Latest Reviews
Pigeon
For: I wanna be the Perfection5
For: I wanna be the Perfection5
Warps leading to a whole bunch of platforming screens, sometimes simple sometimes wacky.
A lot of moving platforms in this.
[0] Likes
A lot of moving platforms in this.
Rating: 4.6 46
Difficulty: 32 32
Aug 27, 2022
Pigeon
For: So Called 'Free Thinkers' When They Hear Gimmick Needle
For: So Called 'Free Thinkers' When They Hear Gimmick Needle
Unusual high-speed fun ride
[0] Likes
Rating: 5.0 50
Difficulty: 31 31
Aug 27, 2022
Pigeon
For: I wanna be the mold killer
For: I wanna be the mold killer
The first save has an overly precise trap compared to the rest of the save.
Also the only one with traps, rest of the game is simple platforming + where do I go type of deal.
Boss gets easy on phase 2.
[0] Likes
Also the only one with traps, rest of the game is simple platforming + where do I go type of deal.
Boss gets easy on phase 2.
Rating: 3.0 30
Difficulty: 32 32
Aug 27, 2022
Gaborro
For: I wanna be the Net-T+
For: I wanna be the Net-T+
Mostly pattern boss with some RNG here and there; I was trying to play this blind but the attacks change really fast and the amount of successive different patterns and attacks is actually kind of overwhelming so I ended up using a practice tool, but at this point there are many videos showcasing lots of strats for the boss so there is no point in doing that anymore.
By doing that I actually enjoyed getting through the boss a lot, though simple visually, that quick attack firerate goes really well with the banger song.
If the ending RNG wasn't so stupid I would give this a higher rating.
Recommended.
[1] Like
By doing that I actually enjoyed getting through the boss a lot, though simple visually, that quick attack firerate goes really well with the banger song.
If the ending RNG wasn't so stupid I would give this a higher rating.
Recommended.
Rating: 8.5 85
Difficulty: 80 80
Aug 27, 2022
Pigeon
For: The Day Thereafter
For: The Day Thereafter
A shot adventure with a heavy focus on atmosphere and story.
A shame it is this short, but it definitely does its job at immersing someone into it by using very simple aesthetic visually and audibly efficiently.
The story is a bit more mysterious to figure out and might just be opened to interpretation to the people.
[0] Likes
A shame it is this short, but it definitely does its job at immersing someone into it by using very simple aesthetic visually and audibly efficiently.
The story is a bit more mysterious to figure out and might just be opened to interpretation to the people.
Rating: 7.5 75
Difficulty: 33 33
Aug 27, 2022
Pigeon
For: Crusty
For: Crusty
There's definitely a hot and crusty jawbreaker waiting for you.
[0] Likes
Rating: 4.4 44
Difficulty: 32 32
Aug 27, 2022
Gaborro
For: エリナもう強くなった!
For: エリナもう強くなった!
Edit (extra included)
Rating now includes extra, not really changing it from 4.5. Difficulty including extra would probably be an 85. The extra needle is mostly uninteresting and keeps the same "random generic needle styles" formula throughout, but the screens are harder than those in the main game.
There is one jump in this stage that requires very precise inputs and you have the choice of either getting a good valign or doing a bhop. This is the hardest jump in the game by far and also the most annoying to pull off. It is also the reason why I didn't up the rating.
The reason why I did consider making the rating 5.0 is the extra final boss. It is a sideways shmup just like the one in the normal game, with 10 hp and the shields mechanic, but divided into 4 phases that have to be done in just one save. A wave of enemies, then a boss, then a harder wave of enemies, and then another boss. While the HP makes this really easy, I found this to be the most fun boss in the entire game.
End of extra edit (below is the rest of the original review)
It's been a while since I played this but I still think this game deserves a rating from someone who actually went through the entire game. It's a really long (like really long) needle game with some bosses to spice things up.
The kicker is that the bosses actually do spice things up a lot because the needle is really tough and very generic in a unique way. I want to elaborate on this because it seems to make no sense but I have no other way to describe it.
For most people, "generic" is mostly a negative but I have never been against this kind of needle, like yeah, I won't give games that have this style that high of a rating because I have clearly seen cooler stuff, but at the same time when I play it I usually don't feel anything negative about it.
This is weirdly generic because not only does it pull off multiple (probably all of them) of the needle styles that would fall under the Generic tag, but also expands on them somehow, even to the point of bringing some weird gimmick around half of the game that fits with it; it introduces almost every named jump and most of the fangame quirks like bhops, ad align, hfpi; I mean, it even uses wrong solid-killer collision; some of the screens go by quickly but there are also gigantic screens that are like 8x8 screens long or something, and there are many screens where the maker was clearly trying to fill in everything with gameplay, sometimes using triggers for this objective; this maker went all in, which to me, added to the curiosity and therefore made me want to get as far as I could.
