Latest Reviews
arufa
For: I Wanna Find A Test Player
For: I Wanna Find A Test Player
作る側と同時進行のアイワナは見たことがありませんでした
これは斬新なアイワナです
[0] Likes
これは斬新なアイワナです
Rating: 7.5 75
Difficulty: 15 15
Apr 16, 2019
Rubber
For: I wanna battle the cherryies
For: I wanna battle the cherryies
This is a kind of review I wanted to try once. More than a review, it's pretty much an analysis of the whole game done in bullet points. The base rating will be 5.0, and 0.2 points will be either added or detracted depending on how many minuses or pluses I assigned to the game in total.
General:
- Annoying death effect (-)
- No blaring death music or restarting music (+)
- Good production value (++)
- Alright music choice (+)
- Saves are in the air (-)
- All stages have the same aesthetic and use the same tileset and spikes, only changing the colour (+-)
- Some rooms are straight up corridor needle. There is at least one in each stage on average (-)
- All the bosses have a somewhat repetitive pattern and all have the same music (-)
- The game is chill and rather fun overall (+)
- The game is short (+-)
[TOTAL: +1]
-- Stage Analysis --
STAGE 1: (Trap)
- The stage is just a needle stage with sliding spike traps (+-)
- Traps are very predictable (-)
- First few screens are nice, the last screen is pretty enjoyable (++)
- Traps used weren't creative. (--)
- Boss feels very smooth and fun to fight; despite the bland classic cherry design, it's still nice. (+)
- No traps at the end of saves aside from the last one in screen two. (+)
[TOTAL: +1]
STAGE 2: (Water)
- The stage is a simple water needlish stage with very simple platforming. Water is water2 for the most part. Easier than Stage 1. (+-)
- Light blue water is interesting: It makes the player fall down very quickly and removes their double jump/ability to jump altogether. (++)
- The last screen is kind of slow (-)
- Bosses start showing a pattern. They're all cherry bosses fought in the same way, but with different bullet patterns and stage hazards appearing midway through. The patterns for this one were rather nice aside from the first one, which felt a bit RNG. (+)
[TOTAL: +2]
STAGE 3: (Move)
- The stage features controls/physics changing lasers. It's a fairly common gimmick, but here it's used rather neatly... mainly because it only uses one single laser. May as well call it the "Pogo" stage. (+)
- Pogo laser is very good and used well. (++)
- There were some gate jumps you had to do from ground level, which would be fairly annoying to do normally. Thankfully it's very easy to cancel auto jumps by releasing shift, so they were still a piece of cake. (-)
- There is also a "don't stop moving" gimmick used in a single screen which was kind of neat. (+)
- Boss was pretty nice yet again, despite being very similar in concept to the other bosses. It includes the previously shown "Don't stop moving gimmick" as its midway hazards. Differently from the two cherries before it, the boss changes up the order of the attacks in each restart. Nice. None of the attacks are too RNG dependant as well. Better than the last two bosses, even if perhaps a little easier. (++)
[TOTAL: +5]
Stage 4: (View)
- This stage features two screens being overlapped on the main screen - one in the background, one in the foreground. This can get a bit confusing, but not too much. The gimmick is original but, honestly, not very fun... Especially when the kid shrinks down and it just becomes very easy and sluggish to get through the screen. (-)
- The Stage contains nothing explicitly outraging. (+)
- Easiest boss so far. It does something cool, aka, it switches the Arena around from top to bottom and the Arena itself also looks different from the one of the other bosses... but it's still the same concept, and only has three attacks that come out in order. (+-)
[TOTAL: 0]
Stage 5: (Gravity)
- It's the classic gravity changing gimmick. Nothing special. (+-)
- The gravity changing lasers are all the same. You are never aware of which one turns you back to normal, which one sets low gravity, and which one sets high gravity. The lasers also disappear once touching them, making this confusing. (-)
- The boss is finally a bit different. It's still a cherry floating and shooting patterns, nothing special, but at least the Arena is different, there's no middle spike to shoot, and you've got constantly switching the gravity to work with. Sadly, how the gravity switches is a bit counterintuitive and random. Getting high gravity is pretty much a death sentence for almost all of the patterns, getting low gravity is the only way to actually damage the boss. I still think this is a nice boss due to being different from the others, but it can still get infuriating due to the random high gravity switches. (+)
[TOTAL: 0]
Stage 6: (Dark)
- The gimmick of darkness is hardly used well. I was initially expecting a spotlight gimmick... But the first part had a gimmick in which you turned on the lights by pressing some switches and had to keep it up by pressing them again when possible. Actually rather fun. (+)
- Oh, Goodness Gracious it's a spotlight gimmick. (-)
- The platforming is easier than some of the stages presented before. Stages are non-linear, so this isn't really an issue. (+-)
