Kilgour22's Profile
Send a PMJoined on: Feb 19, 2015
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My ratings are mostly based on personal enjoyment.
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896 Ratings!
743 Reviews!
23 Screenshots!
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896 Games
743 Reviews
Kilgour22
For: Strewn Detritus
For: Strewn Detritus
Kind of savage gimmick needle, especially in the second stage.
One thing I appreciate about this game is that I felt myself improving as a player in two respects: not panicking in water/on platform jumps, and playing upside down. The two are related, really, given my propensity for experiencing discomfort with hard gimmick needle. It was simple: improve, or don't beat the saves. This gives insight both into my own level and, by extension, the game's level, especially with the benefit of time's passage to allow for comparisons between this and Marc's other games of a similar ilk.
The platforming peaks a lot higher with regard to enjoyment for me than did Sunken Cathedral's. However, I felt that as things became more precise, the gimmick usage and concomitant creativity were toned down. This made the gimmicks feel like they were there to connect jumps, rather than being used in the jumps themselves.
I really disliked the colour scheme—not because it was ugly, but because the first stage's visuals were slightly painful while the second stage's were obstructive.
Despite my difficulties with it, I think the gravity gimmick was underutilized. This is totally biased—I really could notice myself improving as I played it, and I'd love to continue that—but I also think it's true, as I believe there are only three saves which use it.
If you're like me—hovering in that 70-75 difficulty range for needle—then definitely give this a play. I'm sure better players can breeze through it in under an hour, but mortals like me can get substantially more playtime from the twenty screens.
Cleartime and deaths: 2:58:22, 1501
[0] Likes
One thing I appreciate about this game is that I felt myself improving as a player in two respects: not panicking in water/on platform jumps, and playing upside down. The two are related, really, given my propensity for experiencing discomfort with hard gimmick needle. It was simple: improve, or don't beat the saves. This gives insight both into my own level and, by extension, the game's level, especially with the benefit of time's passage to allow for comparisons between this and Marc's other games of a similar ilk.
The platforming peaks a lot higher with regard to enjoyment for me than did Sunken Cathedral's. However, I felt that as things became more precise, the gimmick usage and concomitant creativity were toned down. This made the gimmicks feel like they were there to connect jumps, rather than being used in the jumps themselves.
I really disliked the colour scheme—not because it was ugly, but because the first stage's visuals were slightly painful while the second stage's were obstructive.
Despite my difficulties with it, I think the gravity gimmick was underutilized. This is totally biased—I really could notice myself improving as I played it, and I'd love to continue that—but I also think it's true, as I believe there are only three saves which use it.
If you're like me—hovering in that 70-75 difficulty range for needle—then definitely give this a play. I'm sure better players can breeze through it in under an hour, but mortals like me can get substantially more playtime from the twenty screens.
Cleartime and deaths: 2:58:22, 1501
Rating: 7.5 75
Difficulty: 75 75
May 15, 2022
Kilgour22
For: The Sunken Cathedral
For: The Sunken Cathedral
Long Saves: The Game.
But really, I could have made do without two consecutive three-screen saves. Beyond that, there were a few gross jumps (e.g., a bonk downward diagonal into vine jump into 16-pixel gap) that were much more precise than the rest of the jumps, which made those screens particularly unpleasant.
I would bet the game is a lot more enjoyable for players well above the required skill level to beat each save.
Also, the first screen is significantly easier than some of the later ones.
Edit two months later: Played again for the second time. As predicted, now that I'm better, it felt more fun to play. Recleared three times quicker.
[1] Like
But really, I could have made do without two consecutive three-screen saves. Beyond that, there were a few gross jumps (e.g., a bonk downward diagonal into vine jump into 16-pixel gap) that were much more precise than the rest of the jumps, which made those screens particularly unpleasant.
I would bet the game is a lot more enjoyable for players well above the required skill level to beat each save.
Also, the first screen is significantly easier than some of the later ones.
Edit two months later: Played again for the second time. As predicted, now that I'm better, it felt more fun to play. Recleared three times quicker.
Rating: 7.5 75
Difficulty: 73 73
May 14, 2022
Kilgour22
For: I Wanna be the Dononite
For: I Wanna be the Dononite
It's not precise enough to be called a Hades-like, but it is about as fun as corridor needle can get, which is to say hit or miss.
