Latest Reviews
Renko97
For: I wanna be the 128
For: I wanna be the 128
Un juego tipo rukito-like. La verdad no esta mal el juego, solo que a veces encontrar ciertos triggers es complicado y en vez de encontrarlos terminas muriendo y perdiendo tiempo.
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Rating: 6.4 64
Difficulty: 67 67
Jun 2, 2025
GaspacoZanis
For: かるいなにかお手手つなぎor対決用008
For: かるいなにかお手手つなぎor対決用008
The eighth game in the series. Refer to my review for the first game about the overall information of these series.
Third game made on December 22, 2012, and not the last one made that day. According to my computer the 6th part of the series was made on 22/12/2012 15:19 ; 7th part on 22/12/2012 15:44 and the 8th part on 22/12/2012 16:04. Yes, if you thought that the 25 minutes difference was kind of too tight, then welcome to this game that was literally created in 20 minutes.
Starting from this game I did not play all games the same day, so now my ratings might a bit more questionable. But also my own experience will be a bit more harsh.
The reason is that we are once again having the same formula as before - needle with difficulty selection, where you can choose hard difficulty to make things a bit harder.
This game in specific has the idea of 6th game, where you needed to go activate hidden trigger to move spikes away from the path to the portal, except for this game we have a new tileset. It might seems as if this is a water section, but no, it is not the case.
Honestly, I did feel like the idea here was not executed that well, the trigger was very obvious and felt a bit filler. The medium mode I am rating as 9 difficulty, and hard mode as 13. The medium mode felt a bit harder than Medium of 5th part but also easier than the Hard mode of the same 5th game. It is kind of easy, having only one optional diagonal, and 2 spike jump, and some general jumping stuff, nothing crazy. Hard mode I rated as 13, reminding me difficulty of the hard mode of the very 1st game and the medium mode of the 2nd game. The orange spikes do not make that much difference, although you will need to do diagonal or the gate jump in the beginning. Also for the last save, maybe beginners might need to know how to time the gate jump and you need to do some jumps a bit carefully. I kind of feel it could be also rated easier. Although it is hard to say if doing to specific kind of gate jumps is harder than 1 reverse diagonal. I do not know. But whatever, I will leave it like this. It is still pretty easy, so it won't take much time.
As for the quality, I kind of felt it was getting a bit more on my nerves. Not because hard, but because it felt more generic than usual. Boring trigger placement, repeating idea from 2 games ago, and hard mode barely changing stuff.
Not that other games are much better, but I had least fun with this one, I guess.
Nothing special as usual.
Would not recommend.
[1] Like
Third game made on December 22, 2012, and not the last one made that day. According to my computer the 6th part of the series was made on 22/12/2012 15:19 ; 7th part on 22/12/2012 15:44 and the 8th part on 22/12/2012 16:04. Yes, if you thought that the 25 minutes difference was kind of too tight, then welcome to this game that was literally created in 20 minutes.
Starting from this game I did not play all games the same day, so now my ratings might a bit more questionable. But also my own experience will be a bit more harsh.
The reason is that we are once again having the same formula as before - needle with difficulty selection, where you can choose hard difficulty to make things a bit harder.
This game in specific has the idea of 6th game, where you needed to go activate hidden trigger to move spikes away from the path to the portal, except for this game we have a new tileset. It might seems as if this is a water section, but no, it is not the case.
Honestly, I did feel like the idea here was not executed that well, the trigger was very obvious and felt a bit filler. The medium mode I am rating as 9 difficulty, and hard mode as 13. The medium mode felt a bit harder than Medium of 5th part but also easier than the Hard mode of the same 5th game. It is kind of easy, having only one optional diagonal, and 2 spike jump, and some general jumping stuff, nothing crazy. Hard mode I rated as 13, reminding me difficulty of the hard mode of the very 1st game and the medium mode of the 2nd game. The orange spikes do not make that much difference, although you will need to do diagonal or the gate jump in the beginning. Also for the last save, maybe beginners might need to know how to time the gate jump and you need to do some jumps a bit carefully. I kind of feel it could be also rated easier. Although it is hard to say if doing to specific kind of gate jumps is harder than 1 reverse diagonal. I do not know. But whatever, I will leave it like this. It is still pretty easy, so it won't take much time.
As for the quality, I kind of felt it was getting a bit more on my nerves. Not because hard, but because it felt more generic than usual. Boring trigger placement, repeating idea from 2 games ago, and hard mode barely changing stuff.
Not that other games are much better, but I had least fun with this one, I guess.
Nothing special as usual.
Would not recommend.
Rating: 1.7 17
Difficulty: 13 13
Jun 2, 2025
Jopagu
For: I wanna realize
For: I wanna realize
Realize is a medium length needle game, focused on gimmicks. Of the modern style of artistic gimmick needle, this game is probably the easiest I know of, so it's a good entry point for players of intermediate skill level.
The gimmicks are pretty simple, with nothing really feeling new. However, they are used very well, with lots of fun saves. I really like the focus on creative saves, with most of the saves featuring some unique obstacle. This quality over quantity approach works well here, a bunch of saves using the gimmicks with more basic spike formations would've been less appealing. The creative design of the saves definitely makes up for the lacking uniqueness of the gimmicks.
To me, the highlight of the game is the artistic aspect. This is where the creativity really shines. The visuals for the long save stage are incredible, one of the most visually striking things I've seen in a fangame. Realize does a great job of imparting emotions through art and music. Even when not doing a deep analysis of the themes, the game manages to impart its vibes very well.
