PlutoTheThing's Profile
Send a PMJoined on: Oct 27, 2022
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Hi! I like all sorts of fangames, and my reviews are based on how much I liked them!
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604 Ratings!
604 Reviews!
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604 Games
604 Reviews
PlutoTheThing
For: I wanna defeat the Discord Makers CN side
For: I wanna defeat the Discord Makers CN side
Discord Makers CN Side is a really big collab, consisting of 28 different, primarily vanilla needle stages. Despite this there's actually a somewhat decent amount of variety. I will say some of the weakest moments of the game are the stages like Wind's or Lvyuki's which go on for too long without much to keep it interesting or engaging. The best and worst parts are in the final tier of stages, the Special tier. The low points are TheWWworld's stage, which isn't awful but kinda awkward and unwieldly, and especially Mirror's stage, which was by far my least favorite. It's also worth noting I think the first screen of Mirror is by far the hardest thing in the game, both saves were a lot harder than the rest. Without those two my difficulty rating would be in the 73-75 range. The highlights though were really good, stuff like Q123, SeVens, Shadow, and XP made some great stages in my opinion, the latter 2 having some trigger needle definitely makes me biased towards them. I think if you like basic needle it's worth playing, although if you need a gimmick to keep you going, this won't be for you.
[0] Likes
Rating: 7.0 70
Difficulty: 77 77
Aug 5, 2023
PlutoTheThing
For: I wanna be the Magnanimity
For: I wanna be the Magnanimity
This game makes me very conflicted, as on one hand we have some incredibly unique and creative adventure gameplay, especially for the time this game came out, reminiscent of a game like galaxy, and on the other hand, we have some baffling game design decisions, bosses, and most of all traps. I really need to emphasize the traps because they are just awful, I'm fully aware at the time that traps weren't super well developed, but even a game like LoveTrap has way more clever traps than this, and way better placement. This game can sometimes throw 8+ traps in one save for no reason, sometimes with additional time wasting stuff like the bomb gimmick, which was exclusively just annoying to use, which slaughter the pacing. The bosses are a mixed bag too, plus their difficulty is all over the place, with the final boss being one of the absolute easiest. It would have been cool to see this game get finished, but at the same time I think some serious improvements could be made, a rework to traps or even a straight removal could bump this straight to a 7 or higher, but as is I think this game is just too frustrating to say I truly enjoyed it.
[1] Like
Rating: 4.5 45
Difficulty: 52 52
Aug 1, 2023
PlutoTheThing
For: I wanna Decisive Taisa
For: I wanna Decisive Taisa
Very underrated avoidance, the attacks are super fun to learn and get consistent at, which may sound weird because it's a barrage fight, but there are so many creative ideas that you really do need to get accustomed to, and once you do, it plays absolutely beautifully. The pacing and flow of attacks is superb, and as far as barrage fights go, this is one of the absolute best in the genre. The only issue I personally had, is the issue nearly all dot hitbox fights have, that the RNG Variance between attempts can be pretty ridiculous, but that never stopped this avoidance from feeling fun and fair in spite of that. Criminally underrated stuff here.
[2] Likes
Rating: 9.5 95
Difficulty: 89 89
Jul 27, 2023
PlutoTheThing
For: I wanna go the Five Guys
For: I wanna go the Five Guys
Very nice little needle game, it primarily focuses on ice vines, which I had never used very much before but has definitely become one of my absolute favorite gimmicks. It's a bit awkward at first but you really get used to it and the needle itself complements the design, giving you more space for the awkward maneuvers and getting tighter for the familiar stuff. I really like how the game flows, and the learning curve is satisfying because nearly everything gets super consistent. It's very much quality over quantity, and that's a great thing. Would recommend to people who like strange platforming.
[2] Likes
Rating: 9.3 93
Difficulty: 74 74
Jul 27, 2023
PlutoTheThing
For: Twenty-Seven
For: Twenty-Seven
Twenty-Seven is a fascinating game to me. On the surface, the game is just another needle game, it seems pretty wonderful inspired maybe with the song choices and minimalist aesthetic, but even then that doesn't really seem right, in fact the hardest part of this review for me is finding an adequate way to describe the game, so for now, in as simple terms as possible, 27 is a needle game with a lot of precise jumps.
The actual gameplay is unconventional, but in some senses is entirely conventional. Some might consider it named jump spam, and that's because it might as well be. There is no shortage of diagonals, corners, planes both up and down, and other jumps you see all the time in any 10 year olds I Wanna Maker map. The game is not afraid to throw some really obnoxious and inconsistent stuff even at the very end of a save, which is probably the most polarizing thing about it. 27 is a remarkably brutal game, not because it's the hardest thing ever, but because the nature of it. The difficulty curve basically doesn't exist, while the game is relatively consistent with it's difficulty, you can really never expect what is coming next in that regard. The first 3 stages are very average, but the next two throw very difficult and intricate 32 px needle at you, and after those the game goes back to easy. It creates a strange dynamic where after those two really hard stages, you are almost always on edge, knowing any temporary breaks the game gives you can be taken away before you even know it, it almost puts you on edge for the whole experience, because often in this game, it's the most random saves which are the hardest.
