Latest Reviews
Cosmoing
For: I wanna KeyPick 100
For: I wanna KeyPick 100
This game to me is a bundle of great ideas put in a project doomed from the start. If you've played Stage 7 in Gaze at the Horizon, then this game uses the same gimmick: collect keys and open doors until you unlock the exit. You get 99 floors of this, and a small boss at the end to round things out.
The highlights here are without question the different gimmicks. I honestly never thought it would be possible to add interesting elements to key counting puzzles, but there's a good amount of interesting mechanics that get added throughout the floors. Stuff like 0-key doors, door mutations, or my personal favorite, master keys. They're great and add new layers of thinking to a very basic puzzle idea. The difficulty curve is also pretty nice: starts off very very simple and slowly progresses throughout the levels with more key colors, and more mechanics.
Sadly, 100 floors of counting keys is just not something that would ever work out. Puzzles get very repetitive and come down to adding more keys and more doors and a lot of the screen layouts get re-used in slightly different ways. The last 20 floors are major offenders of this, as most of them are the exact same screen layout but with different colors and key amounts. Some of the more interesting gimmicks only get added very late into the game, too: the first interesting gimmick really only comes around on floor 50, halfway through the game. On top of that, there's an insane amount of back and forth that needs to be done to solve single puzzles sometimes. Open a door, walk all the way across the screen to get a new key, walk back to open another door and get a new key, walk back again to open a door, etc. Puzzles will often take several minutes to solve, even if you already know the solution. It's extremely tedious and will make things quite boring sometimes. A final, minor complaint is that I wish the boss would've been more keypick oriented, instead of being a regular boss with a slight keypick element. It feels like it was put there for the sake of rounding things out instead of being a good addition to the game.
All in all, I can't say I'm too displeased with this. I still ended up playing it all the way through and there's definitively good elements in this, but it could've been much better. If the game's length was severely reduced, and the gimmicks were properly spread throughout, then I think this game could be really great. As it is now, I'm not sure I would recommend it.
[2] Likes
The highlights here are without question the different gimmicks. I honestly never thought it would be possible to add interesting elements to key counting puzzles, but there's a good amount of interesting mechanics that get added throughout the floors. Stuff like 0-key doors, door mutations, or my personal favorite, master keys. They're great and add new layers of thinking to a very basic puzzle idea. The difficulty curve is also pretty nice: starts off very very simple and slowly progresses throughout the levels with more key colors, and more mechanics.
Sadly, 100 floors of counting keys is just not something that would ever work out. Puzzles get very repetitive and come down to adding more keys and more doors and a lot of the screen layouts get re-used in slightly different ways. The last 20 floors are major offenders of this, as most of them are the exact same screen layout but with different colors and key amounts. Some of the more interesting gimmicks only get added very late into the game, too: the first interesting gimmick really only comes around on floor 50, halfway through the game. On top of that, there's an insane amount of back and forth that needs to be done to solve single puzzles sometimes. Open a door, walk all the way across the screen to get a new key, walk back to open another door and get a new key, walk back again to open a door, etc. Puzzles will often take several minutes to solve, even if you already know the solution. It's extremely tedious and will make things quite boring sometimes. A final, minor complaint is that I wish the boss would've been more keypick oriented, instead of being a regular boss with a slight keypick element. It feels like it was put there for the sake of rounding things out instead of being a good addition to the game.
All in all, I can't say I'm too displeased with this. I still ended up playing it all the way through and there's definitively good elements in this, but it could've been much better. If the game's length was severely reduced, and the gimmicks were properly spread throughout, then I think this game could be really great. As it is now, I'm not sure I would recommend it.
Rating: 4.7 47
Difficulty: 40 40
Nov 24, 2018
kurath
For: I wanna KeyPick 100
For: I wanna KeyPick 100
(Review mentions extra, rating does not include it) An interesting one, for sure. This guy has demonstrated a penchant for puzzles and I'm a fan of that. Having played through the vast majority of Gaze though, I felt that the keypick stage was far and away the worst thing in the game so this intrigued me - either it was commitment to a mistake or a chance to redeem himself. In this case, it was the latter.
Unlike the keypick stage in Horizon, these puzzles are much more compacted and actually use some interesting and complicated concepts instead of 'how many doors and tedious timesinks can be jammed into a single screen'. In that regard, the design is much improved.
Unfortunately, instead, this game suffers from the classic 100 Floor syndrome though, seen in a lot of games of the genre. I would flag roughly about half of the floors completely meaningless and repetitive. The solution in these are either basically the exact same as a previous, with no interesting concepts and no real difficulty. Fortunately there's a number of good ones along the way, as he certainly adds a lot of depth to the concept compared to the horizon stage. Unfortunately it also suffers from a bit too much complexity jammed into a little door, and can frequently make it difficult to tell exactly whats going on. I imagine the in-game instructions help with that, but they are all in Japanese so be aware of that.
