Latest Reviews
ameliandyou
For: TABOO
For: TABOO
I really enjoyed TABOO, although I am slightly biased because I did test it.
Of the games by voraciousreader I have played, TABOO is definitely my favorite. Its a bit difficult, and it has some really tough parts, but it isn't that long and it has a ton of variety with its gimmicks. The green and purple areas especially have some incredibly creative gimmicks.
The bosses are decent, but I definitely think the platforming is the highlight of the game. I did think the crusher and cherry bosses were really good, with the final bosses being decent and the blue mage being just ok.
Highly recommend for fans of puzzle focused gimmick needle!
[1] Like
Of the games by voraciousreader I have played, TABOO is definitely my favorite. Its a bit difficult, and it has some really tough parts, but it isn't that long and it has a ton of variety with its gimmicks. The green and purple areas especially have some incredibly creative gimmicks.
The bosses are decent, but I definitely think the platforming is the highlight of the game. I did think the crusher and cherry bosses were really good, with the final bosses being decent and the blue mage being just ok.
Highly recommend for fans of puzzle focused gimmick needle!
Rating: 8.6 86
Difficulty: N/A
Jun 6, 2025
ameliandyou
For: I Wanna End My Pawtism (cancelled)
For: I Wanna End My Pawtism (cancelled)
I am not going to give this game a rating because I do not think this game was for me and I do not want to hurt its score. I would likely give it about a 4.0 if I were to rate it however.
I mainly played this game because I read it was inspired by best guy, which I thought were the games with interesting combat and unique visuals. I think I must have misremembered what best guy is because this game was nothing like how I thought best guy was.
Pawtism is an old-school styled fangame with lots of inside jokes I do not understand.
The first stage is a bit boring, just basic needle without much else.
The first boss is decent, its the baseball person that gets used a lot in happil clones and what not. I ended up using autofire for the first two bosses because they don't have i-frames, and I didn't really want to mash.
The second stage is a short slightly trap focused area. I enjoyed it I guess.
The second boss was a person with a dog. I skipped this fight with autofire.
The third stage is impossible to my knowledge, there is a part were a platform is moving up and you have to move between some spikes. I think because of the speed of the platform it is completely impossible, but I could be wrong. Also the third stage goes completely off the rails difficulty wise, extremely difficult saves and I think the maker forgot to add easy mode saves but thankfully the fangame save editor works so I just skipped most of it.
I didn't beat the third boss, as it seemed a bit too hard with a really boring freebee intro part and a part that from what I can tell is literally complete rng (the spikes that explode into cherries).
I think if you are into the strange sudoku humor of some fangames, this could be a really fun experience. It just wasn't really for me ;-;
[1] Like
I mainly played this game because I read it was inspired by best guy, which I thought were the games with interesting combat and unique visuals. I think I must have misremembered what best guy is because this game was nothing like how I thought best guy was.
Pawtism is an old-school styled fangame with lots of inside jokes I do not understand.
The first stage is a bit boring, just basic needle without much else.
The first boss is decent, its the baseball person that gets used a lot in happil clones and what not. I ended up using autofire for the first two bosses because they don't have i-frames, and I didn't really want to mash.
The second stage is a short slightly trap focused area. I enjoyed it I guess.
The second boss was a person with a dog. I skipped this fight with autofire.
The third stage is impossible to my knowledge, there is a part were a platform is moving up and you have to move between some spikes. I think because of the speed of the platform it is completely impossible, but I could be wrong. Also the third stage goes completely off the rails difficulty wise, extremely difficult saves and I think the maker forgot to add easy mode saves but thankfully the fangame save editor works so I just skipped most of it.
I didn't beat the third boss, as it seemed a bit too hard with a really boring freebee intro part and a part that from what I can tell is literally complete rng (the spikes that explode into cherries).
I think if you are into the strange sudoku humor of some fangames, this could be a really fun experience. It just wasn't really for me ;-;
Rating: N/A
Difficulty: N/A
Jun 6, 2025
Faucet
For: I wanna commit 50 acts of arson
For: I wanna commit 50 acts of arson
Short but fun vocaloid avoidance. It has many attacks that are really satisfying to play, and it doesn't get boring because of its length. However, the infinite jump section was way harder than anything else and felt pretty luck based.
[0] Likes
Rating: 7.8 78
Difficulty: 72 72
Jun 6, 2025
eggkid
For: I wanna be the Meteor
For: I wanna be the Meteor
Tagged as: Avoidance
[0] Likes
Rating: 9.0 90
Difficulty: N/A
Jun 6, 2025
xva
For: I wanna Awake
For: I wanna Awake
trap adventure game by doruppi where you’ll observe how the platforming and trap quality slowly fall off as the game goes on. it isn’t very long fortunately (being only two stages and two bosses long), yet the aforementioned lowering in quality is still noticeable. there are a few rooms with some great platforming that truly shine; however there are others which do the opposite (trap-ladened instagibfests that last for far too long). it could be the fact I played the game on hard that contributed to this, but I still feel it’s a valid critique regardless. bosses aren’t anything too interesting to speak of, they’re what you’d expect from Doruppi — a clever idea, always flawed in some way
[0] Likes
Rating: 5.9 59
Difficulty: 46 46
Jun 6, 2025
GaspacoZanis
For: かるいなにかお手手つなぎor対決用012
For: かるいなにかお手手つなぎor対決用012
The twelfth game in the series. Refer to my review for the first game about the overall information of these series.