The game does relax a bit after stage 9, not because it gets easier, but because it just gets more consistent, there's basically no more easy saves besides a few oddballs, but in a sense it's comforting because you know the next save will challenge you, there's not really any surprises besides the new visuals and ahegao thing. I actually really like the turn the game takes in the hub area, it's really nice to play in my opinion, with some exceptions.
The negatives of this game are pretty simple, it can be very annoying at times. There's some saves like the first save of stage 5 which are just annoying, inconsistent, and tedious to play, and not really that satisfying to overcome. I think this is kind of inherent to this style of precision, not every idea is all that fun. I feel like to some the entire game is a negative, which brings me to my final points about what Twenty-Seven even is. While playing it, I thought of the game as a very apathetic needle game, but I don't think that's true. While the game certainly doesn't care about what needle is popular, or regarded as "quality" or "innovative," it's clear that there was a lot of effort put into the game. It's lengthy, it's diverse in visuals even with a bare bones production, the music choices feel very personal, and the title itself adds to this "personal" feel. This is not a game that people will tell you to make, it's probably not even a game most people would aspire to make, it's just a game someone WANTED to make, and I think that's cool. With that being said, it renders my evaluation of "apathy" completely wrong, and with that I have no way to describe this game.
I don't think I would recommend anyone play this, but at the same time I wouldn't stop anyone from playing it either. I think Twenty Seven really represents that there are no rules when it comes to making fangames, and that's what's so awesome about it. You can truly make whatever you want if you have the knowledge and time to do so, and while that creates some mind blowing things, it also creates some weird and unique things. Twenty-Seven is a simple, named jump spam needle game, but I've never played or seen anything quite like it yet, and for what it is, it's truly captivated me. It's not one of my favorites, but I do care about this game a lot.
[3] Likes
The actual gameplay is unconventional, but in some senses is entirely conventional. Some might consider it named jump spam, and that's because it might as well be. There is no shortage of diagonals, corners, planes both up and down, and other jumps you see all the time in any 10 year olds I Wanna Maker map. The game is not afraid to throw some really obnoxious and inconsistent stuff even at the very end of a save, which is probably the most polarizing thing about it. 27 is a remarkably brutal game, not because it's the hardest thing ever, but because the nature of it. The difficulty curve basically doesn't exist, while the game is relatively consistent with it's difficulty, you can really never expect what is coming next in that regard. The first 3 stages are very average, but the next two throw very difficult and intricate 32 px needle at you, and after those the game goes back to easy. It creates a strange dynamic where after those two really hard stages, you are almost always on edge, knowing any temporary breaks the game gives you can be taken away before you even know it, it almost puts you on edge for the whole experience, because often in this game, it's the most random saves which are the hardest.
The game does relax a bit after stage 9, not because it gets easier, but because it just gets more consistent, there's basically no more easy saves besides a few oddballs, but in a sense it's comforting because you know the next save will challenge you, there's not really any surprises besides the new visuals and ahegao thing. I actually really like the turn the game takes in the hub area, it's really nice to play in my opinion, with some exceptions.
The negatives of this game are pretty simple, it can be very annoying at times. There's some saves like the first save of stage 5 which are just annoying, inconsistent, and tedious to play, and not really that satisfying to overcome. I think this is kind of inherent to this style of precision, not every idea is all that fun. I feel like to some the entire game is a negative, which brings me to my final points about what Twenty-Seven even is. While playing it, I thought of the game as a very apathetic needle game, but I don't think that's true. While the game certainly doesn't care about what needle is popular, or regarded as "quality" or "innovative," it's clear that there was a lot of effort put into the game. It's lengthy, it's diverse in visuals even with a bare bones production, the music choices feel very personal, and the title itself adds to this "personal" feel. This is not a game that people will tell you to make, it's probably not even a game most people would aspire to make, it's just a game someone WANTED to make, and I think that's cool. With that being said, it renders my evaluation of "apathy" completely wrong, and with that I have no way to describe this game.
I don't think I would recommend anyone play this, but at the same time I wouldn't stop anyone from playing it either. I think Twenty Seven really represents that there are no rules when it comes to making fangames, and that's what's so awesome about it. You can truly make whatever you want if you have the knowledge and time to do so, and while that creates some mind blowing things, it also creates some weird and unique things. Twenty-Seven is a simple, named jump spam needle game, but I've never played or seen anything quite like it yet, and for what it is, it's truly captivated me. It's not one of my favorites, but I do care about this game a lot.
Rating: 7.3 73
Difficulty: 86 86
Jul 25, 2023
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