Ywave's Profile
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| Game | Difficulty | User's Rating |
|---|---|---|
| Crimson Needle 3 | 86.0 | 10.0 |
| Cyber Thunder Cider | 74.0 | 9.5 |
| Happy birthday to Elaina | 75.0 | 9.0 |
| I HATE Double Turn Team! | 83.0 | 8.7 |
| RNG Dungeon | 78.0 | 8.5 |
| I wanna dye myself | 65.0 | 8.4 |
| I wanna Transit | 75.0 | 8.0 |
| I wanna be the ASDF | 50.0 | 8.0 |
| I Wanna Eclectic | 73.0 | 8.0 |
| I wanna be the FFM | 25.0 | 8.0 |
| Not Another SB Game - Chapter II | 40.0 | 8.0 |
| Ephemeral needle collab | 86.0 | 7.5 |
| I wanna Appreciate the Beautiful Galaxy | 83.0 | 7.5 |
| I wanna say something, ok guys so basically um | 89.0 | 7.5 |
| 再见,旋转木马 | 72.0 | 7.5 |
| I wanna be the Frey | 55.0 | 7.0 |
| I wanna defeat the discord makers JP side | 90.0 | 6.5 |
| I wanna Lap Backwards | 90.0 | 6.0 |
| I Wanna Nonamed Spike 2 | 84.0 | 5.6 |
| I Wanna Overtake | 70.0 | 4.0 |
| I Wanna Give Trinkets To Friends And Family | 80.0 | N/A |
| I wanna be the Odyssey | N/A | N/A |
| 源计划 | 35.0 | N/A |
| I wanna follow the faded memories | 64.0 | N/A |
| I Wanna Be The CookCukies | 60.0 | N/A |
24 Reviews
Ywave
For: I Wanna Give Trinkets To Friends And Family
For: I Wanna Give Trinkets To Friends And Family
fun.But...
说在前面:
1.个人想法,仅供参考。
2.内容涉及剧透。
————整体评价————
本作由Double Turn Team制作,以“学费”和“身份”著称。“学费”指的是跳刺过程中,毫无预兆的坑或者gimmick,trigger什么新东西非要跨面给你放最后,非要让你死一次才开心。在前作I Hate Double Turn Team也有体现。
gimmick大致分为元素的扩充,kid能力的扩充。前者在已有元素的基础上进行再扩展,例如本作s3的减号砖,菱形砖。这类对操作相对友好。后者则需要时间适应,而且难平衡。对于这些吉米克可以设计点简短的,简单的范例放前头。而不是放在结尾看着解密效果拉满,猜半天还不如莽死了r痛快。
有新颖玩法,怎么平衡难度就很关键了。本作平衡性就很烂,有些档明显限制的很死,再加上gimmick,可以说是双重限制。比如s5的最后档,s6的第二面。玩着更像是实验型跳刺,甚至如果在此基础上添加boss,耐久,或者其他元素,说它是综合都不为过。很难想象,反正坐牢的地方是真的坐牢。
尤其到了后期充斥着作者的各种脑洞,显得有些审美疲劳了,让你不得不感叹这个游戏的设计感。这确实是一个亮点,称其为实验型跳刺太合适了。作为竞技的初见游戏,这是完全不适合的,基础操作+适应学习新的机制这些都需要时间,更不用说再加上多面长存...比较时间就显得没太大意义。这样设计能劝退不少人,大会当天就引来不少锐评。这样的游戏能算初见跳刺吗,喧宾夺主。游戏越打画风越黑,越压抑,越打越没劲了只想快点结束。
游戏适合多见却不适合初见,假如二见后这个难度至少会被砍个10级,但事实上没多少人愿意再见到这个游戏。
————各关评价————
s1: 中规中矩基础的跳刺,无gimmick,渲染整体的气氛,各档的难易不太平衡。
s2: 跳刺向gimmick的过渡,引入了冲刺按z键触发,后期有↑+z的组合键。体谅一下,这个冲刺速度很快,因为有涉及与kid本身移动速度的叠加,冲刺距离很难把握,非常容易刹不住车。刺阵不是很难,这个画风最大的难点就是适应这个冲刺。
s3: 就gimmick本身而言,挺有意思的。整体设计也没啥太大的问题。唯二吐槽的就是一档的时机解密和存档距离的拉长。板子砖块磕头这一点不知怎么说。
s4: 最正常的一关,难得的放松关也免不了对你开个小玩笑。相对来说这画风最好玩。
s5: 时机活,时机活。最后一面真的难受,两个时机活限制很死,最后还是个空中半格,卡了真长时间,整个游戏第二堆得时间长的档。第一跳就是限帧跳二段2f蹭板成功率高点,这面就像ftfa,不管哪一跳都不好跳。
s6: 聚光灯,反重力。已经抑制不住作者的鬼怪想法了,难度转折点。
s7: 跳刺配藤,藤是二段藤。除了最后一档其他正常。
s8: 全游戏的第二个能力,大会名场面,瞬移+长长存。身份拉满,这个瞬移是随kid位移360度旋转,也就是说你要不断的蹭墙来微调下一次瞬移的位置,而且还要把握提前量,同时瞬移后的kid是继承瞬移前的状态的,真是繁琐又严谨。每一次尝试都需要付出不小的代价,再此基础上还要加上长存和初见杀,真是一言难尽。感觉是你得知道作者怎么想的。
s9: 这关的板子比较特殊,是保持kid当前的跳跃次数。设计还行,就是个别档作怪。
s10: 这是游戏中的尾声部分了,又引入了一个升降gimmick,配合射击机关。在黑洞机关范围内需要按住z,黑洞会随kid高低而在轨道移动,松开z,黑洞停止移动。这关需要kid控制黑洞正好处于卡槽中,切换升降。面数不多,学费不少。
s11: 只有两面,机关跳刺配合阴间蹭水。The last save is the hardest.
