89 Reviews:
Nearigami
Sunspike was one of the first fangames I ever played. I was suggested it in 2016 as a way to improve my needle skills which at the time I appreciated given that I was bad at everything. I got to around the start of stage 6 before I bottomed out in skill level and patience. Over the years I’ve always meant to go back and finish the game as my skill level in both needle and bosses improved but for one reason or another never got around to it. Now, over 7 years later, I can say I finally have cleared it, and the game is just okay.
The needle is fairly generic but I’ve never had a problem with that. I think it’s less so that it’s generic and moreso that it uses generic jumps relatively effectively to enforce certain inputs. The room layouts are nothing crazy and verge on corridor needle, but I like them. It’s probably nostalgia and if it were in a game nowadays it would be even more throwaway, but for its time it’s pretty good.
The boss is really boring and the difficulty is concentrated into just a few key attacks which have a high variance in how difficult they are. It feels like the avoidance never really “starts” if that makes any sense and I’m just waiting until I’m presented with either comparatively unreasonable rng or something totally free. There’s a lot of sitting around and either waiting or barely doing anything. The sphere is still a cool attack even today and it definitely is the best part of the fight.
I’m left with an appreciation for what this game did for fangames and how it helped both needle and avoidance take the next step as genres, but nowadays it really only feels worth experiencing as a means to see an influential fangame.
[1] Like
The needle is fairly generic but I’ve never had a problem with that. I think it’s less so that it’s generic and moreso that it uses generic jumps relatively effectively to enforce certain inputs. The room layouts are nothing crazy and verge on corridor needle, but I like them. It’s probably nostalgia and if it were in a game nowadays it would be even more throwaway, but for its time it’s pretty good.
The boss is really boring and the difficulty is concentrated into just a few key attacks which have a high variance in how difficult they are. It feels like the avoidance never really “starts” if that makes any sense and I’m just waiting until I’m presented with either comparatively unreasonable rng or something totally free. There’s a lot of sitting around and either waiting or barely doing anything. The sphere is still a cool attack even today and it definitely is the best part of the fight.
I’m left with an appreciation for what this game did for fangames and how it helped both needle and avoidance take the next step as genres, but nowadays it really only feels worth experiencing as a means to see an influential fangame.
Rating: 6.0 60
Difficulty: 65 65
May 1, 2024
cepheiRS
my hardest, gg
8.4k deaths, ~7 hours
last stage is probably the worst part of the game, considering some jumps took hundreds of attempts straight. i didn't really enjoy the last avoidance, it's mostly luck based.
gg!!
[1] Like
8.4k deaths, ~7 hours
last stage is probably the worst part of the game, considering some jumps took hundreds of attempts straight. i didn't really enjoy the last avoidance, it's mostly luck based.
gg!!
Rating: 8.0 80
Difficulty: 75 75
Jan 25, 2023