Overall its a good puzzle game - I wouldn't say ever gets very difficult though some rooms get long enough that they become tough to get through if you don't want to plan it out. The platforming is basically non-existent, and to some extent detracts from the game as there's a ton of walking back and forth in empty space just from one spot to another, frequently in layouts where its not optimized for convenient paths. Finally, there's a nice little boss at the end - very easy but serves as a nice finale for the game.
There is an extra that requires finding shiny keys. Some of these are okay, most of them are just stupid. There is a guide available [url=https://pastebin.com/X7Y0KqX7]here[/url] if interested (credit to whoever posted it, it wasn't me). That said, extra is just a re-hash of the tedious Horizon stage, so not really worth the trouble.
I'd recommend this if you like puzzles and want to take it easy as you'll have a lot of time just walking back and forth to not stress yourself out. The puzzles do not get too difficult (much easier than Ponder or Horizon's), so it's probably a decent intermediary choice between something like Design or Solve Color Puzzle in the scope of Fangame puzzle games before the aforementioned harder ones.
[3] Likes
Unlike the keypick stage in Horizon, these puzzles are much more compacted and actually use some interesting and complicated concepts instead of 'how many doors and tedious timesinks can be jammed into a single screen'. In that regard, the design is much improved.
Unfortunately, instead, this game suffers from the classic 100 Floor syndrome though, seen in a lot of games of the genre. I would flag roughly about half of the floors completely meaningless and repetitive. The solution in these are either basically the exact same as a previous, with no interesting concepts and no real difficulty. Fortunately there's a number of good ones along the way, as he certainly adds a lot of depth to the concept compared to the horizon stage. Unfortunately it also suffers from a bit too much complexity jammed into a little door, and can frequently make it difficult to tell exactly whats going on. I imagine the in-game instructions help with that, but they are all in Japanese so be aware of that.
Overall its a good puzzle game - I wouldn't say ever gets very difficult though some rooms get long enough that they become tough to get through if you don't want to plan it out. The platforming is basically non-existent, and to some extent detracts from the game as there's a ton of walking back and forth in empty space just from one spot to another, frequently in layouts where its not optimized for convenient paths. Finally, there's a nice little boss at the end - very easy but serves as a nice finale for the game.
There is an extra that requires finding shiny keys. Some of these are okay, most of them are just stupid. There is a guide available [url=https://pastebin.com/X7Y0KqX7]here[/url] if interested (credit to whoever posted it, it wasn't me). That said, extra is just a re-hash of the tedious Horizon stage, so not really worth the trouble.
I'd recommend this if you like puzzles and want to take it easy as you'll have a lot of time just walking back and forth to not stress yourself out. The puzzles do not get too difficult (much easier than Ponder or Horizon's), so it's probably a decent intermediary choice between something like Design or Solve Color Puzzle in the scope of Fangame puzzle games before the aforementioned harder ones.
Rating: 7.2 72
Difficulty: 50 50
Nov 24, 2018
theTics
For: I wanna play the Rubber Trap
For: I wanna play the Rubber Trap
Tagged as: 100_Floor
[0] Likes
Rating: 6.0 60
Difficulty: 24 24
Nov 24, 2018
theTics
For: A needle
For: A needle
Time has changed and the game was updated. Surely my rating is also changed.
2022-11-14 edit
2022-11-14 edit
Tagged as: Needle
[1] Like
Rating: 8.0 80
Difficulty: 60 60
Nov 24, 2018
theTics
For: I wanna be the 斜め針+α
For: I wanna be the 斜め針+α
rating includes +α. short low quality needle game. not worth
[0] Likes
Rating: 0.2 2
Difficulty: 20 20
Nov 24, 2018
moogy
For: I wanna be the Angel Needle
For: I wanna be the Angel Needle
Kinda fun pseudo-L game, worth a play if you're bored and somewhat decent at needle.
The second BGM is unbelievably loud holy shit
[0] Likes
The second BGM is unbelievably loud holy shit
Rating: 6.5 65
Difficulty: 59 59
Nov 24, 2018
RandomErik
For: I wanna be the (・ω<)☆
For: I wanna be the (・ω<)☆
SHABADOOBIE TOUCH HENSHIN
[0] Likes
Rating: 8.0 80
Difficulty: 40 40
Nov 24, 2018
skywalker
For: I wanna be the engine beast edition
For: I wanna be the engine beast edition
The world's dirtiest engine
[4] Likes
Rating: 6.2 62
Difficulty: N/A
Nov 24, 2018
Delicious Fruit