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Xplayerlol
For: I Wanna Kill The Kamilia 2
For: I Wanna Kill The Kamilia 2
So...What do I begin with...This is the second game on the Kamilia series, and might be my least favorite.
Let's start with the platforming. At the beginning, most screen choices are quite cool, or at least decent. Graduate from DT, CQ, Rukimin, Time Machine, Kill the Guy...It's really fun. There are some poor choices here and there, such as Tribute (Why is this thing in the game) and Shiny Spark (Another screen that doesn't make any sense), but it's not too bad.
From Stage 5 on, though, it seems like the maker didn't care anymore about the game, or at least had no clue about how to continue it. Screens seem to range from unremarkable to simply bad, with very few interesting choices here and there (Locus and Dieary are the only good things I can name about Stage 5. And Locus' screen isn't even one of the best screens in the original game). Difficulty curve gets extremely sloppy, with screens such as Symmetry looking like a joke, closely followed by screens known for getting plenty of people stuck at them, such as PYF. Most screens remain entirely unchanged (Color, Scapegoat, Symmetry, PYF, Locus, GR, and the list goes on, they're all exactly the same as in the original games), and in the screens that were actually changed, the changes don't go any further than removing or adding saves, which sometimes actually ruins the whole screen (Rainbow Miku's screen was originally built to be a whole stage. One extra save in the middle ruined everything, and made this screen look like no more than another bland screen in a bland stage). It's like the creator isn't even trying anymore. It's sad.
Things get even worse on the M-Stage. It's a bland and annoying stage, at the same time. The whole stage is hard, and it uses some gimmicks here and there (There are also some traps that made me laugh a lot here and there), but it's entirely anticlimatic. The visuals help a lot with it. It doesn't feel like anything at all, you're just making your way through gimmicks, traps and generic jumps (That save with two sphincters in a row was extremely fun, by the way). The concept of the stage is nice, but the execution is...Meh. Many players don't even remember that this stage actually exists.
The bosses range from nice to absolute shit. I'll start with a global complaint: Avoidances inside a normal boss fight ARE a bad idea. Every single avoidance feels entirely out of place, because, unlike the other bosses mixed in the fight, the avoidances need to teleport you to an entirely different place, with an entirely different music. They take a while to learn and usually are far more lenghty than the other attacks, and every time that I'm teleported to their room, I can't help but to think "How in the hell did I get here".
The three first bosses were nice-ish. I have my complaints about Regirock and Regice in the second boss, and about lots of annoying, hard to learn and overall poorly placed pattern attacks at the Influka boss, mainly near the end, but I guess that I forgot this stuff when I reached the fourth boss. Geezer is probably one of the worst things I've ever seen. The first phase is extremely easy and boring, and takes a long while to finish. Then, you're teleported to the worst placement I've ever seen for a Miku fight, where you have to survive through 2 long and shitty pattern attacks that will most likely take a while to learn, and a RNG attack with another pattern surprise. Only then you'll reach the hard phase, and guess what? There's no save. If you die here, it's the whole boring thing again. And again, again, and again. Choke deaths in the last few seconds, sleeping while fighting, annoying RNG attacks mixed with some lava, it's the whole package. Never again.
Solgryn is a breath of fresh air after Geezer. It's not anything particularly impressive, but I still like it (Something that usually doesn't happen at a Solgryn fight). The attacks are a lot more reasonable, there's no Sonic spinning around you and there's a save at the second phase (Thankfully). My only complaint is the global complaint about avoidances inside the fight, mainly because this particular avoidance has an attack that might take a long while to learn for anyone that doesn't have a specific strategy.
The boss rush needs a specific topic. To sum it up, the left side is enjoyable and the right side sucks. At the left side, there's Crimson's last boss and Destination's last boss, with the appropriate changes. Both are fun and fair fights, challenging from the beginning to the end, Crimson being a particularly cool boss because the fight changes according to your strategy. At the right side, we have Nue, a RNG-heavy boss that might give you impossible RNG once in a while, whose last attack is an extremely weird and hard to learn pattern attack. Feels like a cheap attemp to make the fight harder, similar to what happens with the penultimate boss in Orbit. Gravity Man is probably where the game reaches the rock bottom. Horrible attacks from the beginning to the end, a mechanic that could be interesting, but is used in the worst possible way, along with shit RNG in the last attack. Extremely headache-inducing fight. And finally, the Big Kid doesn't really feel like a boss. The first phase follows the boring concept of starting extremely easy and getting harder as the fight progresses, and the second phase is a headache-inducing chase that scrolls as the boss moves. Might be better if the screen scrolled as the player moved, I don't know. Lots of hard jumps and choke jumps, and a really cheap placement for a fake block.