Cleartime and deaths: 9:35, 235
[1] Like
Cleartime and deaths: 9:35, 235
Rating: 7.0 70
Difficulty: 50 50
May 13, 2022
Kilgour22
For: I Wanna Sertraline
For: I Wanna Sertraline
Kind of boring platforming I'd expect to find in a 2015 needle game. Good visuals, though.
Cleartime and deaths: 15:07, 85
[0] Likes
Cleartime and deaths: 15:07, 85
Rating: 6.8 68
Difficulty: 50 50
May 13, 2022
Kilgour22
For: I wanna be the Churatch
For: I wanna be the Churatch
Nine years ago, I began my fangaming journey with Churatch. I remember vividly struggling to land on a single block for fear of falling off, for fear of jumping into the single spike nearby . . . for fear of failure.
I died repeatedly, even as I started new save files and "speedran" up until the thirties, where the platforming posed a significant challenge. Slowly I crept my way into the forties as my skill level improved, and alternate paths began to open. I started to challenge myself further by completing these, particularly struggling with low-frame double jumps. You see, I wasn't yet comfortable with the controls; the kid felt like he was jumping at almost random heights, because I hadn't yet developed a feel for how long to hold shift.
Damn, I was awful.
After the second boss, the real platforming began. I grinded my way past the fifties, getting utterly destroyed by the apple cycles. I've never been particularly "quick" to recognize patterns like that—or, more accurately, the dynamic shifting of patterns has always caused me problems. This was true back then and is true today. But I slowly started to memorize the timings and inputs to get through them, and I managed to enter the sixties.
62. The F-jump screen. Words cannot describe how much I struggled with the first jump, so much so that I actually quit the game for a while. My young mind couldn't comprehend how to do them; repeatedly I would bonk my head on the ceiling, and thus never get the height. I ended up having to watch a playthrough of the game on YouTube to understand the jump, which is when I returned to the game and claimed my revenge, but damn if I didn't practice that thing dozens of times until I understood the jump.
I next got stuck on the third boss. I never did quite get the hang of shooting and jumping in quick succession, so I ended up trying to complete the boss the coward's way: jumping into the water, shooting, then falling down. This made the fight take forever to complete, and I was not yet consistent enough with my dodges or jump timings to complete it. And thus I left the game, this time for weeks.
In the meantime, I played (and beat) I Wanna Go Across the Rainbow. This was great practice, and beating the final boss gave me the confidence I needed to resume Churatch. I picked up where I left off, and minutes later, the third boss was vanquished.
The seventies introduced an unnamed jump which posed a similar challenge to floor 62, requiring a full jump, arc over part of the formation, followed by another full jump. Again, silly me, stupid, dumb, ignorant me, had to watch someone else do the jump, and it made so much sense! I forged ever onward, grinding my way through these screens, into the water stage, and finally the water downward diagonal. And what a jump that was! It's where I first learned how to stutter, and the feeling of satisfaction that washed over me upon completing it was incredible.
The next batch of screens brought with it a "ledge grab" of sorts. These screens took a while to complete, as they required something I very much lacked: consistency. But complete them I did, before I got walled once again on an infinite jump screen that had lots of low-frame jumps (my laptop keyboard could not recognize 2-frame inputs). And, once again, after many, many deaths, I beat it.
The last five floors went by pretty quickly, with 98 taking maybe fifteen minutes. I recall feeling intimidated by the time I got there; I'd heard a lot about the floor, and there was a palpable tension regarding it from the community in which I frequented. Having also watched a streamer who I respect immensely struggle with it, my hopes weren't high, but I persevered, and probably got a little lucky.
The final boss shut me down. I have never been good at bosses, and this one was well beyond my skill level. I left the game again, but this time, months passed with it laying dormant in my "to be completed" folder, taunting me.
I eventually got my revenge, and, upon seeing the clear screen and acquiring the warp item, let out a huge sigh of relief as the tension in my body melted away. Finally, at long last, I had achieved something that legitimately challenged me, and there is nothing more fulfilling than that. The memories will stick with me for a lifetime.
Today, I played through the game again. It was fine.
