Latest Reviews
snowii
For: I wanna use Snow magic
For: I wanna use Snow magic
Super pretty and fun avoidance fangame. Great attacks and clever ideas to sync with the music. Contains a few attacks that are hard to read first time, but that's really it. Never got super unfun to play and highly recommend for beginners.
[0] Likes
Rating: 8.0 80
Difficulty: 40 40
Aug 4, 2022
fha183
For: Prismatic Needle
For: Prismatic Needle
This is a well-made game.
PS:I'm sorry for my previous review
[0] Likes
PS:I'm sorry for my previous review
Rating: 8.2 82
Difficulty: 76 76
Aug 4, 2022
Jdx83
For: I wanna challenge the Normal trials
[0] Likes
For: I wanna challenge the Normal trials
[0] Likes
Rating: 5.0 50
Difficulty: 45 45
Aug 4, 2022
Fruitless
For: I wanna be the Hades+
For: I wanna be the Hades+
Not to be confused with I Wanna Be The Hades↑
Tagged as: Needle
Hades-like
[1] Like
Rating: N/A
Difficulty: N/A
Aug 3, 2022
shign
For: I Wanna Escape My Fate
For: I Wanna Escape My Fate
Rating based on normal mode since it seems to be the intended difficulty.
It's been a while since I disliked a fangame that much, so I'll try to detail as much as I can.
Escape my fate is a 6 stages needle game mostly focused on jtool gimmicks + a very few others from NANE. I'll go stage by stage, it will be easier to explain.
Stage 1 : it exists, don't get why it's in the game tho because it's because it's basically 30 diff needle but why not I guess.
Stage 2 : this is where the game really starts. This stage is a stumble clone like every others, not particularly bad but probably one of the least interesting I have played. I however have to mention that the vine sound effect is bugged, looping multiple times in a very short time once you get off the vine which gets a bit annoying to hear. And while I'm talking about sound, vine and jump sound effects are way louder than everything else (mainly shout sfx and music), I think it's something related with renex engine because it's not the first time it happens for me and I believe it was always on games made on this engine.
Stage 3 : clearly the worst stage, it's a jump ref spam combined with triple jump star. The main problem with jump ref spam that everyone should try to avoid is making it a full jump hell and this is sadly what is happening here. Add the confusing aspect of triple jump + jump ref and you get the perfect combo for both handbreaking and frustrating needle. Really disliked it (and the star visually stand out way way too much in the stage)
Stage 4 : a stage focus on pathing that could have been fine if it wasn't for a few things, the first being transitions between screens. The game uses the smooth easing transition of the engine that I admit looks cool, however it becomes a problem when you need to do jumps between screens because the time needed for the screen to fully appears makes that you basically jump blind. Add to that that the game makes you sometimes go across multiple screens in a short amount of time, so with multiple screen transitions and it happened that it seriously triggered my motion sickness which of course made this stage way less pleasant that what it could gave been. I haven't talked about the visuals of the game but most of it uses stumble like visuals with the exception of stage 2 using only shades of black and stage 3 using only shades of grey and on this specific stage it can happen that everything blend together and make spikes difficult to see. Also since this stage has very long saves, it's worth mentionning that it has a very volatile difficulty because some will have 1-2 very dumb jumps that make there saves harder than what they should be.
Stage 5 : stage 5 is focused on boosters and reedems the game a lot because it's actually a pretty cool stage. There are still questionnable level design shits but overall a nice stage, the mix between boosters and platforms worked well (however like the star in stage 3, the boosters visually don't work well with the tileset).
Stage 6 : shorter than the others, it's only a screen in the style of stages 2-5. What's funny (or not) here is that it flips the quality of previous stages with screens in the style of stage 2, 3 and 4 being kinda ok and the one in the style of stage 5 being the worst screen of the game (which is btw the last screen of the game so not really a good last impression).
Overall hum, heavily flawed. It honestly had potiental but stage 3 and 6 are just way too unenjoyable, stage 4 is ruined by small but sadly very impactful details, and the rest isn't good enough to hide that. I don't know if it's only my opinion because the game almost has no review, but if the maker wants more details about exactly what jumps/rooms were unpleasant and why then I'll gladly help because it pains me to see such a game where it's easy to see that efforts were put but results in a more frustrating than anything experience overall.
[2] Likes
It's been a while since I disliked a fangame that much, so I'll try to detail as much as I can.
Escape my fate is a 6 stages needle game mostly focused on jtool gimmicks + a very few others from NANE. I'll go stage by stage, it will be easier to explain.
Stage 1 : it exists, don't get why it's in the game tho because it's because it's basically 30 diff needle but why not I guess.
Stage 2 : this is where the game really starts. This stage is a stumble clone like every others, not particularly bad but probably one of the least interesting I have played. I however have to mention that the vine sound effect is bugged, looping multiple times in a very short time once you get off the vine which gets a bit annoying to hear. And while I'm talking about sound, vine and jump sound effects are way louder than everything else (mainly shout sfx and music), I think it's something related with renex engine because it's not the first time it happens for me and I believe it was always on games made on this engine.
Stage 3 : clearly the worst stage, it's a jump ref spam combined with triple jump star. The main problem with jump ref spam that everyone should try to avoid is making it a full jump hell and this is sadly what is happening here. Add the confusing aspect of triple jump + jump ref and you get the perfect combo for both handbreaking and frustrating needle. Really disliked it (and the star visually stand out way way too much in the stage)
Stage 4 : a stage focus on pathing that could have been fine if it wasn't for a few things, the first being transitions between screens. The game uses the smooth easing transition of the engine that I admit looks cool, however it becomes a problem when you need to do jumps between screens because the time needed for the screen to fully appears makes that you basically jump blind. Add to that that the game makes you sometimes go across multiple screens in a short amount of time, so with multiple screen transitions and it happened that it seriously triggered my motion sickness which of course made this stage way less pleasant that what it could gave been. I haven't talked about the visuals of the game but most of it uses stumble like visuals with the exception of stage 2 using only shades of black and stage 3 using only shades of grey and on this specific stage it can happen that everything blend together and make spikes difficult to see. Also since this stage has very long saves, it's worth mentionning that it has a very volatile difficulty because some will have 1-2 very dumb jumps that make there saves harder than what they should be.
Stage 5 : stage 5 is focused on boosters and reedems the game a lot because it's actually a pretty cool stage. There are still questionnable level design shits but overall a nice stage, the mix between boosters and platforms worked well (however like the star in stage 3, the boosters visually don't work well with the tileset).
Stage 6 : shorter than the others, it's only a screen in the style of stages 2-5. What's funny (or not) here is that it flips the quality of previous stages with screens in the style of stage 2, 3 and 4 being kinda ok and the one in the style of stage 5 being the worst screen of the game (which is btw the last screen of the game so not really a good last impression).
Overall hum, heavily flawed. It honestly had potiental but stage 3 and 6 are just way too unenjoyable, stage 4 is ruined by small but sadly very impactful details, and the rest isn't good enough to hide that. I don't know if it's only my opinion because the game almost has no review, but if the maker wants more details about exactly what jumps/rooms were unpleasant and why then I'll gladly help because it pains me to see such a game where it's easy to see that efforts were put but results in a more frustrating than anything experience overall.
Rating: 3.8 38
Difficulty: 68 68
Aug 3, 2022
Delicious Fruit