Finally, Kamilia is the glorious last part of the game, and maybe one of the worst. Let's start with the concept: The original Kamilia, from K1, absorbs five orbs representing the powers of the previous bosses in the game, and gains new powers, which isn't a bad concept. Then, she transforms into a giant chibi-like character that fights in a completely way than before? Uh? Are we still talking about Kamilia here? Her eyes are always closed, so even the eyes of different colors can't be seen. This whole change doesn't make any sense. Why would she completely change her shape and her size out of nowhere? Why is her fighting style entirely different than before (She doesn't teleport anymore, she almost doesn't even move anymore, and with her new form, she's a lot more vulnerable than before)? And in K1, she could already use the powers of The Guy, Influka, Geezer and Solgryn, so why does she have to absorb their powers again? Are we even playing a sequel of K1? The intro seems to say so, but the whole game says the opposite. Doesn't make any sense.
But let's get over the logic stuff. Let's talk about this wonderful first phase...Uh...Nice concept, alright. But do we really have to get 5 shitty attacks? Really? Yellow is a boring pattern attack that forces you to do a really weird and tight dodge in the end, Blue is a boring mix of pattern and heavy RNG, Green's weird hydro pumps basically throw you into the attacks, Red is entirely luck-based and Purple's last attack is a wonderful choke attack that might wall you once in a while.
The second phase is even worse. In the first part, you have to shoot Kamilia, but every time that you hit her, she'll spawn a projectile that will slowly fly across the room. You can either, make this part even more luck-based than it already is by spamming shots, or go safely and take at least 3 minutes to take her down. That not to mention her normal attacks, since some of them are quite luck-based by themselves. In the second part, there's an annoyingly long avoidance (92 seconds. Wow) of 3 attacks, whose main purpose is to waste your time with mostly easy attacks and some choke stuff here and there to annoy you. The last part takes away the last bit of logic that this boss might still have: Now Kamilia is gone, and there is some sort of devil-ish thing. Kamilia was a devil all along, or maybe she became a devil when she absorbed the orbs...I don't even know anymore, and probably the maker didn't know either. It's ugly, and doesn't look even slightly threatening. I can't bring myself to take this thing seriously. It fires projectiles from its eyes because...I give up, this game really doesn't make any sense. Anyway, most of its attacks are very hard to learn, and there's NO SAVE, meaning that if you die in this phase, you'll have to do the whole second phase again. Watching Kamilia die and then becoming this thing, over and over again, is quite annoying, to say the least.
Finally, regarding everything else in the game. The title cards are a really nice concept, still used nowadays. Probably my favorite part in the game. The "Caution!" signs are a really pointless concept, though. They are all used in absolutely normal screens. Why are they even there? To look good? They don't look good. Once again, the lack of logic strikes. There's an menu for options, where you can turn off the title screens and the "Caution!" signs, if they're too annoying for you, as well as the BGM, if you want to hear your own song while still listening to the sound effects of the game. However, you can't turn off the death sound. And this game's death sound happens to be the worst death sound I've ever heard. There are death sounds that don't bother the player, they're low or simply fit in the game, and thanks to that, the player won't be bothered by the deaths. This game does the exact opposite: Every time you die, there is that annoyingly high death sound that takes away all of your concentration. At least it goes away at Kamilia's fight.
This had the potential to be a really great game. But it's not. From Geezer on, it's simply not worth it. Wouldn't recommend.
[21] Likes
Let's start with the platforming. At the beginning, most screen choices are quite cool, or at least decent. Graduate from DT, CQ, Rukimin, Time Machine, Kill the Guy...It's really fun. There are some poor choices here and there, such as Tribute (Why is this thing in the game) and Shiny Spark (Another screen that doesn't make any sense), but it's not too bad.
From Stage 5 on, though, it seems like the maker didn't care anymore about the game, or at least had no clue about how to continue it. Screens seem to range from unremarkable to simply bad, with very few interesting choices here and there (Locus and Dieary are the only good things I can name about Stage 5. And Locus' screen isn't even one of the best screens in the original game). Difficulty curve gets extremely sloppy, with screens such as Symmetry looking like a joke, closely followed by screens known for getting plenty of people stuck at them, such as PYF. Most screens remain entirely unchanged (Color, Scapegoat, Symmetry, PYF, Locus, GR, and the list goes on, they're all exactly the same as in the original games), and in the screens that were actually changed, the changes don't go any further than removing or adding saves, which sometimes actually ruins the whole screen (Rainbow Miku's screen was originally built to be a whole stage. One extra save in the middle ruined everything, and made this screen look like no more than another bland screen in a bland stage). It's like the creator isn't even trying anymore. It's sad.