We are continuing with a new era of needle games, and with the first game created on December 25th, 2012.
This time the game has pretty much the same concept as the previous game - the same visuals ; the same music bug ; the same difficulty settings and etc. However, the game is significantly more generic.
As for the difficulty, here are my average ratings:
Medium: 6
Hard: 7
Very Hard: 16
Impossible: 35 (the rating I am giving on DF)
Both Medium and Hard modes felt like one of the easiest needle screens in the whole series, having basically only 2 spike jump as the hardest jump, and having most of the spikes not making much difference in the gameplay (except for that one spike that creates diagonal, which is why Hard mode is harder).
However, the thing that surprised me was Very Hard mode. You have a lot of new spikes that barely make any difference. Why is there a diagonal jump that you do not have to do? I do see why is there on 2nd save 2 additional spikes, but you can still maneuver yourself to not do any crazy drops and just holding to the left in the right moment. 3rd save does buff diagonal in a significant way, so that I rated it more on the higher end. It is hard to compare that, but I guess that diagonal jump followed by half M-jump is harder than stuff in 4th game's hard mode and easier than 2nd game's hard mode. The last save has a real F jump, which might be tricky fr beginners, but other than that barely noticable changes.
Impossible mode felt easier than the impossible mode in the previous game. However, there are few noticeable things. First of all, while I am not an expert of aligns, I felt like that game gives you bad align upon spawning. Take any of 2 walls on the ground level (I preferred the right wall) and it makes 3rd jump much easier. Also penultimate jump isn't necessarily hard. You can see that very hard mode changes were adjusted for impossible mode, but, I think the changes could have been more clever. 2nd save is pretty fine, might be a bit tricky, but it is very short. 3rd save is the hardest save in the game. You need to do T-bone, a bit tricky drop, generic diagonal, setup diagonal and M-jump. Doable, but might be a bit hard for those not aligned with the needle genre. Also last save buffs do not change much in the grand scheme of things. F-jump is the hardest jump there.
I do not know, I really felt like all difficulty settings were really arbitrary. The only 'real' thing was the impossible mode, and feels like other things were made after that. In the previous game I kind of felt like the difficulty did raise up, but here I could beat any of the lower 3 difficulty modes in 1 minute each. The impossible mode is what took me 3 minutes and around 100 deaths.
It felt really generic. And while it is definitely not the worst thing in these series, I did not feel like I liked this. Difficulty changes could have been much more original. In this game it was not very satisfying replaying on harder difficulties, because it felt like it was better to start with the hardest setting from the start. Also the music absence is also a bit annoying, I would say.
None of the games so far could survive being on their own, and this game, unfortunately, is not an exception.
Would not recommend.
[1] Like
We are continuing with a new era of needle games, and with the first game created on December 25th, 2012.
This time the game has pretty much the same concept as the previous game - the same visuals ; the same music bug ; the same difficulty settings and etc. However, the game is significantly more generic.
As for the difficulty, here are my average ratings:
Medium: 6
Hard: 7
Very Hard: 16
Impossible: 35 (the rating I am giving on DF)
Both Medium and Hard modes felt like one of the easiest needle screens in the whole series, having basically only 2 spike jump as the hardest jump, and having most of the spikes not making much difference in the gameplay (except for that one spike that creates diagonal, which is why Hard mode is harder).
However, the thing that surprised me was Very Hard mode. You have a lot of new spikes that barely make any difference. Why is there a diagonal jump that you do not have to do? I do see why is there on 2nd save 2 additional spikes, but you can still maneuver yourself to not do any crazy drops and just holding to the left in the right moment. 3rd save does buff diagonal in a significant way, so that I rated it more on the higher end. It is hard to compare that, but I guess that diagonal jump followed by half M-jump is harder than stuff in 4th game's hard mode and easier than 2nd game's hard mode. The last save has a real F jump, which might be tricky fr beginners, but other than that barely noticable changes.
Impossible mode felt easier than the impossible mode in the previous game. However, there are few noticeable things. First of all, while I am not an expert of aligns, I felt like that game gives you bad align upon spawning. Take any of 2 walls on the ground level (I preferred the right wall) and it makes 3rd jump much easier. Also penultimate jump isn't necessarily hard. You can see that very hard mode changes were adjusted for impossible mode, but, I think the changes could have been more clever. 2nd save is pretty fine, might be a bit tricky, but it is very short. 3rd save is the hardest save in the game. You need to do T-bone, a bit tricky drop, generic diagonal, setup diagonal and M-jump. Doable, but might be a bit hard for those not aligned with the needle genre. Also last save buffs do not change much in the grand scheme of things. F-jump is the hardest jump there.
I do not know, I really felt like all difficulty settings were really arbitrary. The only 'real' thing was the impossible mode, and feels like other things were made after that. In the previous game I kind of felt like the difficulty did raise up, but here I could beat any of the lower 3 difficulty modes in 1 minute each. The impossible mode is what took me 3 minutes and around 100 deaths.
It felt really generic. And while it is definitely not the worst thing in these series, I did not feel like I liked this. Difficulty changes could have been much more original. In this game it was not very satisfying replaying on harder difficulties, because it felt like it was better to start with the hardest setting from the start. Also the music absence is also a bit annoying, I would say.
None of the games so far could survive being on their own, and this game, unfortunately, is not an exception.
Would not recommend.
Rating: 2.3 23
Difficulty: 35 35
Jun 6, 2025
Delicious Fruit