in 1 framing and cancel consistency. The next option is using numpad since for some reason in fangames it allows the kid to get a 1f or lower in 95% consistency. The last option is just resorting to scripting but then at that point why are you playing the game if your just going to script it. The only reason I can see to script a needle game is if you want people to congratulate you on a hard needle clear (that you didn't earn because you scripted to clear it). But if that's what you want then its fair game to use it obviously.
Like I stated before... what I can recommend doing if you want to make this tool better is if this had the same functionality as JTool and RMJ but it had some of these extra features this tool provides so it can completely outclass these older tools. But as it stands now, there is absolutely no reason to use this tool over JTool and RMJ besides if you really want to learn how to cactus. To top it all off, there aren't very many fangames at all that require cactus cancels so the usefulness of this tool drops off significantly as a result. Also, I want to bring up that this tool is a bit more complicated to use over JTool and RMJ which are easy to use and you can just as easily emulate jumps on a specific grid and on a specific fps to replicate the jump you are stuck on in full force. Also, RMJ has a feature where every time you die an afterimage is made of the previous kid to show how you succeeded a jump or died at a jump so you can constantly keep on learning how to perfect your movements so you can pass the jump you are stuck on consistently.
I apologize if I upset anyone who has read this review and didn't like what I have said. But, I am trying to be as objective as possible in this review to show why a tool like this is not needed these days. So as far as a verdict is concerned. This tool just does not have what it takes to make it a better pick over something like Jtool and RMJ which completely outclass this tool in every regard besides learning cactus cancels.
I won't rate this tool because I don't see the point but if I had to give it something I would probably just give it a few points for the extra features this provides and the fact that this tool may be better if you are learning how to cactus cancel.
Thank you to anyone who has read my review to the end I appreciate it.
Rating: N/A
Difficulty: N/A
Sep 14, 2019
TheNewDerf [Creator]
For: XIFT
For: XIFT
Hey -- I appreciate everyone who has taken time to leave feedback, even though I don't make games anymore.
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
[14] Likes
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
Rating: N/A
Difficulty: N/A
Sep 14, 2019
Delicious Fruit