One slight mark against the game is the difficulty of the final stage, particularly the final save. The last stage was almost half of my playtime, and the last save was about half of that. This makes it a pretty large difficulty spike, and it was kind of jarring when the rest of the game had felt very smooth. The final save was a bit frustrating to me, the movements were precise enough that it wasn't fun to try to do them with a tight time limit. The rest of the stage was still quite fun, but the difficulty does stand out.
The game ends with a brief memory puzzle. I love when fangames introduce minigames like this, so it was a great thing to see. This easily could've been expanded on to form a more significant part of the game. As is, it was gone almost as soon as it appeared, which was a shame.
Overall, a very fun game, and one I would recommend to fans of gimmick needle. The game is reasonably approachable for high-intermediate/advanced players, but still far from a beginner game.
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The gimmicks are pretty simple, with nothing really feeling new. However, they are used very well, with lots of fun saves. I really like the focus on creative saves, with most of the saves featuring some unique obstacle. This quality over quantity approach works well here, a bunch of saves using the gimmicks with more basic spike formations would've been less appealing. The creative design of the saves definitely makes up for the lacking uniqueness of the gimmicks.
To me, the highlight of the game is the artistic aspect. This is where the creativity really shines. The visuals for the long save stage are incredible, one of the most visually striking things I've seen in a fangame. Realize does a great job of imparting emotions through art and music. Even when not doing a deep analysis of the themes, the game manages to impart its vibes very well.
One slight mark against the game is the difficulty of the final stage, particularly the final save. The last stage was almost half of my playtime, and the last save was about half of that. This makes it a pretty large difficulty spike, and it was kind of jarring when the rest of the game had felt very smooth. The final save was a bit frustrating to me, the movements were precise enough that it wasn't fun to try to do them with a tight time limit. The rest of the stage was still quite fun, but the difficulty does stand out.
The game ends with a brief memory puzzle. I love when fangames introduce minigames like this, so it was a great thing to see. This easily could've been expanded on to form a more significant part of the game. As is, it was gone almost as soon as it appeared, which was a shame.
Overall, a very fun game, and one I would recommend to fans of gimmick needle. The game is reasonably approachable for high-intermediate/advanced players, but still far from a beginner game.
Rating: 9.4 94
Difficulty: 65 65
Jun 2, 2025
BloggerOP
For: I wanna Me-n!!
For: I wanna Me-n!!
There is only one man though...
Weird game, it's definitely better than u-n!! but it still does nothing really interesting. The best part was the boss, which is actually kinda fun to read, but at the same time quite luck based. If you're finding some short games to play mindlessly, then this may be it.
[1] Like
Weird game, it's definitely better than u-n!! but it still does nothing really interesting. The best part was the boss, which is actually kinda fun to read, but at the same time quite luck based. If you're finding some short games to play mindlessly, then this may be it.
Rating: 5.0 50
Difficulty: 38 38
Jun 2, 2025
xva
For: I wanna be the Care
For: I wanna be the Care
rare example of an avoidance being truly 100% pattern and not having a single RNG-based element whatsoever. on top of that, it’s made by tomo, who’s known for his insane RNG avoidances that typically delve into the realm of luck. strangely enough, it’s quite fun and works quite well. the song is very good, the attacks flow fairly well and transition into one another pretty good and the overall experience isn’t too bad. it’s very learny and doesn’t have a lot of standing still — as in, it’s nothing like Common World Domination where there are also a ton of patterns but you hardly do anything in them. there’s a few standout hard ones: the bursts at the very beginning of the first chorus and final. final is very difficult to learn since it’s one of the less intuitive and easy-to-understand patterns. it involves pacing and timing unlike any other pattern in the fight. I’m not a fan of this whole ‘hardest pattern has to be at the end’ business — but hey, at least that isn’t RNG, otherwise this game would be really bad. the patterns don’t really look too nice, most of them work by the principle of “here’s a bunch of random bursts and shit, figure out how to dodge it lol”. in my eyes, this isn’t a good way to make pattern, but it can work. at least it isn’t an avoidance where half the attacks consist of seeded RNG that the maker overratedly calls ‘pattern’
not a bad game, but can get a bit tedious if you’re impatient. it isn’t very easy to learn at all, even when looking at a strat video. tomo could’ve done a lot worse with this, yet he didn’t. this is rather commendable
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not a bad game, but can get a bit tedious if you’re impatient. it isn’t very easy to learn at all, even when looking at a strat video. tomo could’ve done a lot worse with this, yet he didn’t. this is rather commendable
Rating: 7.0 70
Difficulty: 70 70
Jun 2, 2025
Fruitless
For: I wanna thank a far away in a crimsonstack
For: I wanna thank a far away in a crimsonstack
Tagged as: Sideways_Gravity
[0] Likes
Rating: N/A
Difficulty: N/A
Jun 2, 2025
Fruitless
For: YoYoYo Engine (RBN Edition)
For: YoYoYo Engine (RBN Edition)
Tagged as: Sideways_Gravity
[0] Likes
Rating: N/A
Difficulty: N/A
Jun 2, 2025
Cythraul
For: I Wanna Duloxetine
For: I Wanna Duloxetine
Rating based on Brutal mode.
[0] Likes
Rating: 5.7 57
Difficulty: 60 60
Jun 2, 2025
Delicious Fruit