Latest Reviews
kurath
For: I wanna make you ya 2
For: I wanna make you ya 2
A decidedly okay needle game. I felt like it got worse as time went on - the start was more interesting and the second to last area felt like it was just one very precise jump with a bunch of filler around it.
Finally, it ends in a cliche one-jump per room section which while not difficult compared to the rest of the game had no logical difficulty curve, felt all over the place and did the usual mistake of requiring the player to walk across half a room first for no apparent reason.
Sheep makes some creative jumps, and it shows here, but creative isn't always that interesting.
Finally, it ends in a cliche one-jump per room section which while not difficult compared to the rest of the game had no logical difficulty curve, felt all over the place and did the usual mistake of requiring the player to walk across half a room first for no apparent reason.
Sheep makes some creative jumps, and it shows here, but creative isn't always that interesting.
Tagged as: Needle
[0] Likes
Rating: 5.7 57
Difficulty: 65 65
Jul 17, 2018
SUDALV
For: I Wanna Make It Breaking Out
For: I Wanna Make It Breaking Out
Ужасающе отвратительная игра, даже не думайте притрагиваться к ней, это сочетание унылой тягомотины как в платформинге так и в боссах с высокой сложностью, СЛЕГКА приправленые интересным контентом, особенно под конец игры, но поверьте, этот хороший контент абсолютно не стоит того. Максимум можете попробовать с сейвхака поиграть в интересные уровни/боссов.
[2] Likes
Rating: 1.4 14
Difficulty: 70 70
Jul 17, 2018
DerpyHoovesIWBTG
For: さまざまなねこ
For: さまざまなねこ
Small avoidance where you have to avoid RNG lightning bolts that go in all kinds of directions. Once you're almost halfway through or at the end a cat jumps at the bottom of the screen which can be a bit annoying when you can't find a place to jump at. The first half starts off rather easy if you get a lot of space to dodge the lightning but the second half is where RNG matters a lot. You'll most likely end up dying the second you get to the second half or dodge it all, get hit by the cat or end up dying by one of the last few lightning bolts. If you do get past it a bunch of fast bouncing lightning bolts will launch through the screen along with a single warp. It's best to just hug the wall or you'll most likely end up dying. If you hit the warp you'll get sent to the clear screen with a bunch of dead cats flying out of a hole. Touching it throws you to this small cutscene where you'll eventually die by an explosion, but once you respawn you'll be at the clear screen again.
[3] Likes
Rating: 5.4 54
Difficulty: 52 52
Jul 17, 2018
kurath
For: I wanna Go Ahead!
For: I wanna Go Ahead!
This game is incredibly creative - probably the thing that stands out most about it. Every screen, every stage really characterizes this. There's a ton of creative gimmicks, creative traps and creative bosses.
From a platforming perspective this usually works out. You'll see new stuff constantly and there's a ton of variety. Sometimes you'll go for a bit without a trap and it'll come up with something weird to surprise and crush you. Production in the stages is great to keep in line with this, making it feel like everything changes all the time.
From a boss perspective... well, that's a different story. Every boss is interesting and creative, there's no doubt about that. However it really doesn't work so well here. In fact, this game has probably some of the worst design in bosses I've ever seen in fangames. Every single boss has something astoundingly terrible about it. On the other hand - they're all still creative and not very hard, so it really doesn't bog you down. If anything, it feels like a wow moment where you wonder how anyone thought it was a good idea and then you move on which is a peculiar dynamic. I'm glad the makers didn't go for difficulty or this would be a truly terrible experience.
All in all, its still very good. There's a ton of fun stuff and the terrible parts don't really get in your way for long. I'd recommend it to anyone looking for a pretty easy game filled with tons of variety.
[0] Likes
From a platforming perspective this usually works out. You'll see new stuff constantly and there's a ton of variety. Sometimes you'll go for a bit without a trap and it'll come up with something weird to surprise and crush you. Production in the stages is great to keep in line with this, making it feel like everything changes all the time.
From a boss perspective... well, that's a different story. Every boss is interesting and creative, there's no doubt about that. However it really doesn't work so well here. In fact, this game has probably some of the worst design in bosses I've ever seen in fangames. Every single boss has something astoundingly terrible about it. On the other hand - they're all still creative and not very hard, so it really doesn't bog you down. If anything, it feels like a wow moment where you wonder how anyone thought it was a good idea and then you move on which is a peculiar dynamic. I'm glad the makers didn't go for difficulty or this would be a truly terrible experience.
All in all, its still very good. There's a ton of fun stuff and the terrible parts don't really get in your way for long. I'd recommend it to anyone looking for a pretty easy game filled with tons of variety.
