Latest Reviews
Bugen
For: I wanna Helltake
For: I wanna Helltake
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: 55 55
Jul 4, 2025
Cythraul
For: Ebb Needle 2024
For: Ebb Needle 2024
Rating includes extra.
Any% is 60 difficulty.
[0] Likes
Any% is 60 difficulty.
Rating: 7.7 77
Difficulty: 63 63
Jul 4, 2025
UbersawMedic
For: I wanna KILL BOWSER CHAPTER 1 & 2
For: I wanna KILL BOWSER CHAPTER 1 & 2
Before you consider playing this game, what the reviews mentioned of the previous version of this game still apply to this one. Indeed, the game doesn't keep track of saves after restarting it, which means you have to play the whole thing in one sitting. And with how this game is pretty chunky now, this means that you are going to need 1.5-2 hours of uninterrupted playtime to reach the end.
Despite how relatively new this game is, it still feels like a fangame you could find on the old days at the forum. When you play through this game, it feels like cutting a section of a tree trunk and looking at each of the layers. By progressing through the stages, you can see the maker figure out how to program new stuff, and new objects used for a single screen get reused without restraint from there on.
There's nothing that unifies all the stages, rather than the vague concept of "retro". Even better, you kill Bowser midway through the game, while the final boss is the first phase of The Guy. Just in the first phase, the victory jingle playing to completion felt odd.
The game introduces a UI element to count yellow keys that serve to open doors. There's only one key and one door in the whole game.
The other UI element is used for the much more prevalent Green Stars. The levels where they are present turn into mini-colectathons, where the warp doesn't spawn until you get all three. Very frequently, they are at the end of hallways, making the walk back feel almost meditative in nature.
These tend to make each screen take at least 5 minutes to clear, creating long saves by their mere existence. And while that would usually be very worrying for less polished games such as this, the game is... kind of reasonable about it? The game, oddly enough, has a sense of balance, and no screen or jump is too unreasonable. The one screen that is harder than the rest is even highlighted in the credits as the one the creator themselves thinks is the hardest. So, there was definitely intent behind the difficulty balance.
So, I genuinely had fun discovering what this game had to offer! By the second half of the game, I started using autoshoot to make some bosses go by faster, but I don't think it's really needed. It's a cute game, and I am better for having played through it.
[2] Likes
Despite how relatively new this game is, it still feels like a fangame you could find on the old days at the forum. When you play through this game, it feels like cutting a section of a tree trunk and looking at each of the layers. By progressing through the stages, you can see the maker figure out how to program new stuff, and new objects used for a single screen get reused without restraint from there on.
There's nothing that unifies all the stages, rather than the vague concept of "retro". Even better, you kill Bowser midway through the game, while the final boss is the first phase of The Guy. Just in the first phase, the victory jingle playing to completion felt odd.
The game introduces a UI element to count yellow keys that serve to open doors. There's only one key and one door in the whole game.
The other UI element is used for the much more prevalent Green Stars. The levels where they are present turn into mini-colectathons, where the warp doesn't spawn until you get all three. Very frequently, they are at the end of hallways, making the walk back feel almost meditative in nature.
These tend to make each screen take at least 5 minutes to clear, creating long saves by their mere existence. And while that would usually be very worrying for less polished games such as this, the game is... kind of reasonable about it? The game, oddly enough, has a sense of balance, and no screen or jump is too unreasonable. The one screen that is harder than the rest is even highlighted in the credits as the one the creator themselves thinks is the hardest. So, there was definitely intent behind the difficulty balance.
So, I genuinely had fun discovering what this game had to offer! By the second half of the game, I started using autoshoot to make some bosses go by faster, but I don't think it's really needed. It's a cute game, and I am better for having played through it.
Rating: 7.0 70
Difficulty: 30 30
Jul 3, 2025
Riot3_1_2_1
For: I wanna Psychogram
For: I wanna Psychogram
Rating is based on medium mode
One of best avoidances I ever played! I think, if the rng was a bit better, I would put all 10/10. Good job!
[1] Like
One of best avoidances I ever played! I think, if the rng was a bit better, I would put all 10/10. Good job!
Rating: 9.5 95
Difficulty: 62 62
Jul 3, 2025
2drunk2drive
For: I wanna go too far
For: I wanna go too far
nine outta ten sociopaths agree
[0] Likes
Rating: 7.5 75
Difficulty: 40 40
Jul 3, 2025
Renko97
For: I wanna be the BRAVE GUY
For: I wanna be the BRAVE GUY
Un juego de aventura muy largo que tiene bosses 50/50, Rng o suerte, ademas de tener que agarrar los secretos que son muchos. El juego tiene fisicas como el best guy asi que a joder mucho en la parte needle.
[0] Likes
Rating: 5.5 55
Difficulty: 58 58
Jul 3, 2025
UbersawMedic
For: I Wanna Be Full Hearted [DEMO]
For: I Wanna Be Full Hearted [DEMO]
Short but decent demo! Only covering one stage of what hopefully is going to become a full game, I enjoyed the 10 minutes it took me to beat this.
Even though it uses mostly default renex engine assets, the game still has some care put into its presentation. Apparently there's a lightning system built into renex engine, which I've seen used for the first time in this game, to pretty decent effect. Sometimes the screens end up too dark to see comfortably in a lit room, and there not being a light around the kid makes playing under those conditions harder than it should be.
The level design is pretty good; the screens are varied but still feel cohesive. There's a screen with a couple of required corners that feel out of place. You can get the correct align to deal with them pretty easily, but I can see someone that doesn't know the setup struggle, especially as the rest of the game doesn't really ask you for technical knowledge like that.
There are also a couple other nitpicks, like some tiles covering spikes that can still kill you, or some stretched-out blocks looking a bit odd.
Still, this game makes me excited to see a full version come out! I will definitely keep an eye out for it.
[1] Like
Even though it uses mostly default renex engine assets, the game still has some care put into its presentation. Apparently there's a lightning system built into renex engine, which I've seen used for the first time in this game, to pretty decent effect. Sometimes the screens end up too dark to see comfortably in a lit room, and there not being a light around the kid makes playing under those conditions harder than it should be.
The level design is pretty good; the screens are varied but still feel cohesive. There's a screen with a couple of required corners that feel out of place. You can get the correct align to deal with them pretty easily, but I can see someone that doesn't know the setup struggle, especially as the rest of the game doesn't really ask you for technical knowledge like that.
There are also a couple other nitpicks, like some tiles covering spikes that can still kill you, or some stretched-out blocks looking a bit odd.
Still, this game makes me excited to see a full version come out! I will definitely keep an eye out for it.
Rating: 7.0 70
Difficulty: 45 45
Jul 3, 2025
DerpyHoovesIWBTG
For: I wanna be the abyss
For: I wanna be the abyss
The spike on the second to last save is moved left by one pixel.
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Jul 3, 2025
Delicious Fruit