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78 Reviews
ameliandyou
For: I Wanna Spell Coins Out
For: I Wanna Spell Coins Out
(review based on just beating the game without looking for secrets and only getting the 15 required yellow coins).
Amazing game. I definitely didn't experience all this game had to offer but I could tell a lot of love was put into it. It has a lot of really creative ideas, and it was super fun seeing what each new area had to offer. The fact you didn't have to clear all the areas is really nice as well, as you could kinda pick and choose to just play the ones you really enjoyed.
[3] Likes
Amazing game. I definitely didn't experience all this game had to offer but I could tell a lot of love was put into it. It has a lot of really creative ideas, and it was super fun seeing what each new area had to offer. The fact you didn't have to clear all the areas is really nice as well, as you could kinda pick and choose to just play the ones you really enjoyed.
Rating: 9.0 90
Difficulty: N/A
Oct 8, 2025
ameliandyou
For: Vibe Excerpts: Too Much Trouble
For: Vibe Excerpts: Too Much Trouble
Amazing boss. I wish there was more standalone boss games out there, this game is actually incredible and executes a simple concept in an extremely fun and satisfying way.
I literally didn't know you could aim up / down though until after I beat it >_< i wish the game told you somewhere lol.
[0] Likes
I literally didn't know you could aim up / down though until after I beat it >_< i wish the game told you somewhere lol.
Rating: 9.2 92
Difficulty: N/A
Oct 8, 2025
ameliandyou
For: Christmas Deliveries 3: Deliverance
For: Christmas Deliveries 3: Deliverance
(rating based on reaching final boss)
Christmas Deliveries 3 is an extremely high production value needle game with the occasional boss or gimmick section. I was not really aware of this going in, and I likely wouldn't have played it knowing it was mostly needle. However, I am glad I played it, because the needle in this is unlike anything I have ever seen. Every jump is carefully thought out, and most sections are used in multiple completely different ways via creative gimmicks that force you to backtrack.
The first 4 platforming stages are essentially pure needle. There are gimmicks introduced after the first stage, but all of them are there essentially only to make the pathing of the needle more interesting. One of the gimmicks has you jump on pillars to make other pillars go up, and most of the screens use that gimmick to force you to run all around the stage, while still doing pretty standard high quality needle. Another stage would force you to jump through a bunch of gates, which doesn't change anything except making the pathing more unique.
This isn't a bad thing, and the gimmicks are used in different ways each screen, but it is important to know before playing ;-;.
The bosses (I haven't played the final boss so I can't say) are definitely the low point of the game. With the exception of the first boss, all three of the bosses ditch the hand drawn art style and just use pngs of the characters you are fighting like in most fangames. It feels a bit out of place, and I wouldn't mind that if the gameplay for the bosses were better, but they are quite generic. I like how the mario boss jumps in pipes to attack and what not, but most of the bosses just feel like decent fangame bosses which is totally fine.
The later 4 platforming stages do a bit more with the gimmicks, but with a few exceptions they stay pretty much as needlely gimmick stages. The 5th stage is really unique, having the kid surf in a 3d environment. However, this part wasn't my favorite, as it feel EXTREMELY learny in a way that wasn't satisfying at all. I kinda wish either it was a bit easier, or maybe if more was done with the gimmick. It wasn't bad though, I still really liked it. The next stage has you disturb the graves of random people named john (cn2.5 reference?!??!!?). I liked this, although with a few exceptions most of the grave gimmicks just serve to make the needle more interesting rather than doing anything really out there.
The next 2 platforming stages are also pretty good. The gameshow one was my favorite part of the game, it had a lot of really fun and interesting ideas like an eating contest or having you hit targets. It also wasn't very difficult, which I was really worried about because you have to restart the 10 levels from the beginning if you fail. Half of the challenges are needle though which is to be expected.
I both loved and hated the final stage. I loved it because it finally felt like the game was going all out with its gimmicks, and there was a ton of EXTREMELY creative stuff done with the pathing (one section you go through 3 times without anything changing about the block / spike layout, and it feels completely different every time because its designed to be beatable foward, backwards, or doing it while flipped). I hated it because it was as long as about 3 or 4 of the previous stages. It took forever to get through, and while I didn't do it all in one sitting, I kept feeling disappointment when the end wasn't in sight rather than excitement to play more because of how difficult this stage was and because of how long this stage was. For reference, the previous stages were EXTREMELY stingy with gimmicks, only having literally zero, one or rarely two in each stage. This area had FIVE DIFFERENT SECTIONS all of which having 1-2 gimmicks, not counting the time spent backtracking through the sections. From what I can tell its a reference to the other christmas game(s) but that doesn't really make it any less painful ;-;.
