Latest Reviews
Goran [Creator]
For: I wanna be the Green Needle
For: I wanna be the Green Needle
This was my second try to make a game. Its a corridor needle with some weird celling hights and not to long saves. Maybe it was an ok needle for his time, but now its pretty bad.
Don't recommend playing it if you are not doing roulette.
Don't recommend playing it if you are not doing roulette.
Tagged as: Needle
[1] Like
Rating: N/A
Difficulty: 62 62
Sep 4, 2019
Goran [Creator]
For: I wanna beat the 2 Needle Rooms
For: I wanna beat the 2 Needle Rooms
First fangame I made and it was a mistake. Shit game, dont play it.
Tagged as: Needle
[1] Like
Rating: N/A
Difficulty: 75 75
Sep 4, 2019
clablbkao
For: I wanna enjoy the Electrified Butterscotch Dandy
[0] Likes
For: I wanna enjoy the Electrified Butterscotch Dandy
[0] Likes
Rating: 8.2 82
Difficulty: 56 56
Sep 4, 2019
mexmen2011
For: I wanna be the EDF
For: I wanna be the EDF
Me encanto pero los jefes son una completa locura XD , muy bueno
[0] Likes
Rating: 9.0 90
Difficulty: 60 60
Sep 4, 2019
ElCochran90
For: I wanna take the Timemachine
For: I wanna take the Timemachine
Rating based on 100% completion. Difficulty rating is based on completing the game on NORMAL Mode on both the 0.74 version and the 0.77 version. Review is based on the 0.77 version. Difficulty rating for easiest difficulty: 45.
This game punched me in the face with groundbreaking fangame awesomeness, SO EXPECT SPOILERS ALL OVER THE PLACE (correctly marked, of course). Influka is definitely one of the most underrated creators in the site and has an appeal that will make Western players at least scratch their heads or raise their eyebrows. There are many reasons that I can use to defend this breathtaking success:
1) It is a tribute to the original outstanding and almost equally underrated great games: I Wanna Be The Guy and I Wanna Be The Boshy. Solgryn made something genius back in 2010, and I have rarely encountered deliveries that have pushed it down my rankings: unseen production value, smashing creativity, a true tribute to the retro era of videogames, an original engine (that didn't always work for the platforming, I admit), memorable boss fights, a final boss that was destined to be a legend, a beta prototype for online multiplayer gaming, character selection, endless variety, a long adventure, great soundtrack, and the freaking list goes on. Now take the Genesis 1:1 of fangames that happened in 2007: Kayin, a creator that Kamilia and Influka never stopped thanking. The amount of rules it established for over 9,000 (no meme intended) future deliveries was, and is, a sensation felt either in that game or in other fangames that, even today, try to resurrect the old era of fangames, such as Vegetable 1 & 2. Not everyone today is a fan of the platforming, gimmicks or engine of the original; I find it a brilliant, frustrating (in a good way) creation that sparked creativity all over the place and became a worldwide challenge and an Internet sensation. That game is the reason we're all here, but being objective, I find myself replaying Kayin's beautiful piece on Normal difficulty again and again even today.
Well, Timemachine does everything stated above and multiplies it by 1.5. How? Number 2 answers that.
2) This is a fangame that creates its own ambitious macrocosm using a cliched time-travelling plot argument to depict several worlds with less variety than Boshy, but with more creativity than the Guy, with more effectiveness than both, equally memorable bosses (most of which are taken from the two key moments mentioned above), and a spectacular final boss that uses the same concept of Kamilia 1: a non-avoidance vocaloid boss that summons the powers of all the previous bosses you have faced. This became popular in later Influka's projects. The final boss is the perfect example of how to use instrumental vocaloid and, along with the graphics and concept, make it one of my favorite final bosses of fangame history. It is atmospheric, exciting, rhythmic and challenging at the same time, placing you in th challenge of dominating, at least, 2 out of 5 attacks in order to be successful (this, of course, depends on the difficulty chosen).
