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43 Reviews
Wahfuu
For: I wanna be the Virtualance
For: I wanna be the Virtualance
The beginning is really boring, and one attack feels really ganky far too late into the fight, but nothing bad enough. Pretty chill, not a bad way to spend a half an hour or so if you have an avoidance itch.
[0] Likes
Rating: 6.5 65
Difficulty: 40 40
Jun 2, 2018
Wahfuu
For: I wanna be Cyan
For: I wanna be Cyan
Mom, Dad? Help, I liked a habluka game.
In all seriousness, though, besides the penultimate save and one abomination with a bonk gate, this is some really chill and fun needle. Good stuff.
[3] Likes
In all seriousness, though, besides the penultimate save and one abomination with a bonk gate, this is some really chill and fun needle. Good stuff.
Rating: 7.0 70
Difficulty: 65 65
Apr 12, 2018
Wahfuu
For: Domu
For: Domu
Honestly, if it wasn't for the ending avoidance, I'm not sure what I would have rated this game.
95% of the platforming simply consists of cycles, sometimes combined with a movement gimmick. Two of these movement gimmicks do nothing but make moving laborious for the entire time you are interacting with them. Seriously, the ice physics have to be felt to be believed.
None of the cycles in the game are mistimed, or badly mistimed at least, but seriously, see one room in Domu, you see them all. The platforming barely ever feels like it changes for the better. I think I only left the game liking 3 areas, the pillar piloting area, Form, and the forest. Both are, again, loaded with cycles, but the movement you interact with them at least isn't frustrating to bother with. Creep was also fun, since limiting you to one jump actually changed the platforming besides just resetting the save and immediately holding right.
The last avoidance was great, though. It feels more like interactive credits than it does a boss, in a good way. Tempted to do the alternate version of it at the end, aswell. Great showcase of what good visual presentation and fluid music timing can do to a pattern avoidance.
So, yeah. HEAVILY mixed bag, here. Wasn't a big fan, but I left on a positive note, thanks to the end.
[9] Likes
95% of the platforming simply consists of cycles, sometimes combined with a movement gimmick. Two of these movement gimmicks do nothing but make moving laborious for the entire time you are interacting with them. Seriously, the ice physics have to be felt to be believed.
None of the cycles in the game are mistimed, or badly mistimed at least, but seriously, see one room in Domu, you see them all. The platforming barely ever feels like it changes for the better. I think I only left the game liking 3 areas, the pillar piloting area, Form, and the forest. Both are, again, loaded with cycles, but the movement you interact with them at least isn't frustrating to bother with. Creep was also fun, since limiting you to one jump actually changed the platforming besides just resetting the save and immediately holding right.
The last avoidance was great, though. It feels more like interactive credits than it does a boss, in a good way. Tempted to do the alternate version of it at the end, aswell. Great showcase of what good visual presentation and fluid music timing can do to a pattern avoidance.
So, yeah. HEAVILY mixed bag, here. Wasn't a big fan, but I left on a positive note, thanks to the end.
Rating: 6.0 60
Difficulty: 59 59
Apr 7, 2018
Wahfuu
For: I wanna kill the Kermit 2
For: I wanna kill the Kermit 2
An utterly fascinating game. It's rare to find a game that manages to create such a bizarre atmosphere and do it so well, all the while managing to include some very satisfying platforming and great bosses. Puppet Kermit was probably my favorite, personally.
I'm tempted to rate this even higher, if it wasn't for a couple things:
- Water guy tower is mostly fine, but the ending of save 4 is just absolutely dreadful. It's the hardest segment of the whole tower by far and it's placed at the very end of a save with slight cycle crap in the middle. There's also a horrofic water-tile f-jump abomination you have to do soon after in the next save, which sours the hell out of the place for me. I think the water bubbles could be a bit bigger aswell, feels too easy to miss. Pretty fun besides this, though.
- Glitchy, broken ass vines. I thought it was me at first, I truly did, but sometimes the vines just refuse to work. You do the input, and you simply fall off the vine holding the directional key you tried to use to jump to your doom. This doesn't happen very often at all, so its not a deal breaker, but the hub needle has a decent amount of vine use, and it feels like you can just get screwed at any moment.
- This isn't a real critic, but i'm not a big fan of transition screen traps. They are lower than fast moving spikes to me in terms of traps. But this doesn't bother everyone, and it doesn't last much past a couple areas in the first hub, so it shouldn't be a deal breaker.
Great game still despite all that, though. MrWonderful has a great knack for making the needle itself feel different and varied with every area, and he's not afraid to use non-standard hazards such as long spikes, grass, and... whatever in gods name the black area (my favorite area) is littered with.
Bosses are another thing that MrWonderful has a talent for. MrWonderfuls creativity with just attacking things and variety makes all the bosses feel pretty fun, and none are hard enough to really wall you. I thought the single avoidance was... not the best, but I don't think it's bad, at least.
Anyway, great game. Play it!
[2] Likes
I'm tempted to rate this even higher, if it wasn't for a couple things:
- Water guy tower is mostly fine, but the ending of save 4 is just absolutely dreadful. It's the hardest segment of the whole tower by far and it's placed at the very end of a save with slight cycle crap in the middle. There's also a horrofic water-tile f-jump abomination you have to do soon after in the next save, which sours the hell out of the place for me. I think the water bubbles could be a bit bigger aswell, feels too easy to miss. Pretty fun besides this, though.
- Glitchy, broken ass vines. I thought it was me at first, I truly did, but sometimes the vines just refuse to work. You do the input, and you simply fall off the vine holding the directional key you tried to use to jump to your doom. This doesn't happen very often at all, so its not a deal breaker, but the hub needle has a decent amount of vine use, and it feels like you can just get screwed at any moment.
- This isn't a real critic, but i'm not a big fan of transition screen traps. They are lower than fast moving spikes to me in terms of traps. But this doesn't bother everyone, and it doesn't last much past a couple areas in the first hub, so it shouldn't be a deal breaker.
Great game still despite all that, though. MrWonderful has a great knack for making the needle itself feel different and varied with every area, and he's not afraid to use non-standard hazards such as long spikes, grass, and... whatever in gods name the black area (my favorite area) is littered with.
Bosses are another thing that MrWonderful has a talent for. MrWonderfuls creativity with just attacking things and variety makes all the bosses feel pretty fun, and none are hard enough to really wall you. I thought the single avoidance was... not the best, but I don't think it's bad, at least.
Anyway, great game. Play it!
Rating: 8.5 85
Difficulty: 68 68
Mar 7, 2018
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