29 Reviews:
GaspacoZanis
My review is based on getting until credits. Difficulty is specifically for the avoidance, which I believe is the hardest part of the game, although rating is overall feeling of the game. For the avoidance alone I would give at least 7.7.
Very dated adventure game from 2016. This is probably one of the better attempts from Western part of the community to make adventure game at the time, but even then I personally feel like many people are blinded by the somewhat notable production value or final avoidance itself, which was the reason why I personally started playing the game.
I have not played the first game, although I have seen few screenshots, and it seems that there are common themes in the game, but beyond that I cannot tell if the game has improved or not. I was told that first game was a bit buggy, so at least there was some improvement.
Game is structured in a very interesting way - you have to do several very differently designed stages, all of which have mandatory secrets and 2 bosses - small mid-boss and main stage boss, which generally is a lot harder.
I will start with the fact that game having mandatory secrets is not a bad thing, but here it felt very unnecessary. Secrets add little to nothing, just prolong your overall playthrough time if you do not know that you have to take them at the very beginning. Some of them are more fun than others, but overall pretty meh.
Main emphasis on this game is like in 'I wanna be the 8bit' - platforming. Most of your playthrough time is gonna be spent here. First stage having mostly needle, few traps and jump-refresher gimmick - overall fine, but nothing outstanding. Second stage surrounded around conveyor belts - very interesting stage, although the more you go - the more you wish the stage would have been over. Third stage revolving around timings will get on your nerves really quick. I remember there was one save which had (unintended?) skip, and feeling of happiness when doing skip is what you will desire for all of other saves. Some jumps unnecessary precise, some timings unnecessary precise, and I can continue how many other things felt unnecessary intricate.
The music choice for stages is also very random. First stage kind of mysterious, second stage feels more like final stage, third stage is something really unclear.
Mid-bosses felt really out-of-place, especially first one, and difficulty wise they are easier than platforming so you will get rid of them real quick. The issue is that even main bosses are not a real threat. You just learn few attacks and then you have to spam quite well or get lucky with RNG combos. Really questionable design.
Even aesthetic choices felt as if author did not have clear plan of what he wanted in his game. Second and third stage have very clear pre-boss room, which looks cool, but which is absent on first and last stage. Even boss title cards felt a bit out of place, for me personally.
Last stage is absolute mess. Just pure needle, using same soundtrack as in title screen. And kid gets coloured just because why not. It is tedious, not fun and you just get tired if you get there after reclearing main stages for coins, like I had to do.
If you manage to suffer through platforming, then you get until final boss, which is the hardest and the best general type of boss. It is a good reference to the whole game, but executing in semi-good way. While references are cool, the main original attacks felt really cheap and anti-climactic. Even both design itself felt a bit... caricature? Sure, it wants to look as something scary and evil, but in the end it is just some weird creature with a skull, which you need to shoot. Wow, how scary.
The main set of attacks are probably fine - you have curvings, you have indicators of ground attacks and etc. But the attack between repeating - just the same fountain attack ... it felt really cheap and lazy.
Also why would you make such anti-climactic final attack where you have to guess that being in the corner is best strat and where you basically can get lucky if you spammed a lot before? It really felt unnecessary to show middle finger to the player after player struggles to get there after 6 bosses and tons of filler attacks...
After that starts avoidance which is made by completely different person - Frosendose. I am not sure why he is not credited on wiki, but at least thanks for the credit in the credits.
Avoidance idea was by Shark himself, who directed his ideas and Frosendose coded them. And I have to say that I really appreciate this avoidance. It feels like gold-difficulty avoidance like in original FSR avoidance project, except it is really creative in the expression and attack language. You have very subtle effects and super cool colour transitions (blue to red is my favorite), which all look astounding. Attacks themselves are really unusual even though in reality they are basic. You have patterns and RNG which require basic reading. Only one pattern in the beginning is a bit tight, and I wish it would not have been reused more than once, but fine - I appreciate the cyclic idea in the end which corresponds to the soundtrack as well.