3) While making huge nods to Guy and Boshy that feel like tributes instead of plagiarism, the game feels authentic. It does implement the most common engine, but also there is a ton of original content within its constant references. It is rare to see a game focused AS MUCH (literally 50%) on bosses as it is on platforming. The stages, some people claim, are too short, but they happen to take you as much time, in average, than the normal stages. This is an odd formula but within the context of this effort it did wonders. It never made the game repetitive in its screens and that is a big plus. Sometimes less is more and Influka doesn't waste a single screen. Secret bosses, although familiar faces, are also a blast and the game reuses them in amazing ways. The combination between Mario and Sonic will surprise you, or not, because you have already played Boshy and know the reputation of those guys.
4) The production value and soundtrack are spectacular. If I made an imaginary ratio of Influka/Boshy production value, I would come up with a 93%. Just like in Boshy, this is never a detriment to the game or platforming, UNLIKE in some instances of Boshy. Needle is never unfair (maybe just ONE jump of the second screen of the second stage), gimmicks are fantastic and graphics interact greatly with it.
5) I was mentally struggling with the fact of including this as another point or not, because it is related to the bosses, but damn it, the Game-Terminators were a fantastically surreal and challenging addition. Korean drugs to the third power multiplied by memes, these terminators are unforgettable in many ways and when you stumble upon them you WILL literally have a face reaction, either positive or negative. Difficulty peak is high, but the randomness is oddly irresistible, and even if you don't understand Korean, you will have a laugh if you didn't hate the idea since the beginning. Also, knowing the origin of these memes adds a lot. It's such a bizarre instance. I always welcome experimentation in all art forms.
Boshy, as of today, has over 110 reviews. Guy has 90. This should have at least 65 reviews. It deserves a lot of popularity; however, due to personal reasons, it is a gigantic shame that this fangame later became private, and recently public again for a short time, and for an older version. The sequel has the same problem. I am no one to criticize such decision, but people that want to remember what initially brought us here and are still capable of extracting all the possible enjoyment out of it should come back to this game, because I consider it more important than Kill the Guy or Cultured. If My Heart Goes On has over 90 reviews for being a meme game, what does a unique and ambitious effort really deserve?
OH! How to play? After playing it many times because of pure joy, my personal recommendation is:
1) Normal
2) Auto-Fire ON (It is actually a game with bosses DESIGNED FOR THIS PURPOSE)
3) 0.77 Version
[3] Likes
This game punched me in the face with groundbreaking fangame awesomeness, SO EXPECT SPOILERS ALL OVER THE PLACE (correctly marked, of course). Influka is definitely one of the most underrated creators in the site and has an appeal that will make Western players at least scratch their heads or raise their eyebrows. There are many reasons that I can use to defend this breathtaking success:
1) It is a tribute to the original outstanding and almost equally underrated great games: I Wanna Be The Guy and I Wanna Be The Boshy. Solgryn made something genius back in 2010, and I have rarely encountered deliveries that have pushed it down my rankings: unseen production value, smashing creativity, a true tribute to the retro era of videogames, an original engine (that didn't always work for the platforming, I admit), memorable boss fights, a final boss that was destined to be a legend, a beta prototype for online multiplayer gaming, character selection, endless variety, a long adventure, great soundtrack, and the freaking list goes on. Now take the Genesis 1:1 of fangames that happened in 2007: Kayin, a creator that Kamilia and Influka never stopped thanking. The amount of rules it established for over 9,000 (no meme intended) future deliveries was, and is, a sensation felt either in that game or in other fangames that, even today, try to resurrect the old era of fangames, such as Vegetable 1 & 2. Not everyone today is a fan of the platforming, gimmicks or engine of the original; I find it a brilliant, frustrating (in a good way) creation that sparked creativity all over the place and became a worldwide challenge and an Internet sensation. That game is the reason we're all here, but being objective, I find myself replaying Kayin's beautiful piece on Normal difficulty again and again even today.
Well, Timemachine does everything stated above and multiplies it by 1.5. How? Number 2 answers that.
