Latest Reviews
CanusAntonius
For: I wanna break through Seven trials
For: I wanna break through Seven trials
Seven Trials is a very questionable game, and as you can see from most reviewers is also not that liked. I'm finding it hard to truly judge it myself, as I did have genuine fun playing parts of it, enough that I don't think I'd give it a negative rating overall. I still acknowledge issues with it, however, and probably wouldn't recommend it to most.
It's hard to tell what this was meant to be originally. If it was supposed to be an ambitious Needle Collab then it didn't really seem to get finished, stages are pretty short, a lot of the design seems rushed, and the game doesn't even have music. Even the difficulty ratings of the stages feel completely incorrect. It really does seem like the project fell down completely at some point with everyone abandoning the ship, it's a skeleton without flesh.
I won't review each stage partially because I don't think it's necessary, though I'll mention some key points of the game. First to address the elephant in the room, Doruppi area, I don't think it's the hardest. The infamous water plane save is probably the most bothersome in the stage, but it's really just about doing a rhythm and that's it, you'll succeed at some point. This stage was also the first time I've ever done a downwards plane, so I'll give it props for teaching me something. There are other jumps in the game I did dislike, however, specifically a weird ceiling diamond in Aquas stage, and a double upwards plane in Caruas, I honestly found them way harder than most jumps in the 3-4 star stages. Besides this, nothing in the game really stuck out as particularly bothersome, but of course, this is going to vary based on the player since it is all precision needle. I will also mention though the touch saves are extremely annoying, not sure why they though these were a good idea to have.
Once again, I'm not sure I'd recommend it to most people, but I did find it fun. Also, I was able to beat the game without canceling at all, so it's definitely never required in any jump. If you want to check the game out then go ahead and quit if you start to dislike it, but only play it if you're genuinely interested.
[1] Like
It's hard to tell what this was meant to be originally. If it was supposed to be an ambitious Needle Collab then it didn't really seem to get finished, stages are pretty short, a lot of the design seems rushed, and the game doesn't even have music. Even the difficulty ratings of the stages feel completely incorrect. It really does seem like the project fell down completely at some point with everyone abandoning the ship, it's a skeleton without flesh.
I won't review each stage partially because I don't think it's necessary, though I'll mention some key points of the game. First to address the elephant in the room, Doruppi area, I don't think it's the hardest. The infamous water plane save is probably the most bothersome in the stage, but it's really just about doing a rhythm and that's it, you'll succeed at some point. This stage was also the first time I've ever done a downwards plane, so I'll give it props for teaching me something. There are other jumps in the game I did dislike, however, specifically a weird ceiling diamond in Aquas stage, and a double upwards plane in Caruas, I honestly found them way harder than most jumps in the 3-4 star stages. Besides this, nothing in the game really stuck out as particularly bothersome, but of course, this is going to vary based on the player since it is all precision needle. I will also mention though the touch saves are extremely annoying, not sure why they though these were a good idea to have.
Once again, I'm not sure I'd recommend it to most people, but I did find it fun. Also, I was able to beat the game without canceling at all, so it's definitely never required in any jump. If you want to check the game out then go ahead and quit if you start to dislike it, but only play it if you're genuinely interested.
Rating: 7.0 70
Difficulty: 70 70
Aug 31, 2022
Kilgour22
For: There's no reason to say L
For: There's no reason to say L
Fun L-needle. The jumps are generally pretty creative, and the platform usage was good aside from one save.
[0] Likes
Rating: 7.0 70
Difficulty: 58 58
Aug 31, 2022
osama345 [Creator]
For: I Wanna Save her (IN WORKS)
For: I Wanna Save her (IN WORKS)
For anyone who is here this is really bad just move to the new one
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 31, 2022
Kilp41
For: I wanna be the Marvelous
For: I wanna be the Marvelous
Tagged as: Trap
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 31, 2022
Kilgour22
For: I wanna ◇
For: I wanna ◇
It was honestly kind of fun to play through.
[0] Likes
Rating: 6.5 65
Difficulty: 58 58
Aug 31, 2022
TheChiekurs
For: I wanna Xanadu
For: I wanna Xanadu
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 31, 2022
Zambrini
For: I wanna congratulate the Impeachment of Park Geun Hye
For: I wanna congratulate the Impeachment of Park Geun Hye
From the same guy that brought you KSD, another political South Korean meme game...
Featuring the same meh platforming with one hard jump, follow by a boss instead of an avoidance with too much HP.
So if you like KSD, this game is no different with its strangeness.
Featuring the same meh platforming with one hard jump, follow by a boss instead of an avoidance with too much HP.
So if you like KSD, this game is no different with its strangeness.