- The boss is the worst one so far. All its patterns are very simple and kind of uninspired, but it tries to play on the arena to make it interesting... Ending up with making it very tedious. The spike disappears once you shoot it and goes to one of three random places of the arena that are very far apart and must be reached on foot, taking quite some time for you to damage the boss' too large health bar. There are also light switches you need to press again at each of the spike locations, but that isn't an issue. The god damn spotlight appears again midway through the boss, though, making it even more annoying. So far, this is the only boss I actively disliked even though it's not too hard (or even too easy) at all. (-)
[TOTAL: -1]
Finale: (Cherry Queen)
- You can only fight this boss once you clear every other stage. Just thought I'd point that out (+-)
- The boss has only four attacks that change depending on how much HP is left. They switch out for the next attack once you deplete a quarter of the health bar each. (+-)
- The first attack is a very simple aimed attack with some rather wonky aiming. It's alright. (+-)
- The second attack is a shower of bullets that go pretty much everywhere. It's alright, but much more fun compared to the aimed attack. (+)
- The third attack consists of some weird pattern that is never going to touch you, except for some cherries that blend in very well with the confusion but were actually aimed at you the entire time in a very odd way. It's confusing, but not in a challenging or interesting way. (-)
- The fourth attack doesn't contain any RNG, but it's actually rather fun. It's a cool take on a sine wave attack coming from both sides. I liked this attack the best out of the four. (++)
[TOTAL: +2]
-- Difficulty Curve from Easiest Stage to Hardest: --
Stage 2
Stage 4
Stage 5
Stage 6
Stage 3
Stage 1
Finale
---
Final Rating: 5.0+0.2*10 = 7.0
P.S: It should've been called "I wanna battle the appleies"
[3] Likes
General:
- Annoying death effect (-)
- No blaring death music or restarting music (+)
- Good production value (++)
- Alright music choice (+)
- Saves are in the air (-)
- All stages have the same aesthetic and use the same tileset and spikes, only changing the colour (+-)
- Some rooms are straight up corridor needle. There is at least one in each stage on average (-)
- All the bosses have a somewhat repetitive pattern and all have the same music (-)
- The game is chill and rather fun overall (+)
- The game is short (+-)
[TOTAL: +1]
-- Stage Analysis --
STAGE 1: (Trap)
- The stage is just a needle stage with sliding spike traps (+-)
- Traps are very predictable (-)
- First few screens are nice, the last screen is pretty enjoyable (++)
- Traps used weren't creative. (--)
- Boss feels very smooth and fun to fight; despite the bland classic cherry design, it's still nice. (+)
- No traps at the end of saves aside from the last one in screen two. (+)
[TOTAL: +1]
STAGE 2: (Water)
- The stage is a simple water needlish stage with very simple platforming. Water is water2 for the most part. Easier than Stage 1. (+-)
- Light blue water is interesting: It makes the player fall down very quickly and removes their double jump/ability to jump altogether. (++)
- The last screen is kind of slow (-)
- Bosses start showing a pattern. They're all cherry bosses fought in the same way, but with different bullet patterns and stage hazards appearing midway through. The patterns for this one were rather nice aside from the first one, which felt a bit RNG. (+)
[TOTAL: +2]
STAGE 3: (Move)
- The stage features controls/physics changing lasers. It's a fairly common gimmick, but here it's used rather neatly... mainly because it only uses one single laser. May as well call it the "Pogo" stage. (+)
- Pogo laser is very good and used well. (++)
- There were some gate jumps you had to do from ground level, which would be fairly annoying to do normally. Thankfully it's very easy to cancel auto jumps by releasing shift, so they were still a piece of cake. (-)
- There is also a "don't stop moving" gimmick used in a single screen which was kind of neat. (+)
- Boss was pretty nice yet again, despite being very similar in concept to the other bosses. It includes the previously shown "Don't stop moving gimmick" as its midway hazards. Differently from the two cherries before it, the boss changes up the order of the attacks in each restart. Nice. None of the attacks are too RNG dependant as well. Better than the last two bosses, even if perhaps a little easier. (++)
[TOTAL: +5]
Stage 4: (View)
- This stage features two screens being overlapped on the main screen - one in the background, one in the foreground. This can get a bit confusing, but not too much. The gimmick is original but, honestly, not very fun... Especially when the kid shrinks down and it just becomes very easy and sluggish to get through the screen. (-)
- The Stage contains nothing explicitly outraging. (+)
- Easiest boss so far. It does something cool, aka, it switches the Arena around from top to bottom and the Arena itself also looks different from the one of the other bosses... but it's still the same concept, and only has three attacks that come out in order. (+-)
[TOTAL: 0]
Stage 5: (Gravity)
- It's the classic gravity changing gimmick. Nothing special. (+-)