It is what it is though. If you are the classic needler who hates adventure you will love this game. If you like needle and adventure this game is perfect for you. If you don't like needle but love adventure you will like this game. I enjoyed it, tldr: this game had the best needle I have ever played but I am not the biggest needle fan and I thought this was more of an adventure game :>
[0] Likes
Christmas Deliveries 3 is an extremely high production value needle game with the occasional boss or gimmick section. I was not really aware of this going in, and I likely wouldn't have played it knowing it was mostly needle. However, I am glad I played it, because the needle in this is unlike anything I have ever seen. Every jump is carefully thought out, and most sections are used in multiple completely different ways via creative gimmicks that force you to backtrack.
The first 4 platforming stages are essentially pure needle. There are gimmicks introduced after the first stage, but all of them are there essentially only to make the pathing of the needle more interesting. One of the gimmicks has you jump on pillars to make other pillars go up, and most of the screens use that gimmick to force you to run all around the stage, while still doing pretty standard high quality needle. Another stage would force you to jump through a bunch of gates, which doesn't change anything except making the pathing more unique.
This isn't a bad thing, and the gimmicks are used in different ways each screen, but it is important to know before playing ;-;.
The bosses (I haven't played the final boss so I can't say) are definitely the low point of the game. With the exception of the first boss, all three of the bosses ditch the hand drawn art style and just use pngs of the characters you are fighting like in most fangames. It feels a bit out of place, and I wouldn't mind that if the gameplay for the bosses were better, but they are quite generic. I like how the mario boss jumps in pipes to attack and what not, but most of the bosses just feel like decent fangame bosses which is totally fine.
The later 4 platforming stages do a bit more with the gimmicks, but with a few exceptions they stay pretty much as needlely gimmick stages. The 5th stage is really unique, having the kid surf in a 3d environment. However, this part wasn't my favorite, as it feel EXTREMELY learny in a way that wasn't satisfying at all. I kinda wish either it was a bit easier, or maybe if more was done with the gimmick. It wasn't bad though, I still really liked it. The next stage has you disturb the graves of random people named john (cn2.5 reference?!??!!?). I liked this, although with a few exceptions most of the grave gimmicks just serve to make the needle more interesting rather than doing anything really out there.
The next 2 platforming stages are also pretty good. The gameshow one was my favorite part of the game, it had a lot of really fun and interesting ideas like an eating contest or having you hit targets. It also wasn't very difficult, which I was really worried about because you have to restart the 10 levels from the beginning if you fail. Half of the challenges are needle though which is to be expected.
I both loved and hated the final stage. I loved it because it finally felt like the game was going all out with its gimmicks, and there was a ton of EXTREMELY creative stuff done with the pathing (one section you go through 3 times without anything changing about the block / spike layout, and it feels completely different every time because its designed to be beatable foward, backwards, or doing it while flipped). I hated it because it was as long as about 3 or 4 of the previous stages. It took forever to get through, and while I didn't do it all in one sitting, I kept feeling disappointment when the end wasn't in sight rather than excitement to play more because of how difficult this stage was and because of how long this stage was. For reference, the previous stages were EXTREMELY stingy with gimmicks, only having literally zero, one or rarely two in each stage. This area had FIVE DIFFERENT SECTIONS all of which having 1-2 gimmicks, not counting the time spent backtracking through the sections. From what I can tell its a reference to the other christmas game(s) but that doesn't really make it any less painful ;-;.
It is what it is though. If you are the classic needler who hates adventure you will love this game. If you like needle and adventure this game is perfect for you. If you don't like needle but love adventure you will like this game. I enjoyed it, tldr: this game had the best needle I have ever played but I am not the biggest needle fan and I thought this was more of an adventure game :>
Rating: 9.0 90
Difficulty: N/A
Oct 8, 2025
ameliandyou
For: I Wanna Hear Ciaccona's Song
For: I Wanna Hear Ciaccona's Song
I really hope this game doesn't get crushed by tons of rocks ;-; I liked it.
Some of the attacks are really hard to follow because of how many visual effects there are in the background, mainly the blue on blue attack was really hard for me to learn at first because of how hard it was to see where the cherries were.
The visuals are incredible, I have no clue how avoidance makers are able to avoidance make crazy stuff like this. Fun + beginner friendly game!
[6] Likes
Some of the attacks are really hard to follow because of how many visual effects there are in the background, mainly the blue on blue attack was really hard for me to learn at first because of how hard it was to see where the cherries were.
The visuals are incredible, I have no clue how avoidance makers are able to avoidance make crazy stuff like this. Fun + beginner friendly game!