Rating: 8.0 80
Difficulty: 45 45
Jul 17, 2018
dimasik1997
For: I wanna get used to Needle Game
[0] Likes
For: I wanna get used to Needle Game
[0] Likes
Rating: 5.9 59
Difficulty: 33 33
Jul 17, 2018
dimasik1997
For: I wanna give you an Easy Game 2
[0] Likes
For: I wanna give you an Easy Game 2
[0] Likes
Rating: 5.0 50
Difficulty: 38 38
Jul 17, 2018
CakeEaterReal
For: I wanna kill the Kamilia Ripoff
For: I wanna kill the Kamilia Ripoff
Better than k3. MASTERPIECE.
Tagged as: LUL
[0] Likes
Rating: 8.7 87
Difficulty: 98 98
Jul 17, 2018
sadpotato
For: I wanna Growers
For: I wanna Growers
A very simple beginner-friendly game. Almost unique visuals, very simple bosses. I even liked the last one. Almost all floors are one-save but easy. Looks too classic though
[0] Likes
Rating: 5.0 50
Difficulty: 25 25
Jul 17, 2018
Wolfiexe
For: I wanna reach the Moon
For: I wanna reach the Moon
Reach the Moon is a spiritual successor of sorts to See the Moon, a classic and great adventure game that's been around for some time now. After playing through this, I feel Reach the Moon will be established as another classic adventure game and cement itself in the adventure greats for the fangame community for some time to come.
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
[2] Likes
The game features a variety of stages, each with their own unique design and appearance. These range from warm cactus-filled deserts to mechanical dark factories. A lot of work has clearly been put into the production value and the visuals of this game which really goes a long way. I can enjoy games with bad visuals if the gameplay is fun, but good visuals on-top of already great gameplay push it to be even more memorable and Denferok did an extremely solid job at making each area memorable and look polished and clean. The design of the overworld will often have you going back to areas you been that now have new openings or accessible areas, making it feel like one connected world you're adventuring through as opposed to a series of portals and random rooms.
A large portion of the game's platforming is puzzle-based which may deter those not so confident in their galaxy brain abilities. The design is really well done though, and often straying away from player skill in favour of genuine puzzling (which makes difficulty somewhat hard to judge, for the platforming at least). You can scratch your head trying to think about how to solve a puzzle without worrying about the platforming being too challenging along the way, or having to jump through hoops in addition to using your brain. I particularly liked the coloured-cherry forest puzzles which felt really satisfying to solve and designed in a fun way. A small complaint would be one jump at the end of a puzzle in that area felt a little more challenging that it should be, but it's a small thing in the grand scheme of things.
Difficulty curve is often prevalent in games too, but it's incredibly apparent here with the bosses. Bosses start off feeling very easy such as the cherry-forest boss or the desert-boss, and by the end of the game get much more intense. My personal favourite is a late-game boss which is the See of Ariel, a wonderful throwback to the original See the Moon. I'm always a sucker for infinite jump fights but the attacks in this one felt super fun to dodge, as well as being a very good climax (or so it seemed) for the end of the game. Shoutouts to Ancient Constructs music as well and speeding it up in the final phase. Overall the bosses are just really well done, and I'm looking forward to any future games from Den to see what he'll come up with in terms of boss fights.
I don't really have many faults with the game, down to it fulfilling basically all I want from a good adventure game. Perhaps it would've been a neat touch to add stage-titles à la See the Moon, or slightly recolour or alter sprites that are re-used in certain stages to help them blend in or feel more suited to the atmosphere. Still, these are small things and moreso what-if's rather than actual problems. Ultimately I didn't have any dislike for any platforming or bosses, aside from maybe the killblock platforming which felt a little clunky to platform over, although that's just a problem inherent with killblocks for me.
Overall, Reach the Moon is a superb adventure game. It won't please everyone but that's fine, because I think it's done enough to cement itself as a pretty solid recommendation to anyone looking for an adventure for quite some time to come. Great job!
Rating: 9.8 98
Difficulty: 45 45
Jul 17, 2018
Wolfiexe
For: I wanna be the Blocktroid 2
For: I wanna be the Blocktroid 2
Erik has a really distinguishable style in his games, even without the cute little faces that make appearances on his often wide-range of enemies. Blocktroid 2 continues this tradition and forms a nice little adventure with a variety of enemies, platforming and even achievements!