Things get even worse on the M-Stage. It's a bland and annoying stage, at the same time. The whole stage is hard, and it uses some gimmicks here and there (There are also some traps that made me laugh a lot here and there), but it's entirely anticlimatic. The visuals help a lot with it. It doesn't feel like anything at all, you're just making your way through gimmicks, traps and generic jumps (That save with two sphincters in a row was extremely fun, by the way). The concept of the stage is nice, but the execution is...Meh. Many players don't even remember that this stage actually exists.
The bosses range from nice to absolute shit. I'll start with a global complaint: Avoidances inside a normal boss fight ARE a bad idea. Every single avoidance feels entirely out of place, because, unlike the other bosses mixed in the fight, the avoidances need to teleport you to an entirely different place, with an entirely different music. They take a while to learn and usually are far more lenghty than the other attacks, and every time that I'm teleported to their room, I can't help but to think "How in the hell did I get here".
The three first bosses were nice-ish. I have my complaints about Regirock and Regice in the second boss, and about lots of annoying, hard to learn and overall poorly placed pattern attacks at the Influka boss, mainly near the end, but I guess that I forgot this stuff when I reached the fourth boss. Geezer is probably one of the worst things I've ever seen. The first phase is extremely easy and boring, and takes a long while to finish. Then, you're teleported to the worst placement I've ever seen for a Miku fight, where you have to survive through 2 long and shitty pattern attacks that will most likely take a while to learn, and a RNG attack with another pattern surprise. Only then you'll reach the hard phase, and guess what? There's no save. If you die here, it's the whole boring thing again. And again, again, and again. Choke deaths in the last few seconds, sleeping while fighting, annoying RNG attacks mixed with some lava, it's the whole package. Never again.
Solgryn is a breath of fresh air after Geezer. It's not anything particularly impressive, but I still like it (Something that usually doesn't happen at a Solgryn fight). The attacks are a lot more reasonable, there's no Sonic spinning around you and there's a save at the second phase (Thankfully). My only complaint is the global complaint about avoidances inside the fight, mainly because this particular avoidance has an attack that might take a long while to learn for anyone that doesn't have a specific strategy.
The boss rush needs a specific topic. To sum it up, the left side is enjoyable and the right side sucks. At the left side, there's Crimson's last boss and Destination's last boss, with the appropriate changes. Both are fun and fair fights, challenging from the beginning to the end, Crimson being a particularly cool boss because the fight changes according to your strategy. At the right side, we have Nue, a RNG-heavy boss that might give you impossible RNG once in a while, whose last attack is an extremely weird and hard to learn pattern attack. Feels like a cheap attemp to make the fight harder, similar to what happens with the penultimate boss in Orbit. Gravity Man is probably where the game reaches the rock bottom. Horrible attacks from the beginning to the end, a mechanic that could be interesting, but is used in the worst possible way, along with shit RNG in the last attack. Extremely headache-inducing fight. And finally, the Big Kid doesn't really feel like a boss. The first phase follows the boring concept of starting extremely easy and getting harder as the fight progresses, and the second phase is a headache-inducing chase that scrolls as the boss moves. Might be better if the screen scrolled as the player moved, I don't know. Lots of hard jumps and choke jumps, and a really cheap placement for a fake block.
Finally, Kamilia is the glorious last part of the game, and maybe one of the worst. Let's start with the concept: The original Kamilia, from K1, absorbs five orbs representing the powers of the previous bosses in the game, and gains new powers, which isn't a bad concept. Then, she transforms into a giant chibi-like character that fights in a completely way than before? Uh? Are we still talking about Kamilia here? Her eyes are always closed, so even the eyes of different colors can't be seen. This whole change doesn't make any sense. Why would she completely change her shape and her size out of nowhere? Why is her fighting style entirely different than before (She doesn't teleport anymore, she almost doesn't even move anymore, and with her new form, she's a lot more vulnerable than before)? And in K1, she could already use the powers of The Guy, Influka, Geezer and Solgryn, so why does she have to absorb their powers again? Are we even playing a sequel of K1? The intro seems to say so, but the whole game says the opposite. Doesn't make any sense.
