Latest Reviews
dono
For: I wanna Mad Needle
For: I wanna Mad Needle
no one's reviewed this game with words for a reason, it's a single screen of ok-ish difficult needle. that's it. simple visuals and no music. it's playable, I guess...
[0] Likes
Rating: 2.0 20
Difficulty: 80 80
Sep 5, 2019
SSSSGLT
For: I wanna be the Rondo
For: I wanna be the Rondo
The first few screens are amazing, but less fun in the later stages. Some places suck. And there's a little bug in this game.
[0] Likes
Rating: 7.4 74
Difficulty: 62 62
Sep 5, 2019
Cosmoing
For: i wanna guy cosmo
For: i wanna guy cosmo
This checks all the notes for my sudoku game loving self and goes beyond that. It's not too hard and it blows my mind without being crazy. There's only 3 stages with a few screens each so it ends up being rather short, but the platforming is actually good and the bosses are, at worst, alright. The weirdness feels natural and is honestly really fun to play with. I think the game could do without using screen layouts from other stuff but it's still done well so it's not really an issue. If you're into sudoku stuff, you'll love this.
[5] Likes
Rating: 7.0 70
Difficulty: 35 35
Sep 5, 2019
UTaLeTy
For: I wanna break the Series Z 2 Remake
For: I wanna break the Series Z 2 Remake
Difficulty adjusted compared to the original Z2
But 4 stage exceeds the difficulty of the original Z2
[0] Likes
But 4 stage exceeds the difficulty of the original Z2
Rating: 8.0 80
Difficulty: 80 80
Sep 5, 2019
Cosmoing
For: I wanna be the Contribution
For: I wanna be the Contribution
A rather short trap game (5 screens or so). The platforming was alright and the traps were pretty good, made me laugh a few times. There's also a boss with a decent concept but it's very basic. Game doesn't overstay its welcome. Would recommend.
[0] Likes
Rating: 6.5 65
Difficulty: 35 35
Sep 5, 2019
MegaKid
For: I wanna break the Series Z 2 Remake
For: I wanna break the Series Z 2 Remake
It still Z2 but this is a remake ver
something new i really like in remake ver:
1. New secret : Portal room ( you can view all screen to collect all secret , secret 2 )
2. There are some new effect on some screen
3. Remake boss and stage much more easier than original ver
[1] Like
something new i really like in remake ver:
1. New secret : Portal room ( you can view all screen to collect all secret , secret 2 )
2. There are some new effect on some screen
3. Remake boss and stage much more easier than original ver
Rating: 9.0 90
Difficulty: N/A
Sep 5, 2019
Xplayerlol
For: I wanna Sunspike
For: I wanna Sunspike
Old, very well-known needle/avoidance combo. It consists of five (?) stages of platforming, followed by the avoidance that makes this game well-known.
The platforming is pretty generic, no way around it. The vast majority of its jumps are generic, and many of them are recycled a couple times. Furthermore, every now and then the difficulty of individual saves will focus on a single jump (Which might be one of the last). However, I still can't say I completely hated it. While the jumps may be generic, they are used in interesting ways every now and then, and the actually poorly designed sections aren't a major portion of the game. I ended up enjoying my time more than I thought I would.
The difficulty curve is pretty decent, too. From stage 1 to stage 5, every stage is miles of difficulty above the previous ones (Though harder saves from earlier stages may be harder than easier saves from later stages), but still within reach. I believe this is actually a pretty nice fangame choice for newer needle players that want to improve. It starts at a beginner-friendly difficulty, and with each difficulty boost it encourages to player to push forward just a little further, see how far might they be able to reach. Even if you can't reach the end right away, there's a good chance you'll be able to do it later on, after a long break and intensive needle training with other fangames. Plus, if you are a beginner, it shouldn't make a difference whether a jump is generic or not. You haven't seen that many corners, diagonals and gates (Urgh) in your life yet. The last save in the game is notorious for its difficulty and, although I personally never had trouble with it, I do agree that it's harder than the rest of the stage (Just not by a lot, which is good). I think it's a pretty good final challenge.
One amusing trivia: It's hard to tell for sure how many stages Sunspike has. It only has four transitions between stages (1-2, 2-3, 3-4 and 4-5), so it makes sense to say there are five stages. However, there are six sets of musics, and seven sets of visuals? But it gets weirder. After a couple screens, the visuals revert back to stage 5's, while the music remains the same. Weirdest of all, the readme says "one area", so one stage? And the music credits only reference three stages. It's pretty amusing.
Your reward for making your way through the platforming is the legendary IA avoidance. Back in 2013, production value in avoidances (Or needle. Or anywhere besides adventure) wasn't a thing (It existed, if you looked hard enough), so it's always impressive to see an avoidance this much ahead of its time. Even by nowadays standards, I'd say this avoidance holds its ground fairly well. The visuals are beautiful, and even if you rule the sphere out, the creativity is still visible.