Rating: 8.5 85
Difficulty: N/A
Oct 7, 2025
ameliandyou
For: I wanna stop the Shadow's Return to homeland
For: I wanna stop the Shadow's Return to homeland
I wish I enjoyed this game more ;-; review is based on reaching the final platforming screen. The final boss looks extremely hard and I have no intention of clearing, as I have beaten the majority of the game so I am not missing out on much gameplay. There are gameplay spoilers in this review.
"Shadow's Return" is a fangame very similar to "I wanna power" (from what I have seen of that game, i need to play it at some point), in which you collect items to unlock new areas to explore by killing bosses. Most of the abilities you gain don't change the gameplay in any meaningful ways, with the main exceptions being the rock ability and hook ability. This is totally fine, although it would have been fun to see more done with the other abilities.
I am not the biggest fan of the level design. It is basic needle with some gimmicks, however the jumps are often really precise and many of the sections are VERY trial and error focused, which isn't my favorite.
The first area you will likely start with is the rock pushing area. I do not like pushblock puzzles, they are really tedious, and there are multiple saves in this that have precise jumps during or after the puzzle, which makes dying very punishing. If you like pushblock puzzles I guess you will enjoy this, but the difficulty definitely comes from the platforming rather than the puzzles.
You then have the fire boss. Its pretty neat, and I like how you sometimes have to climb up the sides of the arena (i might be misremembering). The bosses in this game are generally pretty good, but they are VERY basic attack wise so they don't really stand out from other fangame bosses or even each other, with one exception.
You then have the ice area, focused on cherry cycles. I always like cherry cycles in fangames, this area didn't do anything really crazy but it was fun. It also had icicles which were used really well.
The next boss was fun. Really similar to the fire boss.
You then do basic needle until you get the bomb ability, which lets you place a bomb.
The next area is more pushblock stuff but in the dark. The jumps were less precise than the first area so I liked it a bit more, I feel like mixing pushblocks and needle usually isn't my cup of tea.
You then fight the rock boss, which felt like used it's arena to its fullest extent. I really liked this fight, but again, it is a really basic boss.
You then have the bubble gimmick. Its fine, but it becomes REALLY learny really quickly, essentially having to memorize the inputs you have to do because it isn't designed in a way that is clear to the player / intuitive at all. Its kinda like the bubble gimmick in celeste, however that game did a much better job of making it clear to the player where they needed to go so it didn't feel so trial and error heavy. I didn't mind it too much, I liked that it was a pretty original gimmick.
You then fight a version of destination, which took me almost a third of my playtime to beat. I actually really liked this boss, its focused around a risk reward system where you need to go in the bubbles to hurt him, but going in the bubbles makes it very hard to dodge his attacks, so you have to plan around when it is safe to get in the bubbles. 2 of the attacks are pretty much copied from the original destination, with one of them even having the exact same weapon. The attacks are very basic, but the 2 new ones did fit the weapons really well, being leaves falling to represent a tree and long bullet lines representing its hookshot attack. The ending attack is really fun and stressful, while being very fair if you are patient.
You then have a section with some spikes and blocks that toggle when you jump. Very learny, but I enjoyed it. There was also some sections with orbs that you shoot to disable spikes of a certain color. I liked how they made the pathing really unique with this gimmick, but it wasn't anything too crazy.
The final part uses both the hookshot and the rock powers, and its a bit of a mess. It expects you to do a lot of inputs in quick succession in ways that aren't fun at all to pull off. Its a shame, because I really like the hookshot gimmick, but with a few exceptions I didn't really like how it was used.
Those are my thoughts on shadow's return. I don't know if I can recommend it, however despite much of the game feeling very similar to other fangames before it, some parts, like the bubble gimmick and destination fight felt quite unique and somewhat enjoyable.
[0] Likes
"Shadow's Return" is a fangame very similar to "I wanna power" (from what I have seen of that game, i need to play it at some point), in which you collect items to unlock new areas to explore by killing bosses. Most of the abilities you gain don't change the gameplay in any meaningful ways, with the main exceptions being the rock ability and hook ability. This is totally fine, although it would have been fun to see more done with the other abilities.
I am not the biggest fan of the level design. It is basic needle with some gimmicks, however the jumps are often really precise and many of the sections are VERY trial and error focused, which isn't my favorite.
The first area you will likely start with is the rock pushing area. I do not like pushblock puzzles, they are really tedious, and there are multiple saves in this that have precise jumps during or after the puzzle, which makes dying very punishing. If you like pushblock puzzles I guess you will enjoy this, but the difficulty definitely comes from the platforming rather than the puzzles.
You then have the fire boss. Its pretty neat, and I like how you sometimes have to climb up the sides of the arena (i might be misremembering). The bosses in this game are generally pretty good, but they are VERY basic attack wise so they don't really stand out from other fangame bosses or even each other, with one exception.