But let's get over the logic stuff. Let's talk about this wonderful first phase...Uh...Nice concept, alright. But do we really have to get 5 shitty attacks? Really? Yellow is a boring pattern attack that forces you to do a really weird and tight dodge in the end, Blue is a boring mix of pattern and heavy RNG, Green's weird hydro pumps basically throw you into the attacks, Red is entirely luck-based and Purple's last attack is a wonderful choke attack that might wall you once in a while.
The second phase is even worse. In the first part, you have to shoot Kamilia, but every time that you hit her, she'll spawn a projectile that will slowly fly across the room. You can either, make this part even more luck-based than it already is by spamming shots, or go safely and take at least 3 minutes to take her down. That not to mention her normal attacks, since some of them are quite luck-based by themselves. In the second part, there's an annoyingly long avoidance (92 seconds. Wow) of 3 attacks, whose main purpose is to waste your time with mostly easy attacks and some choke stuff here and there to annoy you. The last part takes away the last bit of logic that this boss might still have: Now Kamilia is gone, and there is some sort of devil-ish thing. Kamilia was a devil all along, or maybe she became a devil when she absorbed the orbs...I don't even know anymore, and probably the maker didn't know either. It's ugly, and doesn't look even slightly threatening. I can't bring myself to take this thing seriously. It fires projectiles from its eyes because...I give up, this game really doesn't make any sense. Anyway, most of its attacks are very hard to learn, and there's NO SAVE, meaning that if you die in this phase, you'll have to do the whole second phase again. Watching Kamilia die and then becoming this thing, over and over again, is quite annoying, to say the least.
Finally, regarding everything else in the game. The title cards are a really nice concept, still used nowadays. Probably my favorite part in the game. The "Caution!" signs are a really pointless concept, though. They are all used in absolutely normal screens. Why are they even there? To look good? They don't look good. Once again, the lack of logic strikes. There's an menu for options, where you can turn off the title screens and the "Caution!" signs, if they're too annoying for you, as well as the BGM, if you want to hear your own song while still listening to the sound effects of the game. However, you can't turn off the death sound. And this game's death sound happens to be the worst death sound I've ever heard. There are death sounds that don't bother the player, they're low or simply fit in the game, and thanks to that, the player won't be bothered by the deaths. This game does the exact opposite: Every time you die, there is that annoyingly high death sound that takes away all of your concentration. At least it goes away at Kamilia's fight.
This had the potential to be a really great game. But it's not. From Geezer on, it's simply not worth it. Wouldn't recommend.
Rating: 3.5 35
Difficulty: 70 70
Oct 7, 2015
lawatson
For: I wanna be the ArioTrap 2
For: I wanna be the ArioTrap 2
Definitely one of the harder needle games I have played, maybe being harder than Needle Satan. Its design is pretty damn neat. Anyways, to the review.
Stage 1 is some pretty fixated platforming which has an overall nice balance of difficulty. None of the saves are that much harder to do than any other. It's also reasonably fun and looks very clean. Stage 2 is kind of an upgrade to the difficulty, but it's about as possible for someone who has the skill level to beat the first one. Not to mention that the graphics and music are also very comforting. Stage 3 boosts the difficulty quite a bit, now involving saves made of legitimate hard jumps. There's also a water save which can get you stuck for a while. The graphics are less interesting, and the needle design definitely becomes more compact.
Finally, the fourth stage is easily the hardest. It's got saves with minimal gimmicks, but the jumps involved are precise enough to make the saves just that much harder. There's lots of places to choke, but if you can pull it off, it's very fun. The last save is my only quarrel, but who knows, it might have been in an earlier version. The last save isn't all that well designed. Other than that, Ariotrap 2 is a fun game to play. I would recommend it to players who think they are capable of taking on hard needle games.
[1] Like
Stage 1 is some pretty fixated platforming which has an overall nice balance of difficulty. None of the saves are that much harder to do than any other. It's also reasonably fun and looks very clean. Stage 2 is kind of an upgrade to the difficulty, but it's about as possible for someone who has the skill level to beat the first one. Not to mention that the graphics and music are also very comforting. Stage 3 boosts the difficulty quite a bit, now involving saves made of legitimate hard jumps. There's also a water save which can get you stuck for a while. The graphics are less interesting, and the needle design definitely becomes more compact.
Finally, the fourth stage is easily the hardest. It's got saves with minimal gimmicks, but the jumps involved are precise enough to make the saves just that much harder. There's lots of places to choke, but if you can pull it off, it's very fun. The last save is my only quarrel, but who knows, it might have been in an earlier version. The last save isn't all that well designed. Other than that, Ariotrap 2 is a fun game to play. I would recommend it to players who think they are capable of taking on hard needle games.