Gameplay-wise, things are a little more tricky. The avoidance is a healthy mix between RNG and pattern attacks. I would like to say that the difficulty remains balanced through the fight, but the heart patterns in the second chorus and the wall-heavy RNG that accompanies them won't let me. Also, the slow part that precedes this chorus feels too slow and uneventful compared to the rest of the fight. Ignoring these sections, however, the avoidance is pretty fun.
Until the end of the fight, anyway. It's pretty easy to hate the last attack. It's a precise pattern attack that feels confusing and dreadfully difficult, forcing you to retry over and over again (Hi, heart patterns, can you let me through this time?) for a chance to understand it again. But after a few attempts, it feels rather natural to move around it (Also, it's a relatively short attack). It's not an attack leagues above the rest of the avoidance's difficulty, placed there just to farm deaths, and it doesn't feel that way. It's just an unique last attack that might be tricky to get used to, placed there to give the fight a gran finale, and it does feel that way. And as such, I really can't say I dislike it.
Sunspike does have its flaws. I don't believe it compares to some more recent fangames (In terms of needle, avoidance, or both), which may feel less ambitious, but also feel much better polished. My rating reflects that thought. However, there are many reasons for me to like this. It's good training, it's a good influence, it's beautiful and, most important of all, it's much more enjoyable to play than it might seem. Would recommend.
[2] Likes
The platforming is pretty generic, no way around it. The vast majority of its jumps are generic, and many of them are recycled a couple times. Furthermore, every now and then the difficulty of individual saves will focus on a single jump (Which might be one of the last). However, I still can't say I completely hated it. While the jumps may be generic, they are used in interesting ways every now and then, and the actually poorly designed sections aren't a major portion of the game. I ended up enjoying my time more than I thought I would.
The difficulty curve is pretty decent, too. From stage 1 to stage 5, every stage is miles of difficulty above the previous ones (Though harder saves from earlier stages may be harder than easier saves from later stages), but still within reach. I believe this is actually a pretty nice fangame choice for newer needle players that want to improve. It starts at a beginner-friendly difficulty, and with each difficulty boost it encourages to player to push forward just a little further, see how far might they be able to reach. Even if you can't reach the end right away, there's a good chance you'll be able to do it later on, after a long break and intensive needle training with other fangames. Plus, if you are a beginner, it shouldn't make a difference whether a jump is generic or not. You haven't seen that many corners, diagonals and gates (Urgh) in your life yet. The last save in the game is notorious for its difficulty and, although I personally never had trouble with it, I do agree that it's harder than the rest of the stage (Just not by a lot, which is good). I think it's a pretty good final challenge.
One amusing trivia: It's hard to tell for sure how many stages Sunspike has. It only has four transitions between stages (1-2, 2-3, 3-4 and 4-5), so it makes sense to say there are five stages. However, there are six sets of musics, and seven sets of visuals? But it gets weirder. After a couple screens, the visuals revert back to stage 5's, while the music remains the same. Weirdest of all, the readme says "one area", so one stage? And the music credits only reference three stages. It's pretty amusing.
Your reward for making your way through the platforming is the legendary IA avoidance. Back in 2013, production value in avoidances (Or needle. Or anywhere besides adventure) wasn't a thing (It existed, if you looked hard enough), so it's always impressive to see an avoidance this much ahead of its time. Even by nowadays standards, I'd say this avoidance holds its ground fairly well. The visuals are beautiful, and even if you rule the sphere out, the creativity is still visible.
Gameplay-wise, things are a little more tricky. The avoidance is a healthy mix between RNG and pattern attacks. I would like to say that the difficulty remains balanced through the fight, but the heart patterns in the second chorus and the wall-heavy RNG that accompanies them won't let me. Also, the slow part that precedes this chorus feels too slow and uneventful compared to the rest of the fight. Ignoring these sections, however, the avoidance is pretty fun.
Until the end of the fight, anyway. It's pretty easy to hate the last attack. It's a precise pattern attack that feels confusing and dreadfully difficult, forcing you to retry over and over again (Hi, heart patterns, can you let me through this time?) for a chance to understand it again. But after a few attempts, it feels rather natural to move around it (Also, it's a relatively short attack). It's not an attack leagues above the rest of the avoidance's difficulty, placed there just to farm deaths, and it doesn't feel that way. It's just an unique last attack that might be tricky to get used to, placed there to give the fight a gran finale, and it does feel that way. And as such, I really can't say I dislike it.
Sunspike does have its flaws. I don't believe it compares to some more recent fangames (In terms of needle, avoidance, or both), which may feel less ambitious, but also feel much better polished. My rating reflects that thought. However, there are many reasons for me to like this. It's good training, it's a good influence, it's beautiful and, most important of all, it's much more enjoyable to play than it might seem. Would recommend.
Rating: 7.3 73
Difficulty: 77 77
Sep 5, 2019
Delicious Fruit