You then have the ice area, focused on cherry cycles. I always like cherry cycles in fangames, this area didn't do anything really crazy but it was fun. It also had icicles which were used really well.
The next boss was fun. Really similar to the fire boss.
You then do basic needle until you get the bomb ability, which lets you place a bomb.
The next area is more pushblock stuff but in the dark. The jumps were less precise than the first area so I liked it a bit more, I feel like mixing pushblocks and needle usually isn't my cup of tea.
You then fight the rock boss, which felt like used it's arena to its fullest extent. I really liked this fight, but again, it is a really basic boss.
You then have the bubble gimmick. Its fine, but it becomes REALLY learny really quickly, essentially having to memorize the inputs you have to do because it isn't designed in a way that is clear to the player / intuitive at all. Its kinda like the bubble gimmick in celeste, however that game did a much better job of making it clear to the player where they needed to go so it didn't feel so trial and error heavy. I didn't mind it too much, I liked that it was a pretty original gimmick.
You then fight a version of destination, which took me almost a third of my playtime to beat. I actually really liked this boss, its focused around a risk reward system where you need to go in the bubbles to hurt him, but going in the bubbles makes it very hard to dodge his attacks, so you have to plan around when it is safe to get in the bubbles. 2 of the attacks are pretty much copied from the original destination, with one of them even having the exact same weapon. The attacks are very basic, but the 2 new ones did fit the weapons really well, being leaves falling to represent a tree and long bullet lines representing its hookshot attack. The ending attack is really fun and stressful, while being very fair if you are patient.
You then have a section with some spikes and blocks that toggle when you jump. Very learny, but I enjoyed it. There was also some sections with orbs that you shoot to disable spikes of a certain color. I liked how they made the pathing really unique with this gimmick, but it wasn't anything too crazy.
The final part uses both the hookshot and the rock powers, and its a bit of a mess. It expects you to do a lot of inputs in quick succession in ways that aren't fun at all to pull off. Its a shame, because I really like the hookshot gimmick, but with a few exceptions I didn't really like how it was used.
Those are my thoughts on shadow's return. I don't know if I can recommend it, however despite much of the game feeling very similar to other fangames before it, some parts, like the bubble gimmick and destination fight felt quite unique and somewhat enjoyable.
Rating: 6.5 65
Difficulty: N/A
Oct 7, 2025
4 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| Mio Pokes The Carmine Needle | 37.5 | 8.0 | 14 |
| My Fanthology | 53.4 | 8.8 | 6 |
| Seven Nights At Series Z | 63.8 | 9.3 | 7 |
| The Worst Collab Ever 2 | 41.8 | 6.9 | 7 |
8 Favorite Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I Wanna Vibe With The Gods | N/A | 9.8 |
| The Maker Medley | N/A | 9.5 |
| Crusher's Curse | N/A | 9.2 |
| BONK: An Interactive Exposition | N/A | 10.0 |
| I wanna collapse the Versum | N/A | 9.8 |
| I Wanna Escape The Poolrooms | N/A | 9.6 |
| I Wanna Recap The Twourney | N/A | 10.0 |
| MKey Medley v1.0 | N/A | 8.3 |
26 Cleared Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna be the Animus | N/A | N/A |
| I wanna be the Little runner | N/A | N/A |
| I wanna get the Rainbow feather | N/A | N/A |
| I wanna be the Octophobia | N/A | N/A |
| I wanna kill the Kamilia | N/A | N/A |
| Not Another Needle Game | N/A | N/A |
| I wanna be the Aura | N/A | N/A |
| I wanna go the Spook House | N/A | N/A |
| I wanna be the Strongest Fairy | N/A | N/A |
| I wanna be the Machinary | N/A | N/A |
| I wanna be the Steak Temple | N/A | N/A |
| I wanna Can't Stop | N/A | N/A |
| I Wanna WandWandWand | N/A | N/A |
| I Wanna Step Outside the Needle | N/A | 8.1 |
| I Wanna Kami2Kami2Kami2 | N/A | 8.5 |
| I Wanna Change A Lightbulb | N/A | N/A |
| I Wanna Retrace My Steps | N/A | N/A |
| I Wanna MedlMedlMedl | N/A | N/A |
| I wanna Kikkai Kettai | N/A | N/A |
| Crusher's Curse | N/A | 9.2 |
| I wanna craft in space!! | N/A | 9.5 |
| I Wanna Eat the Slop | N/A | 9.3 |
| I wanna WhineWhineWhine | N/A | N/A |
| I Wanna Escape The Poolrooms | N/A | 9.6 |
| I Wanna Follow The World | N/A | 8.0 |
| I Wanna Slowly Go Quickly | N/A | 8.8 |
Delicious Fruit