Tagged as: Meme
[1] Like
Rating: 2.0 20
Difficulty: 55 55
Aug 31, 2022
TheNewDerf
For: I Wanna Fine-House
For: I Wanna Fine-House
Great atmosphere -- it reminded me of a long-lost RPG maker game at times (in the best way). Particularly loved the feeling the snowlands gave me (and the snowman is amazing).
Sadly, however, I struggled with the gameplay. The central mechanic -- a toggle -- is something I don't find that interesting, and it was often used in ways that felt like busy-work. To foreground what I am about to say: I know this is a jam game, and that comes with severe limitations. In that context, this is a really impressive game. The main reason I'm outlining some of my issues with the wider design is because I would like to see this game fleshed out -- I think it has a lot of potential.
I think the Factory is pretty emblematic of how I felt about the game. In theory, I *really* like the idea of pausing and restarting cycles -- particularly because it lets you have slightly different jumps every time you try a room, and that just feels fresh. However, the issue with the execution for me is that a lot of times the level design essentially amounted to doing a jump, toggling power back and forth until the next jump was lined up, and then repeating that process until the next save. Some obstacles also felt like I was supposed to just randomly toggle until it happened to line up (like the frenetic dick spike). I found the platforming in snowlands awkward and bitty in exactly the same way -- though I appreciate more effort was put into making you toggle mid-air, which maintained a sense of continuing movement must better.
The final screen in the Factory is the exception -- it's really fun and has great flow with minimal stopping+starting. The idea of cycle needle with some level of control over the speed / position of arrangement is really cool (for instance, the ability of the player to hold shoot to slow cycles down is interesting), but I'm not sure the toggle gimmick was the best way to use it.
The Junkyard was sort of my breaking point. I did not enjoy the maze puzzle, billboard puzzle or toggling numbers puzzle; they felt a bit to me like the limits of the toggle as a mechanic. On the other hand, however, I thought the newspaper puzzle was really fun. I'm split on the flowers puzzle -- I think it has the same problem as the puzzles I didn't like (the core premise is quite boring: the information you need is split into two, and you can only see one half at a time), but it felt more puzzly because the solution was in a place I hadn't visited since the start of the game. I think contextually, it works.
My final thought is that I wonder if the toggle would have been more interesting to me if it were more closely tied to the theme of time travel. At the moment, past and present are almost identical, and so it never felt like I was moving through time, just swapping some objects around. This is probably just a product of the inherent limitations of a game jam, though. Most of this issue could have been alleviated with visual cues and those are going to be low priority in a jam -- and, in any case, the visuals are clearly already at such a high quality, I can see why anxKha did not make two sets for each level.
[4] Likes
Sadly, however, I struggled with the gameplay. The central mechanic -- a toggle -- is something I don't find that interesting, and it was often used in ways that felt like busy-work. To foreground what I am about to say: I know this is a jam game, and that comes with severe limitations. In that context, this is a really impressive game. The main reason I'm outlining some of my issues with the wider design is because I would like to see this game fleshed out -- I think it has a lot of potential.
I think the Factory is pretty emblematic of how I felt about the game. In theory, I *really* like the idea of pausing and restarting cycles -- particularly because it lets you have slightly different jumps every time you try a room, and that just feels fresh. However, the issue with the execution for me is that a lot of times the level design essentially amounted to doing a jump, toggling power back and forth until the next jump was lined up, and then repeating that process until the next save. Some obstacles also felt like I was supposed to just randomly toggle until it happened to line up (like the frenetic dick spike). I found the platforming in snowlands awkward and bitty in exactly the same way -- though I appreciate more effort was put into making you toggle mid-air, which maintained a sense of continuing movement must better.
The final screen in the Factory is the exception -- it's really fun and has great flow with minimal stopping+starting. The idea of cycle needle with some level of control over the speed / position of arrangement is really cool (for instance, the ability of the player to hold shoot to slow cycles down is interesting), but I'm not sure the toggle gimmick was the best way to use it.
The Junkyard was sort of my breaking point. I did not enjoy the maze puzzle, billboard puzzle or toggling numbers puzzle; they felt a bit to me like the limits of the toggle as a mechanic. On the other hand, however, I thought the newspaper puzzle was really fun. I'm split on the flowers puzzle -- I think it has the same problem as the puzzles I didn't like (the core premise is quite boring: the information you need is split into two, and you can only see one half at a time), but it felt more puzzly because the solution was in a place I hadn't visited since the start of the game. I think contextually, it works.
My final thought is that I wonder if the toggle would have been more interesting to me if it were more closely tied to the theme of time travel. At the moment, past and present are almost identical, and so it never felt like I was moving through time, just swapping some objects around. This is probably just a product of the inherent limitations of a game jam, though. Most of this issue could have been alleviated with visual cues and those are going to be low priority in a jam -- and, in any case, the visuals are clearly already at such a high quality, I can see why anxKha did not make two sets for each level.
Rating: N/A
Difficulty: N/A
Aug 31, 2022
Delicious Fruit