YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
278 Ratings!
239 Reviews!
5 Screenshots!
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278 Games
239 Reviews
For: I wanna eat the ER
For: Hey shitass
For: I wanna reach Heaven
All that said, I still REALLY do not like world ten, but then I dislike the gimmicks used inherently, so it was unlikely that I'd enjoy it in the first place. All told, this is a game worth your time if you enjoy the older style of needle or if you're just willing to go outside of your comfort zone.
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I really did not enjoy this game at all, to be frank. To keep complaints short, I often found it irritating and built around being malicious towards you, the player, and without any care for being satisfying or fun to play through. The best example of this is seen in its usage of jump refreshers. Often, when lesser creators use jump refreshers, they'll make it such that you need to be efficient with how you grab them. This leads to using a long line of them and just barely missing the last one, thus ending your life. This is always irritating and feels exceptionally unsatisfying, being symptomatic often of larger problems with the game. Now, Kadykunde (and I just realized it's KadykunDE and not Kadykune) is NOT a lesser creator by any means, but this description fits the bill for Reach Heaven. Screens often feel like they're designed just as a challenge to be tackled and that's it. As such, the actual quality of the gameplay suffers because of design choices to make it more difficult were used instead of design choices to make it more fun.
Now, to be more positive, stage 7 was great (the stage with spikes that move when you jump). I felt this gimmick was used excellently and to a degree no other game has touched upon. Stage 8 was also pretty good, using quite a novel gimmick that I haven't seen re-used. Stage 9 can be similarly described, although the gimmick used is one of my favorites ever. Sadly, it's rarely used to its full potential like it is in the final screen, the absolute highlight of the game and one of the best screens of needle from this era. The extra stage was also quite good, for the most part. I wish the sort of creative design there could have been found in the rest of the game to a larger degree than it is. The secret levels are all generally pretty good, often being the highlight of their respective stages.
Perhaps the best thing to say about this game is its cohesion, thanks to the visuals and general sense of progression and flow throughout the game. Most 100 floor games get to feeling like a slog because of all the content and how little variety there is, even with visual changes and such. Not so in Reach Heaven due to the plentiful gimmicks and vastly different visual sets for each stage. As such, I never got tired of the game and it never became a hypnotic process of clearing floors. Each floor cleared felt like a success rather than a mere alteration of the number.
I do not think this game aged well, but I also don't believe it's all bad. I will never play it again and I will always remember first the irritations I had with it, but this is an admirable game for the time and I fully get the love people do have or had for it.
For: I wanna tuck you into bed and hold your hand until you fall asleep
I cannot believe how excellently Chyeri has grasped the core tenets of superb needle making. Nearly every safe is nigh-masterpiece levels of good, if I'm being honest. There are four stages and not that many screens per stage, but each save is jam packed full of content and is all fairly difficult, so this is a bit of a hefty undertaking especially for someone who's only just know beginning to get a grasp of difficult needle. The visuals are basic, but impart a cozy feeling; that combined with the lovable title and the cute game over text makes this a homely game, one that doesn't feel malicious or like it's out for your blood. As such, this is one of the more chill needle experiences I've had despite the difficulty
My only gripe is essentially a non-issue. This is all spectacular needle, sure, but it's also all jtool needle. Nothing here really blows me away in the same other, more brilliant games do. Now, that's not really an issue as I wasn't coming into the game looking for that, but it is the reason I don't rate the game higher. It doesn't have the cohesion of a game that genuinely strikes me in a special way. There's no real passion or heart here, despite the high quality. Nonetheless, that's something Chyeri would also get a handle on by the time Crying Myself to Sleep came out.
I heartily recommend this to anyone with some needle experience under the belt as this is certainly worth the grind. It took me nearly six hours to clear it and most of that was in one sitting because I just didn't want to stop playing.
For: Needle Hatena
I was a tester for this game and saw it go through a lot of changes, so I'll admit that I have an undeniable amount of bias for the game; however, I do not believe that changes facts, and it's a fact that this is a genuinely excellent collab.
Before I get into stages, I'll discuss the overall presentation which is excellent. There is no hub area as you're just given a menu screen which lets you choose whichever stage you like, although the extra stages and credits stage are blocked until you've beaten every main stage. Some people seem to take issue with these stages being unlocked, but I personally don't mind it at all. In a typical game featuring an extra stage, you don't just have access to them without clearing the main game first. It's supposed to be a reward for putting in the effort to do everything the game asks of you. Nonetheless, the visuals outside of the stages are excellent. They feel warm and cozy, giving off the nintendo vibe that Dono was clearly going for.
Now, I'll go ahead and organize my stage ratings based on their quality.
Cream of the Crop:
Egg Extra (10/10) - This is one of the best screens of trigger needle I've ever played. The visuals are phenomenal, the music choice great (for this sort of thing), and the gameplay itself? Well, it's not the weakest link, let me assure you. It's a fairly difficult stage, but given that it's only one screen, it doesn't stick out negatively in that respect. I played this three or four times in testing and then again for post-release clear and I never tired of it.