Rating: 7.0 70
Difficulty: 78 78
Oct 7, 2015
just_another_Guy
For: I wanna kill the Homui
For: I wanna kill the Homui
Trash
[2] Likes
Rating: 0.0 0
Difficulty: N/A
Oct 7, 2015
AndresSgarrido
For: I wanna kill the Homui
For: I wanna kill the Homui
Game is really bad, it has bad physics, boss 1 is way too simple and dumb, boss 2 is.. ugh, practically it has attacks that are impossible to dodge but for some reason you cant die there. This shouldnt have been released to the wiki.
[2] Likes
Rating: 1.0 10
Difficulty: 60 60
Oct 7, 2015
LOLGamer
For: I wanna be the ArioTrap 2
For: I wanna be the ArioTrap 2
It succeeded my expectations, this is a very well made needle game with great visuals, it's a lot better than the first one (which, I didn't like tbh) but it's also much more difficult. Would recommend.
EDIT: holy god, his game gets really spicy near the end, that's pretty hard.
[1] Like
EDIT: holy god, his game gets really spicy near the end, that's pretty hard.
Rating: 7.8 78
Difficulty: 82 82
Oct 7, 2015
Ario147
For: I wanna kill the Homui
For: I wanna kill the Homui
I'm stuck on first boss currently, I get him to -100 hp, and it still lives, you can't jump over to warp because bullets are too fast.
I have no idea why this game has so weird engine, there are ice physics everywhere, even in the air, and when my character turned into sonic in first boss it was upside down. This game is glitchy mess on weird engine with very bad production value. Also idle animation actually moves your hitboxes, so the room with moving spikes is really tricky and it randomly kills you.
EDIT: I made it past 2nd boss, there is not working warp, and it saved me outside the room for some reason so I guess it's the end.
I have no idea why this game has so weird engine, there are ice physics everywhere, even in the air, and when my character turned into sonic in first boss it was upside down. This game is glitchy mess on weird engine with very bad production value. Also idle animation actually moves your hitboxes, so the room with moving spikes is really tricky and it randomly kills you.
EDIT: I made it past 2nd boss, there is not working warp, and it saved me outside the room for some reason so I guess it's the end.
Tagged as: Special
Different_Engine
[9] Likes
Rating: 1.2 12
Difficulty: 55 55
Oct 7, 2015
LOLGamer
For: I wanna kill the Homui
For: I wanna kill the Homui
This is the worst thing in the history of anything ever.
[3] Likes
Rating: 0.0 0
Difficulty: 100 100
Oct 7, 2015
Paragus
For: I wanna generate Random Needle
For: I wanna generate Random Needle
How many rooms can you survive before spawning in a block or a spike? 1...2...3...Fuck it.
[0] Likes
Rating: 1.0 10
Difficulty: N/A
Oct 7, 2015
Paragus
For: I wanna kill the Homui
For: I wanna kill the Homui
As a guy who has seen almost every fangame, I've seen a lot in my time. I've seen bad games, broken games, ugly games, and unimaginable piles of shit. This game is all of these things and has the dubious honor of being one of the worst pieces of software to ever land on the wiki.
First there was Kamilia, then Happil as a parody was fucking terrible, then the Happil clone meta games were even worse, now this miscarriage of a Happil clone is like the lowest form of filth. This is like the bottom rung of a fangame devolving down to primordial scum.
The game window is smaller then a normal fangame. The controls are some deviation from the standard as well, not in a good way. The physics don't even work. It's like some weird disaster where the character is virtually uncontrollable. The game is completely unplayable.
Test Play: No
[16] Likes
First there was Kamilia, then Happil as a parody was fucking terrible, then the Happil clone meta games were even worse, now this miscarriage of a Happil clone is like the lowest form of filth. This is like the bottom rung of a fangame devolving down to primordial scum.
The game window is smaller then a normal fangame. The controls are some deviation from the standard as well, not in a good way. The physics don't even work. It's like some weird disaster where the character is virtually uncontrollable. The game is completely unplayable.
Test Play: No
Rating: 0.0 0
Difficulty: 100 100
Oct 7, 2015
SeanA
For: I wanna generate Random Needle
For: I wanna generate Random Needle
The real challenge of this game is getting rooms that don't automatically kill you or get you stuck in the wall.
[1] Like
Rating: 0.5 5
Difficulty: N/A
Oct 7, 2015