[12] Likes
说在前面:
1.个人想法,仅供参考。
2.内容涉及剧透。
————整体评价————
本作由Double Turn Team制作,以“学费”和“身份”著称。“学费”指的是跳刺过程中,毫无预兆的坑或者gimmick,trigger什么新东西非要跨面给你放最后,非要让你死一次才开心。在前作I Hate Double Turn Team也有体现。
gimmick大致分为元素的扩充,kid能力的扩充。前者在已有元素的基础上进行再扩展,例如本作s3的减号砖,菱形砖。这类对操作相对友好。后者则需要时间适应,而且难平衡。对于这些吉米克可以设计点简短的,简单的范例放前头。而不是放在结尾看着解密效果拉满,猜半天还不如莽死了r痛快。
有新颖玩法,怎么平衡难度就很关键了。本作平衡性就很烂,有些档明显限制的很死,再加上gimmick,可以说是双重限制。比如s5的最后档,s6的第二面。玩着更像是实验型跳刺,甚至如果在此基础上添加boss,耐久,或者其他元素,说它是综合都不为过。很难想象,反正坐牢的地方是真的坐牢。
尤其到了后期充斥着作者的各种脑洞,显得有些审美疲劳了,让你不得不感叹这个游戏的设计感。这确实是一个亮点,称其为实验型跳刺太合适了。作为竞技的初见游戏,这是完全不适合的,基础操作+适应学习新的机制这些都需要时间,更不用说再加上多面长存...比较时间就显得没太大意义。这样设计能劝退不少人,大会当天就引来不少锐评。这样的游戏能算初见跳刺吗,喧宾夺主。游戏越打画风越黑,越压抑,越打越没劲了只想快点结束。
游戏适合多见却不适合初见,假如二见后这个难度至少会被砍个10级,但事实上没多少人愿意再见到这个游戏。
————各关评价————
s1: 中规中矩基础的跳刺,无gimmick,渲染整体的气氛,各档的难易不太平衡。
s2: 跳刺向gimmick的过渡,引入了冲刺按z键触发,后期有↑+z的组合键。体谅一下,这个冲刺速度很快,因为有涉及与kid本身移动速度的叠加,冲刺距离很难把握,非常容易刹不住车。刺阵不是很难,这个画风最大的难点就是适应这个冲刺。
s3: 就gimmick本身而言,挺有意思的。整体设计也没啥太大的问题。唯二吐槽的就是一档的时机解密和存档距离的拉长。板子砖块磕头这一点不知怎么说。
s4: 最正常的一关,难得的放松关也免不了对你开个小玩笑。相对来说这画风最好玩。
s5: 时机活,时机活。最后一面真的难受,两个时机活限制很死,最后还是个空中半格,卡了真长时间,整个游戏第二堆得时间长的档。第一跳就是限帧跳二段2f蹭板成功率高点,这面就像ftfa,不管哪一跳都不好跳。
s6: 聚光灯,反重力。已经抑制不住作者的鬼怪想法了,难度转折点。
s7: 跳刺配藤,藤是二段藤。除了最后一档其他正常。
s8: 全游戏的第二个能力,大会名场面,瞬移+长长存。身份拉满,这个瞬移是随kid位移360度旋转,也就是说你要不断的蹭墙来微调下一次瞬移的位置,而且还要把握提前量,同时瞬移后的kid是继承瞬移前的状态的,真是繁琐又严谨。每一次尝试都需要付出不小的代价,再此基础上还要加上长存和初见杀,真是一言难尽。感觉是你得知道作者怎么想的。
s9: 这关的板子比较特殊,是保持kid当前的跳跃次数。设计还行,就是个别档作怪。
s10: 这是游戏中的尾声部分了,又引入了一个升降gimmick,配合射击机关。在黑洞机关范围内需要按住z,黑洞会随kid高低而在轨道移动,松开z,黑洞停止移动。这关需要kid控制黑洞正好处于卡槽中,切换升降。面数不多,学费不少。
s11: 只有两面,机关跳刺配合阴间蹭水。The last save is the hardest.