The bosses surprised me because I have to divide them in two categories for this review; shooting and rhythm games (yeah)
When it comes to the shooting bosses, you are given 5 HP (except for one of them) and 3 shields that regenerate overtime; the first halve of the shooting bosses are extremely easy due to this, because the attacks are pretty simple and you can basically fuck around and beat them without using most of this stuff.
The second halve of the bosses is way harder, and the bosses actually have tough attacks, most of them with big chances of having pretty annoying RNG that would make you think the shields finally have use. Here comes the details which I think ruin it in general for almost all the bosses: the bosses have a ridiculous amount of HP, and while you have autofire, its firerate is locked and it is not that good.
For the first halve of the bosses, it is not that offensive, but it does make them boring to go through for most people, although I still had some fun because I was just playing around in most of them.
For the second halve it is very annoying and I will give my take on shields in general to give my reasoning; I think Rabi-Ribi shields are probably good because the bosses seem to introduce attacks that, while tough, are predictable in nature, even if there is RNG involved in them (not sure if there is but I don't think RNG invalidates shields anyways). This means that you can realize that you are about to make a mistake or you might make one, and you can then press the button. As I mentioned, the second halve of the bosses have some annoying RNG where bullets will change directions or stutter while close to the player. This makes the attacks very unpredictable, and you never actually know when you have to use a shield to avoid a hit; this forces you to use the shields in specific spots, and if you ever find yourself using them in some other place, then just leave it to luck to not get hit I guess; this makes them stupid and rather pointless.
The only bosses I liked on the second halve were the space shooter and the final boss.
The space shooter gives you 10 HP instead, which ends up balancing it pretty well, even for the long time it takes.
The final boss is of the incremental type, which honestly works better than just going attack by attack with the things you are given; the attacks in this boss all add up to be really fun and it always feels like you are in control and you can tell what you are doing.
Towards the end of section 2, a middle section is introduced that has 3 subsections. Each of them have their platforming, but they all end with a rhythm game instead of a boss. While they have the same gameplay of a rhythm game, they really don't go with the music. The first and third one would benefit from being able to change controls in game, since I found the default ones to be uncomfortable for my hands. The second one would have benefited from more visual tells because this one uses an insane amount of keys for my liking, and it is hard to tell which key represents which row when they are all so close together. They all would benefit from lasting a lot less time, since they are very repetitive and way more boring than the first halve of bosses, especially with no rhythm; if you have no coordination for these games, you will suffer like me, but most will get through easily most likely.
The thing that kept me going is the feeling of neverending length combined with the fact that this game had some interesting stuff in it that somehow just kept being a surprise, even if not that impressive. The "I just wanna play the needle game" series has a similar feeling, yet stays pretty much repetitive the entire way. This game not only made me ask "how much longer can it keep going?" but also "what will this person do next?". Even if the genre is not as interesting for most people, barely any fangames provide both of these feelings at the same time.
Recommended if you care about this type of experience.
[5] Likes
Rating now includes extra, not really changing it from 4.5. Difficulty including extra would probably be an 85. The extra needle is mostly uninteresting and keeps the same "random generic needle styles" formula throughout, but the screens are harder than those in the main game.
There is one jump in this stage that requires very precise inputs and you have the choice of either getting a good valign or doing a bhop. This is the hardest jump in the game by far and also the most annoying to pull off. It is also the reason why I didn't up the rating.
The reason why I did consider making the rating 5.0 is the extra final boss. It is a sideways shmup just like the one in the normal game, with 10 hp and the shields mechanic, but divided into 4 phases that have to be done in just one save. A wave of enemies, then a boss, then a harder wave of enemies, and then another boss. While the HP makes this really easy, I found this to be the most fun boss in the entire game.
End of extra edit (below is the rest of the original review)
It's been a while since I played this but I still think this game deserves a rating from someone who actually went through the entire game. It's a really long (like really long) needle game with some bosses to spice things up.
The kicker is that the bosses actually do spice things up a lot because the needle is really tough and very generic in a unique way. I want to elaborate on this because it seems to make no sense but I have no other way to describe it.
For most people, "generic" is mostly a negative but I have never been against this kind of needle, like yeah, I won't give games that have this style that high of a rating because I have clearly seen cooler stuff, but at the same time when I play it I usually don't feel anything negative about it.