Some attacks felt sometimes unfair, but overall avoidance is still balanced well enough. It has one bug when you can die near the end, because apparently author forgot to turn of one of the killer masks. But I never died to it, so yeah.
Avoidance definitely feels like something that does not belong to this game. It is amazing addition, but it is so different than everything else. You can clearly see where Shark's content ends up.
Final credits again start with title screen soundtrack, and oh boy how generic credits are. You can even skip them just by going straight to the portal. And credits itself feels a bit anger-filled at times, and even creator themselves has noticed it and mentioned it in one of the Wolsk's streams.
The only thing I really appreciate is that Shark gave the ability to use F3 to return back to hub if you need to. It really helped me with secrets. And it definitely allows this game to have higher rating.
But all in all, I cannot say that the main part of the game is worth it. It is frutrating, let me tell you that. And it is really not worth it. I think game really does not hold up that well nowadays.
Final avoidance is the only thing I would recommend, but if you can get your hands to this avoidance without playing other part of the game... I would say you won't miss a lot and it would be the best kind of experience.
If you are just here for creative adventure game, then I think you would just find annoying needle game with few bosses and some gimmick saves, so do not get fooled by other reviews. There are definitely better games to try out. Unless, you are really into Shark's needle style.
Would not recommend.
[0] Likes
Very dated adventure game from 2016. This is probably one of the better attempts from Western part of the community to make adventure game at the time, but even then I personally feel like many people are blinded by the somewhat notable production value or final avoidance itself, which was the reason why I personally started playing the game.
I have not played the first game, although I have seen few screenshots, and it seems that there are common themes in the game, but beyond that I cannot tell if the game has improved or not. I was told that first game was a bit buggy, so at least there was some improvement.
Game is structured in a very interesting way - you have to do several very differently designed stages, all of which have mandatory secrets and 2 bosses - small mid-boss and main stage boss, which generally is a lot harder.
I will start with the fact that game having mandatory secrets is not a bad thing, but here it felt very unnecessary. Secrets add little to nothing, just prolong your overall playthrough time if you do not know that you have to take them at the very beginning. Some of them are more fun than others, but overall pretty meh.
Main emphasis on this game is like in 'I wanna be the 8bit' - platforming. Most of your playthrough time is gonna be spent here. First stage having mostly needle, few traps and jump-refresher gimmick - overall fine, but nothing outstanding. Second stage surrounded around conveyor belts - very interesting stage, although the more you go - the more you wish the stage would have been over. Third stage revolving around timings will get on your nerves really quick. I remember there was one save which had (unintended?) skip, and feeling of happiness when doing skip is what you will desire for all of other saves. Some jumps unnecessary precise, some timings unnecessary precise, and I can continue how many other things felt unnecessary intricate.
The music choice for stages is also very random. First stage kind of mysterious, second stage feels more like final stage, third stage is something really unclear.
Mid-bosses felt really out-of-place, especially first one, and difficulty wise they are easier than platforming so you will get rid of them real quick. The issue is that even main bosses are not a real threat. You just learn few attacks and then you have to spam quite well or get lucky with RNG combos. Really questionable design.
Even aesthetic choices felt as if author did not have clear plan of what he wanted in his game. Second and third stage have very clear pre-boss room, which looks cool, but which is absent on first and last stage. Even boss title cards felt a bit out of place, for me personally.
Last stage is absolute mess. Just pure needle, using same soundtrack as in title screen. And kid gets coloured just because why not. It is tedious, not fun and you just get tired if you get there after reclearing main stages for coins, like I had to do.
If you manage to suffer through platforming, then you get until final boss, which is the hardest and the best general type of boss. It is a good reference to the whole game, but executing in semi-good way. While references are cool, the main original attacks felt really cheap and anti-climactic. Even both design itself felt a bit... caricature? Sure, it wants to look as something scary and evil, but in the end it is just some weird creature with a skull, which you need to shoot. Wow, how scary.
The main set of attacks are probably fine - you have curvings, you have indicators of ground attacks and etc. But the attack between repeating - just the same fountain attack ... it felt really cheap and lazy.