The platforming is often based around the enemy design and placement, which is often done well. Learning the different attacks of each enemy and how best to play around them is a core mechanic of the game, and with the exception of a few areas where the surrounding space felt a bit tight, this made for some fun gameplay. The actual platforming was alright, although the water confused me a little as it seemed like normal water until you jumped out of it, at which point your jump height reverted to non-water height. This made for a weird mix of water-1 and water-2 which I'll refer to from this point on as water-E. Anyway, this made some of the water segments a bit jarring to play, although in contrast to this the water segments also proved to be one of the more fun areas, with a fish mechanic introduced in which you need to clear the path in-front of it to progress. One save that used 3 fish at once was particularly cool, and I would've liked to have seen more multi-fish saves utilised in creative ways.
There are some mini-bosses and normal bosses. Mini-bosses are generally quite simplistic and feature one or two attacks that you can get a grasp of pretty quickly, whereas the main bosses are a bit more elaborate. The first boss was actually one of my favourites, with the visual design being really neat and the flow feeling well designed. The second boss was okay although it felt less interesting to me, probably due to the nature of how the boss moves around the same all fight. The final boss caused me some frustration due to a couple of unfortunate deaths, one of those being a transition gib where dodging an attack in the middle was followed up by the boss teleporting in the middle. Granted the timing was unfortunate and this won't happen to the vast majority of players. The attacks themselves were fun to dodge though and personal frustration aside it was a neatly designed boss fight to round up the game.
There's also an extra if you need more Erik-goodness, with a short platforming stage and an extra boss (which I first tried, not sure if I got lucky or if it really is just easier than everything else). It's nothing too hard and doesn't take too long, so definitely consider giving it a try once you beat the game!
I understand the game was recently updated to brighten many dark sprites. This was nice to hear, although I felt that sometimes it was still a bit tricky to distinguish things such as blocks, background and water due to the heavy grey-scale colour scheme of the game. I wasn't a big fan of this choice but it suits the atmosphere well so this will really be a hit-or-miss kind of thing I think depending on the player. Perhaps I just generally prefer more colourful and vivid visuals, if nothing else because it reduces the risk of visual confusion.
Ultimately it's a solid adventure game. Nothing too long and nothing too complicated. It has charm to it and has that classic Erik feel you'd expect in any of his games. Well worth a play!
[1] Like
The platforming is often based around the enemy design and placement, which is often done well. Learning the different attacks of each enemy and how best to play around them is a core mechanic of the game, and with the exception of a few areas where the surrounding space felt a bit tight, this made for some fun gameplay. The actual platforming was alright, although the water confused me a little as it seemed like normal water until you jumped out of it, at which point your jump height reverted to non-water height. This made for a weird mix of water-1 and water-2 which I'll refer to from this point on as water-E. Anyway, this made some of the water segments a bit jarring to play, although in contrast to this the water segments also proved to be one of the more fun areas, with a fish mechanic introduced in which you need to clear the path in-front of it to progress. One save that used 3 fish at once was particularly cool, and I would've liked to have seen more multi-fish saves utilised in creative ways.
There are some mini-bosses and normal bosses. Mini-bosses are generally quite simplistic and feature one or two attacks that you can get a grasp of pretty quickly, whereas the main bosses are a bit more elaborate. The first boss was actually one of my favourites, with the visual design being really neat and the flow feeling well designed. The second boss was okay although it felt less interesting to me, probably due to the nature of how the boss moves around the same all fight. The final boss caused me some frustration due to a couple of unfortunate deaths, one of those being a transition gib where dodging an attack in the middle was followed up by the boss teleporting in the middle. Granted the timing was unfortunate and this won't happen to the vast majority of players. The attacks themselves were fun to dodge though and personal frustration aside it was a neatly designed boss fight to round up the game.
There's also an extra if you need more Erik-goodness, with a short platforming stage and an extra boss (which I first tried, not sure if I got lucky or if it really is just easier than everything else). It's nothing too hard and doesn't take too long, so definitely consider giving it a try once you beat the game!
I understand the game was recently updated to brighten many dark sprites. This was nice to hear, although I felt that sometimes it was still a bit tricky to distinguish things such as blocks, background and water due to the heavy grey-scale colour scheme of the game. I wasn't a big fan of this choice but it suits the atmosphere well so this will really be a hit-or-miss kind of thing I think depending on the player. Perhaps I just generally prefer more colourful and vivid visuals, if nothing else because it reduces the risk of visual confusion.
Ultimately it's a solid adventure game. Nothing too long and nothing too complicated. It has charm to it and has that classic Erik feel you'd expect in any of his games. Well worth a play!
Rating: 7.4 74
Difficulty: 45 45
Jul 17, 2018
Delicious Fruit