This is weirdly generic because not only does it pull off multiple (probably all of them) of the needle styles that would fall under the Generic tag, but also expands on them somehow, even to the point of bringing some weird gimmick around half of the game that fits with it; it introduces almost every named jump and most of the fangame quirks like bhops, ad align, hfpi; I mean, it even uses wrong solid-killer collision; some of the screens go by quickly but there are also gigantic screens that are like 8x8 screens long or something, and there are many screens where the maker was clearly trying to fill in everything with gameplay, sometimes using triggers for this objective; this maker went all in, which to me, added to the curiosity and therefore made me want to get as far as I could.
The bosses surprised me because I have to divide them in two categories for this review; shooting and rhythm games (yeah)
When it comes to the shooting bosses, you are given 5 HP (except for one of them) and 3 shields that regenerate overtime; the first halve of the shooting bosses are extremely easy due to this, because the attacks are pretty simple and you can basically fuck around and beat them without using most of this stuff.
The second halve of the bosses is way harder, and the bosses actually have tough attacks, most of them with big chances of having pretty annoying RNG that would make you think the shields finally have use. Here comes the details which I think ruin it in general for almost all the bosses: the bosses have a ridiculous amount of HP, and while you have autofire, its firerate is locked and it is not that good.
For the first halve of the bosses, it is not that offensive, but it does make them boring to go through for most people, although I still had some fun because I was just playing around in most of them.
For the second halve it is very annoying and I will give my take on shields in general to give my reasoning; I think Rabi-Ribi shields are probably good because the bosses seem to introduce attacks that, while tough, are predictable in nature, even if there is RNG involved in them (not sure if there is but I don't think RNG invalidates shields anyways). This means that you can realize that you are about to make a mistake or you might make one, and you can then press the button. As I mentioned, the second halve of the bosses have some annoying RNG where bullets will change directions or stutter while close to the player. This makes the attacks very unpredictable, and you never actually know when you have to use a shield to avoid a hit; this forces you to use the shields in specific spots, and if you ever find yourself using them in some other place, then just leave it to luck to not get hit I guess; this makes them stupid and rather pointless.
The only bosses I liked on the second halve were the space shooter and the final boss.
The space shooter gives you 10 HP instead, which ends up balancing it pretty well, even for the long time it takes.
The final boss is of the incremental type, which honestly works better than just going attack by attack with the things you are given; the attacks in this boss all add up to be really fun and it always feels like you are in control and you can tell what you are doing.
Towards the end of section 2, a middle section is introduced that has 3 subsections. Each of them have their platforming, but they all end with a rhythm game instead of a boss. While they have the same gameplay of a rhythm game, they really don't go with the music. The first and third one would benefit from being able to change controls in game, since I found the default ones to be uncomfortable for my hands. The second one would have benefited from more visual tells because this one uses an insane amount of keys for my liking, and it is hard to tell which key represents which row when they are all so close together. They all would benefit from lasting a lot less time, since they are very repetitive and way more boring than the first halve of bosses, especially with no rhythm; if you have no coordination for these games, you will suffer like me, but most will get through easily most likely.
The thing that kept me going is the feeling of neverending length combined with the fact that this game had some interesting stuff in it that somehow just kept being a surprise, even if not that impressive. The "I just wanna play the needle game" series has a similar feeling, yet stays pretty much repetitive the entire way. This game not only made me ask "how much longer can it keep going?" but also "what will this person do next?". Even if the genre is not as interesting for most people, barely any fangames provide both of these feelings at the same time.
Recommended if you care about this type of experience.
Rating: 5.5 55
Difficulty: 80 80
Aug 27, 2022
Pigeon
For: あほげ4
For: あほげ4
Only the spreaded bullets stays on screen, those from the previous attack do one final move before the warp spawns.
First attack has a luck factor.
[0] Likes
First attack has a luck factor.
Rating: 4.0 40
Difficulty: 41 41
Aug 27, 2022
Pigeon
For: I Wanna Pass 18 Levels
For: I Wanna Pass 18 Levels
Single save screens trap needle game.
A fair lot of similar jumps and traps along with a couple screens with moving platforms or infinite jump to change things a little.
One screen could have used a different spawn position to avoid dying before saving.
That only depends on the inputs when spawning in the room.
[0] Likes
A fair lot of similar jumps and traps along with a couple screens with moving platforms or infinite jump to change things a little.
One screen could have used a different spawn position to avoid dying before saving.
That only depends on the inputs when spawning in the room.
Rating: 4.0 40
Difficulty: 33 33
Aug 27, 2022
Delicious Fruit