Latest Reviews

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lamron
For: one toilet four ddongs
[1] Like
Rating: 0.1 1       Difficulty: N/A
Jul 15, 2022
spk
For: I Wanna Wait For A Cosmic Ray To Flip A Bit In The Kid's Position Value
genius

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[0] Likes
Rating: N/A       Difficulty: N/A
Jul 15, 2022
Nick24
For: I wanna be the hollow
Final boss ruined the whole experience.

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Tagged as: Boss
[0] Likes
Rating: 8.5 85       Difficulty: 75 75
Jul 15, 2022
Lucien
For: Melancholy Needle 3
Absolutely underrated. Game has lots of interesting ideas, and the maker organized them really well. Some jumps still need to be polished, but he already did a great job. Fun vanilla needle overall.

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Tagged as: Needle
[6] Likes
Rating: 8.4 84       Difficulty: 60 60
Jul 15, 2022
moogy
For: Melancholy Needle 3
Mostly chill needle game without any gimmicks. I can tell a lot of care went into making each save comfortable to play and other than a few jump sequences here and there it was very smooth. It is basically just jtool needle for 39 screens, so it can get a little tiring toward the end, admittedly.

Personally, I like jump refresher puzzles, both here and in general, but I can understand feeling like they disrupt the flow.

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[1] Like
Rating: 7.5 75       Difficulty: 64 64
Jul 15, 2022
ferrarityy
For: I wanna end my eternal hunt for a true waifu
Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: N/A
Jul 15, 2022
gafro
For: I Wanna Feed Your Escapism 2
[0] Likes
Rating: 8.5 85       Difficulty: N/A
Jul 15, 2022
gafro
For: I wanna feed Your Escapism
[0] Likes
Rating: 6.0 60       Difficulty: N/A
Jul 15, 2022
Jopagu
For: ProMethium
Cool 3x2 maze, similar to the area ends in QoQoQo 300. The game is pretty focused on precision, and relatively short saves. There are a couple awkward jumps, like a forced 1/2f early on. However, the game uses vines and water well to create interesting pathing, and this kind of maze is always cool to see.

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[0] Likes
Rating: 7.5 75       Difficulty: 51 51
Jul 15, 2022
Kilgour22
For: Melancholy Needle 3
Starts off very fun and gradually devolves into weird, overly precise puzzle pathing. It also *drags* in this way that's hard to describe; the last half of the game is about the same difficulty, and despite the tileset changing fairly frequently, the platforming feels horribly repetitive. For the entire second half, I kept hoping against hope that each screen would be the last. Interestingly, I think a floor counter would help alleviate this feeling.

There are two screens deep into the game that each use a unique jtool gimmick. One of those screens includes some very learn-heavy, yet precise, manoeuvres. On that screen, one save took around 20 minutes for me to beat—by far the most of any save in the game.

I feel like I got sold a different game than what was advertised by the first few stages, which had minimal puzzle pathing. The subverting of my expectations made it difficult for me to just have fun with the game.

As Marc mentioned, there are visibility issues that will likely cause you to die a few extra times. It's nothing egregious or eye-bleaching, though, so it's not a significant issue.

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Tagged as: Are_We_There_Yet
[1] Like
Rating: 5.5 55       Difficulty: 70 70
Jul 15, 2022
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