2) This is a fangame that creates its own ambitious macrocosm using a cliched time-travelling plot argument to depict several worlds with less variety than Boshy, but with more creativity than the Guy, with more effectiveness than both, equally memorable bosses (most of which are taken from the two key moments mentioned above), and a spectacular final boss that uses the same concept of Kamilia 1: a non-avoidance vocaloid boss that summons the powers of all the previous bosses you have faced. This became popular in later Influka's projects. The final boss is the perfect example of how to use instrumental vocaloid and, along with the graphics and concept, make it one of my favorite final bosses of fangame history. It is atmospheric, exciting, rhythmic and challenging at the same time, placing you in th challenge of dominating, at least, 2 out of 5 attacks in order to be successful (this, of course, depends on the difficulty chosen).
3) While making huge nods to Guy and Boshy that feel like tributes instead of plagiarism, the game feels authentic. It does implement the most common engine, but also there is a ton of original content within its constant references. It is rare to see a game focused AS MUCH (literally 50%) on bosses as it is on platforming. The stages, some people claim, are too short, but they happen to take you as much time, in average, than the normal stages. This is an odd formula but within the context of this effort it did wonders. It never made the game repetitive in its screens and that is a big plus. Sometimes less is more and Influka doesn't waste a single screen. Secret bosses, although familiar faces, are also a blast and the game reuses them in amazing ways. The combination between Mario and Sonic will surprise you, or not, because you have already played Boshy and know the reputation of those guys.
4) The production value and soundtrack are spectacular. If I made an imaginary ratio of Influka/Boshy production value, I would come up with a 93%. Just like in Boshy, this is never a detriment to the game or platforming, UNLIKE in some instances of Boshy. Needle is never unfair (maybe just ONE jump of the second screen of the second stage), gimmicks are fantastic and graphics interact greatly with it.
5) I was mentally struggling with the fact of including this as another point or not, because it is related to the bosses, but damn it, the Game-Terminators were a fantastically surreal and challenging addition. Korean drugs to the third power multiplied by memes, these terminators are unforgettable in many ways and when you stumble upon them you WILL literally have a face reaction, either positive or negative. Difficulty peak is high, but the randomness is oddly irresistible, and even if you don't understand Korean, you will have a laugh if you didn't hate the idea since the beginning. Also, knowing the origin of these memes adds a lot. It's such a bizarre instance. I always welcome experimentation in all art forms.
Boshy, as of today, has over 110 reviews. Guy has 90. This should have at least 65 reviews. It deserves a lot of popularity; however, due to personal reasons, it is a gigantic shame that this fangame later became private, and recently public again for a short time, and for an older version. The sequel has the same problem. I am no one to criticize such decision, but people that want to remember what initially brought us here and are still capable of extracting all the possible enjoyment out of it should come back to this game, because I consider it more important than Kill the Guy or Cultured. If My Heart Goes On has over 90 reviews for being a meme game, what does a unique and ambitious effort really deserve?
OH! How to play? After playing it many times because of pure joy, my personal recommendation is:
1) Normal
2) Auto-Fire ON (It is actually a game with bosses DESIGNED FOR THIS PURPOSE)
3) 0.77 Version
Rating: 8.3 83
Difficulty: 65 65
Sep 4, 2019
DestructorTheDestroyer
For: Collab of Needle Master - Blind Needle Race
[0] Likes
For: Collab of Needle Master - Blind Needle Race
[0] Likes
Rating: 7.0 70
Difficulty: 75 75
Sep 3, 2019
Arle17
For: I wanna conceptualize the Omnitruncated Tesseract
[0] Likes
For: I wanna conceptualize the Omnitruncated Tesseract
[0] Likes
Rating: 6.0 60
Difficulty: 40 40
Sep 3, 2019
MikuStar263
For: I wanna be the NMN II
For: I wanna be the NMN II
very good.
Tagged as: Collab
[0] Likes
Rating: 7.9 79
Difficulty: 53 53
Sep 3, 2019
MikuStar263
For: I wanna love the Spike
For: I wanna love the Spike
the death effect is awesome, i like the other visuals and the jumps are very good - i like this!
[0] Likes
Rating: 7.5 75
Difficulty: 55 55
Sep 3, 2019
Delicious Fruit