- The gravity changing lasers are all the same. You are never aware of which one turns you back to normal, which one sets low gravity, and which one sets high gravity. The lasers also disappear once touching them, making this confusing. (-)
- The boss is finally a bit different. It's still a cherry floating and shooting patterns, nothing special, but at least the Arena is different, there's no middle spike to shoot, and you've got constantly switching the gravity to work with. Sadly, how the gravity switches is a bit counterintuitive and random. Getting high gravity is pretty much a death sentence for almost all of the patterns, getting low gravity is the only way to actually damage the boss. I still think this is a nice boss due to being different from the others, but it can still get infuriating due to the random high gravity switches. (+)
[TOTAL: 0]
Stage 6: (Dark)
- The gimmick of darkness is hardly used well. I was initially expecting a spotlight gimmick... But the first part had a gimmick in which you turned on the lights by pressing some switches and had to keep it up by pressing them again when possible. Actually rather fun. (+)
- Oh, Goodness Gracious it's a spotlight gimmick. (-)
- The platforming is easier than some of the stages presented before. Stages are non-linear, so this isn't really an issue. (+-)
- The boss is the worst one so far. All its patterns are very simple and kind of uninspired, but it tries to play on the arena to make it interesting... Ending up with making it very tedious. The spike disappears once you shoot it and goes to one of three random places of the arena that are very far apart and must be reached on foot, taking quite some time for you to damage the boss' too large health bar. There are also light switches you need to press again at each of the spike locations, but that isn't an issue. The god damn spotlight appears again midway through the boss, though, making it even more annoying. So far, this is the only boss I actively disliked even though it's not too hard (or even too easy) at all. (-)
[TOTAL: -1]
Finale: (Cherry Queen)
- You can only fight this boss once you clear every other stage. Just thought I'd point that out (+-)
- The boss has only four attacks that change depending on how much HP is left. They switch out for the next attack once you deplete a quarter of the health bar each. (+-)
- The first attack is a very simple aimed attack with some rather wonky aiming. It's alright. (+-)
- The second attack is a shower of bullets that go pretty much everywhere. It's alright, but much more fun compared to the aimed attack. (+)
- The third attack consists of some weird pattern that is never going to touch you, except for some cherries that blend in very well with the confusion but were actually aimed at you the entire time in a very odd way. It's confusing, but not in a challenging or interesting way. (-)
- The fourth attack doesn't contain any RNG, but it's actually rather fun. It's a cool take on a sine wave attack coming from both sides. I liked this attack the best out of the four. (++)
[TOTAL: +2]
-- Difficulty Curve from Easiest Stage to Hardest: --
Stage 2
Stage 4
Stage 5
Stage 6
Stage 3
Stage 1
Finale
---
Final Rating: 5.0+0.2*10 = 7.0
P.S: It should've been called "I wanna battle the appleies"
Rating: 7.0 70
Difficulty: 35 35
Apr 16, 2019
arufa
For: I Wanna Normal game (2020年元日0時0分まで)
For: I Wanna Normal game (2020年元日0時0分まで)
最後のボスの点滅がないのでわかりずらかったです
[1] Like
Rating: 4.5 45
Difficulty: 35 35
Apr 16, 2019
Wolsk
For: I wanna be the Swordman
For: I wanna be the Swordman
A really old Korean fangame made in YoSniper Engine with some clear Boshy influence and the first usage of "Guts" (like in IDWBA2) that I've ever seen. It's a bit janky but overall decently fun, and the final stage + boss were the best parts by far. It also has some sort of player level progression system that I don't fully understand. Note that the game is not finished and only has 3 stages with no ending.
Probably not worth playing, but getting it in streaks was fine.
[0] Likes
Probably not worth playing, but getting it in streaks was fine.
Rating: 6.7 67
Difficulty: 55 55
Apr 16, 2019
Wolsk
For: I wanna beat challenge 2 Difficult mode
For: I wanna beat challenge 2 Difficult mode
This game has lots of questionable color scheme choices that made some bullets hard to see. I'm also not a big fan of the song for the avoidance phase, but the song in the shoot phase is pretty SourPls.
Not recommended.
[0] Likes
Not recommended.
Rating: 4.7 47
Difficulty: 65 65
Apr 16, 2019
Lucien [Creator]
For: I wanna be the Lucien Needle
For: I wanna be the Lucien Needle
it seems that many people are looking forward to playing the full version.well im regret to tell you guys that im not going to finish this game.it was my first ever made stuff and as time went by i was not satisfied with this game anymore so i just only left 25 floors.this is the main reason why i wont continue this game.instead,i will start to make lucien needle 2 this summer,which is way much harder than lucien needle.so if you are expecting the full version but you are beginner you may be disappointed about the truth.im so sorry about the news but i would be glad if you guys are still interested in lucien needle 2.thank you!
[9] Likes
Rating: N/A
Difficulty: N/A
Apr 16, 2019
Delicious Fruit