Also why would you make such anti-climactic final attack where you have to guess that being in the corner is best strat and where you basically can get lucky if you spammed a lot before? It really felt unnecessary to show middle finger to the player after player struggles to get there after 6 bosses and tons of filler attacks...
After that starts avoidance which is made by completely different person - Frosendose. I am not sure why he is not credited on wiki, but at least thanks for the credit in the credits.
Avoidance idea was by Shark himself, who directed his ideas and Frosendose coded them. And I have to say that I really appreciate this avoidance. It feels like gold-difficulty avoidance like in original FSR avoidance project, except it is really creative in the expression and attack language. You have very subtle effects and super cool colour transitions (blue to red is my favorite), which all look astounding. Attacks themselves are really unusual even though in reality they are basic. You have patterns and RNG which require basic reading. Only one pattern in the beginning is a bit tight, and I wish it would not have been reused more than once, but fine - I appreciate the cyclic idea in the end which corresponds to the soundtrack as well.
Some attacks felt sometimes unfair, but overall avoidance is still balanced well enough. It has one bug when you can die near the end, because apparently author forgot to turn of one of the killer masks. But I never died to it, so yeah.
Avoidance definitely feels like something that does not belong to this game. It is amazing addition, but it is so different than everything else. You can clearly see where Shark's content ends up.
Final credits again start with title screen soundtrack, and oh boy how generic credits are. You can even skip them just by going straight to the portal. And credits itself feels a bit anger-filled at times, and even creator themselves has noticed it and mentioned it in one of the Wolsk's streams.
The only thing I really appreciate is that Shark gave the ability to use F3 to return back to hub if you need to. It really helped me with secrets. And it definitely allows this game to have higher rating.
But all in all, I cannot say that the main part of the game is worth it. It is frutrating, let me tell you that. And it is really not worth it. I think game really does not hold up that well nowadays.
Final avoidance is the only thing I would recommend, but if you can get your hands to this avoidance without playing other part of the game... I would say you won't miss a lot and it would be the best kind of experience.
If you are just here for creative adventure game, then I think you would just find annoying needle game with few bosses and some gimmick saves, so do not get fooled by other reviews. There are definitely better games to try out. Unless, you are really into Shark's needle style.
Would not recommend.
Rating: 5.6 56
Difficulty: 45 45
Jan 26, 2025
Zambrini
Decent adventure game that has some ok bosses. Final bosses are also just ok, even with the production value. Overall, this was just a fine game.
[0] Likes
Rating: 6.8 68
Difficulty: 61 61
Mar 24, 2023
fubukiofficial
Really good adventure game except final avoidance.
Tagged as: Adventure
[0] Likes
Rating: 8.0 80
Difficulty: 64 64
Feb 21, 2021
shign
Neat adventure game with many ups and downs. The platforming is the best part of the game, every stage feel distinct and have some interesting gimmicks and themes. Each stage has some hidden coins and are nicely hidden, not too obvious but not dumb. I however cannot say the same for the bosses, the first three are really borring, not bad but not interesting. The first phase of the final boss is really good, but the second is not enjoyable. It's a long avoidance and has everything I hate about them, borringly free patterns and stupid RNG, for a way too long fight.
I would still recommend to go for the 100%, the first phase is worth playing.
[0] Likes
I would still recommend to go for the 100%, the first phase is worth playing.
Rating: 7.8 78
Difficulty: 63 63
Nov 22, 2020
FlaviaFlave
Great adventure game with a nice variety of bosses. The needle is pretty straightforward, however there are some challenging jumps throughout the game that keeps things interesting. The bosses are where this game really shines and they all have some great production value and interesting attacks. They are mashing bosses however, which could turn some players off. I particularly enjoyed the final boss and it is a big part of why this game gets such a high rating from me. I would recommend this as a great adventure game for a player looking to get into higher difficulty games.
[0] Likes
Rating: 9.0 90
Difficulty: 65 65
Aug 12, 2020
Delicious Fruit
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