Princeoflight Extra (10/10) - The dopamine-inspired visuals combined with the absolutely banging tune makes this stage my absolute favorite aesthetically. Luckily, it's also a stellar stage gameplay-wise to boot. Like it's normal stage, catharsis water line needle is the norm, though with the added bonus of some killer gravity switch usage. Every screen is one save, but it was easy enough that it didn't feel like much of a grind but just hard enough to be supremely satisfying.
Chrisay (10/10) - A lot of people dunked on this stage for being quite difficult and gimmicky, but I loved it from the start. Sure it's hard as shit, sure it deals exclusively in cycles, but what a satisfying stage to clear! Every save is perfectly crafted to let you feel like a total God on beating them, and though the learning process does take a while, it was all worth it in the end for me.
The Second-best (Though Still Superb):
Egg (9.5/10) - The mood here is just phenomenal, aided by the Crimson Needle 3 type music and jaw-droppingly gorgeous visuals. The needle itself is quite interesting and fun, using at times catharsis water though being more typical needle than not. Nonetheless, it still has that usual Egg feel to it, so you more or less know what you're getting into when going into this stage.
Princeoflight (9.5/10) - Though not as good as extra, this is still one hefty stage, quality-wise. There's no gravity-flippers, so the catharsis water line needle is at it's purest. It's fairly easy, so each save is more about satisfaction than really being a challenge, excluding the last jump of the last save on screen one and the last jump of the last save on screen 3.
LemonGH (9/10) - Despite being fairly claustrophobic, Lemon's screen has a sort of airy feel to it, aided by the cave-like visuals. There may not be wide open spaces, but there's still a lot of room to move around in, give or take a couple sections here and there. Each save is quite lengthy, but they're also easy enough that the length is un-noticeable unless you're paying attention.
Artimax (9/10) - During testing, this was my least favorite stage - in fact, I could never will myself to actually complete it, I'm ashamed to say. I let the other testers discuss that stage and I just left it at "I don't like it." Now, I'm happy to say I've seen the error of my ways and know now that this stage (screen) is phenomenal. The core issue of it being uncomfortable to play remains, but otherwise I found this a really fun screen to play through. The vibes too are totally unique, giving off a carnival-esque feeling.
KittyGame (9/10) - The easiest stage by far, but it still is quite good fun to play through. The second screen is more enjoyable due to its length, but overall this is fairly interesting no-frills needle with lovely visuals. I'd like a longer stage of this, but the two screens shall do nicely.
Shign (8.5/10) - If the second save of the final screen were removed or changed heavily, this would be an easy 9. As it stands, that is the one solitary blight on an other-wise excellent stage. This one's about unique usage of most of the core fangame gimmicks (vines, water, jump refreshers), so there's rarely any sections not using these three gimmicks. They're put to use wonderfully, and though it's a hard stage, I felt no stress or irritation with any save (aside from the previously-mentioned one).
The Pretty Good:
TheJPEGDemon (8/10) - This is rightly noted as being generic needle, but people beat it up too much in my eyes. Though it is a bit generic, I find it to be really nice to play through. It's easy, so there's no worry of a grind, and people don't give it enough credit for the novel jumps littered throughout. The visuals are basic, but that's no skin off my back in the end.
Starzor (7/10) - Now THIS is a lot more generic than Demon's stage, being total corridor needle with only a couple interesting jumps here and there; yet, I still do have some love for this stage thanks to the great visuals and my own enjoyment of generic corridor needle. It gets the job done, but that's about it.
KittyGame 2 (7/10) - The second screen is wholly superior to the first and would garner its own little ranking of 8 or 8.5 out of 10. The first screen alright, but a couple jumps really irked me, both being the last jump of both saves, funnily enough. Otherwise, this is fairly generic and without the touch of love that KittyGame's normal screen had.
The Low-tier:
Starzor 2 (5/10) - This is one screen of more or less the same as the normal stage, but now it's a lot more irritating. It ends with a v-string/v-align/whatever the fuck diagonal that really just cuts my grass. Nothing else to say, really.
The credits stage having needle is a nice touch, but I won't rate it amongst the other stages.
All in all, I think this is a highly successful collab, being made up almost entirely of banger stages. Aside from Starzor 2, there's not an ounce of low-quality design to be found for miles - at least, not for the duration of a stage. Dono did an excellent job in organizing this collab, and every one offered something of worth.
9 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| A Sky Blue Denouement | 88.8 | 8.5 | 9 |
| April is the Cruelest Month | 85.1 | 9.0 | 24 |
| I Wanna Flying Disc | 91.7 | 9.1 | 5 |
| Frankie Teardrop | 2.2 | 6.0 | 11 |
| I Don't Wanna Dwell | 69.1 | 7.4 | 13 |
| Nebulous Thoughts | 80.1 | 9.1 | 33 |
| Strewn Detritus | 69.0 | 7.3 | 14 |
| The Sunken Cathedral | 69.5 | 8.3 | 34 |
| I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games
Delicious Fruit