Cleartime and deaths: 49:15, 41
[3] Likes
I died repeatedly, even as I started new save files and "speedran" up until the thirties, where the platforming posed a significant challenge. Slowly I crept my way into the forties as my skill level improved, and alternate paths began to open. I started to challenge myself further by completing these, particularly struggling with low-frame double jumps. You see, I wasn't yet comfortable with the controls; the kid felt like he was jumping at almost random heights, because I hadn't yet developed a feel for how long to hold shift.
Damn, I was awful.
After the second boss, the real platforming began. I grinded my way past the fifties, getting utterly destroyed by the apple cycles. I've never been particularly "quick" to recognize patterns like that—or, more accurately, the dynamic shifting of patterns has always caused me problems. This was true back then and is true today. But I slowly started to memorize the timings and inputs to get through them, and I managed to enter the sixties.
62. The F-jump screen. Words cannot describe how much I struggled with the first jump, so much so that I actually quit the game for a while. My young mind couldn't comprehend how to do them; repeatedly I would bonk my head on the ceiling, and thus never get the height. I ended up having to watch a playthrough of the game on YouTube to understand the jump, which is when I returned to the game and claimed my revenge, but damn if I didn't practice that thing dozens of times until I understood the jump.
I next got stuck on the third boss. I never did quite get the hang of shooting and jumping in quick succession, so I ended up trying to complete the boss the coward's way: jumping into the water, shooting, then falling down. This made the fight take forever to complete, and I was not yet consistent enough with my dodges or jump timings to complete it. And thus I left the game, this time for weeks.
In the meantime, I played (and beat) I Wanna Go Across the Rainbow. This was great practice, and beating the final boss gave me the confidence I needed to resume Churatch. I picked up where I left off, and minutes later, the third boss was vanquished.
The seventies introduced an unnamed jump which posed a similar challenge to floor 62, requiring a full jump, arc over part of the formation, followed by another full jump. Again, silly me, stupid, dumb, ignorant me, had to watch someone else do the jump, and it made so much sense! I forged ever onward, grinding my way through these screens, into the water stage, and finally the water downward diagonal. And what a jump that was! It's where I first learned how to stutter, and the feeling of satisfaction that washed over me upon completing it was incredible.
The next batch of screens brought with it a "ledge grab" of sorts. These screens took a while to complete, as they required something I very much lacked: consistency. But complete them I did, before I got walled once again on an infinite jump screen that had lots of low-frame jumps (my laptop keyboard could not recognize 2-frame inputs). And, once again, after many, many deaths, I beat it.
The last five floors went by pretty quickly, with 98 taking maybe fifteen minutes. I recall feeling intimidated by the time I got there; I'd heard a lot about the floor, and there was a palpable tension regarding it from the community in which I frequented. Having also watched a streamer who I respect immensely struggle with it, my hopes weren't high, but I persevered, and probably got a little lucky.
The final boss shut me down. I have never been good at bosses, and this one was well beyond my skill level. I left the game again, but this time, months passed with it laying dormant in my "to be completed" folder, taunting me.
I eventually got my revenge, and, upon seeing the clear screen and acquiring the warp item, let out a huge sigh of relief as the tension in my body melted away. Finally, at long last, I had achieved something that legitimately challenged me, and there is nothing more fulfilling than that. The memories will stick with me for a lifetime.
Today, I played through the game again. It was fine.
Cleartime and deaths: 49:15, 41
Rating: 6.0 60
Difficulty: 42 42
May 13, 2022
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7 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna be the Engine Kilgour22 Edition | N/A | 1.5 | 2 |
I Wanna Escape My Fate | 67.8 | 7.2 | 10 |
Faded Oblivion | N/A | N/A | 1 |
I wanna be the Hypertrophic Lobotomous Coalescing Bumblebee | 53.1 | 6.0 | 15 |
I Wanna Improve | 61.7 | 6.9 | 18 |
I Wanna be the Needle Whisperer | 76.3 | 6.5 | 5 |
Slaughter | 77.0 | 6.5 | 3 |
3 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
I Wanna Be The Dreamroamer | 35.0 | 9.0 |
Nebulous Thoughts | 82.0 | 9.0 |
Ebb Needle 2023 | 50.0 | 9.5 |
956 Cleared Games