Rating: N/A
Difficulty: 80 80
Jun 14, 2024
Ywave
For: I Wanna Eclectic
For: I Wanna Eclectic
Four screens 16px needle with very fun design.I really enjoy thinking solutions on the way.
[1] Like
Rating: 8.0 80
Difficulty: 73 73
Dec 12, 2022
Ywave
For: I wanna say something, ok guys so basically um
For: I wanna say something, ok guys so basically um
6th screen is the hardest
[0] Likes
Rating: 7.5 75
Difficulty: 89 89
Dec 4, 2022
Ywave
For: I HATE Double Turn Team!
For: I HATE Double Turn Team!
I HATE Double Turn Team
The excellent Gimmick needle with high difficulty is worth recommending.
A variety of painting styles contain many Gimmick elements, and the process is too long. The overall difficulty is about 83 I think.
The highlight of the work is first reflected in the use of gimmick, especially the 13th painting style, which combines the traditional water rattan board with the rising water, lines and booster of cn3, without being abrupt in operation. Some painting styles cannot avoid opportunities, which may be uncomfortable for people like me who are not good at timing, but this is not a big problem. The variety of painting styles may be attractive.
One thing to explain is that this game has a lot of kills at first sight. Not to mention that it was the last pit, but it was deliberately difficult. Like the last pixel brick, or the first side feels that it is permanent, or inexplicably accelerated. If you plan to open up wasteland, you need to be prepared. Copying homework can significantly reduce the number of accidental deaths.
Many immortals run through the whole game process, and finally end up with immortality. This may be true of some jumping spikes.
As for the colored eggs, there may be, (press Q first to try.
[6] Likes
The excellent Gimmick needle with high difficulty is worth recommending.
A variety of painting styles contain many Gimmick elements, and the process is too long. The overall difficulty is about 83 I think.
The highlight of the work is first reflected in the use of gimmick, especially the 13th painting style, which combines the traditional water rattan board with the rising water, lines and booster of cn3, without being abrupt in operation. Some painting styles cannot avoid opportunities, which may be uncomfortable for people like me who are not good at timing, but this is not a big problem. The variety of painting styles may be attractive.
One thing to explain is that this game has a lot of kills at first sight. Not to mention that it was the last pit, but it was deliberately difficult. Like the last pixel brick, or the first side feels that it is permanent, or inexplicably accelerated. If you plan to open up wasteland, you need to be prepared. Copying homework can significantly reduce the number of accidental deaths.
Many immortals run through the whole game process, and finally end up with immortality. This may be true of some jumping spikes.
As for the colored eggs, there may be, (press Q first to try.
Rating: 8.7 87
Difficulty: 83 83
Nov 29, 2022
1 Game
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I wanna follow the faded memories | 65.2 | 7.6 | 12 |
2 Favorite Games
| Game | Difficulty | User's Rating |
|---|---|---|
| Crimson Needle 3 | 86.0 | 10.0 |
| RNG Dungeon | 78.0 | 8.5 |
11 Cleared Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna come from the north | N/A | N/A |
| I wanna defeat the discord makers JP side | 90.0 | 6.5 |
| Crimson Needle 3 | 86.0 | 10.0 |
| I wanna say something, ok guys so basically um | 89.0 | 7.5 |
| I wanna Appreciate the Beautiful Galaxy | 83.0 | 7.5 |
| Ephemeral needle collab | 86.0 | 7.5 |
| RNG Dungeon | 78.0 | 8.5 |
| StrathGaze | N/A | N/A |
| I HATE Double Turn Team! | 83.0 | 8.7 |
| I Wanna Eclectic | 73.0 | 8.0 |
| I Wanna Give Trinkets To Friends And Family | 80.0 | N/A |
Delicious Fruit