Latest Reviews
sonicdv
For: I Wanna Graduate From DT
For: I Wanna Graduate From DT
This game is great overall. The traps are funny, the bosses are at least passable, and the platforming is interesting. The only real problem with the game is that the final boss is pretty bad, with lots of boring waiting at different periods in the fight. Overall though, its an experience worth taking, maybe just stop at the final boss.
Also look out for a jumpscare
[0] Likes
Also look out for a jumpscare
Rating: 9.0 90
Difficulty: 40 40
Oct 2, 2018
moogy
For: No one can hear you turn in space
For: No one can hear you turn in space
I liked the concept of gravity flipping and repurposing the same few screens in different ways, but the m9 traps were pretty obnoxious and several of the saves suffered from the classic gravity flipping issue where you're basically just memorizing timings for when to hold left/right after flipping. Not a bad effort overall though.
[0] Likes
Rating: 6.0 60
Difficulty: 45 45
Oct 2, 2018
Pyure
For: I wanna be the Mascarpone
For: I wanna be the Mascarpone
Well made needle adventure with solidly designed stages and fun jumps. There are tricks and traps thrown in occasionally, which were usually funny and relatively harmless. The visuals and music choices for each level were great, and the final stage is particularly beautiful. Enjoyable experience overall, would recommend.
[1] Like
Rating: 8.3 83
Difficulty: 48 48
Oct 2, 2018
AndresSgarrido
For: I wanna be piece of the game ver.Easy
For: I wanna be piece of the game ver.Easy
Game starts good if you choice the left portal first, but then everything else goes down as you progress in the game, in terms of level design and traps.
[0] Likes
Rating: 4.0 40
Difficulty: 47 47
Oct 1, 2018
Wolfiexe
For: I Wanna Kill the Kermit 3
For: I Wanna Kill the Kermit 3
Kermit 3 is the third and seemingly final entry in the beloved Kermit series, and it delivers just about all you can expect and hope for given the last couple of games, as well as a little bit more.
Like the previous game in the series, Kermit 3's flow progresses via a series of hubs with widely varied worlds in theme and style. Wonderful's classic music choices make their staple appearances and support the aesthetics a great deal, alongside some surreal or sometimes simplistic tilesets and backgrounds. Each stage brings something a little different, although some of my personal favourites include the limited-jump stage mapped onto a parchment-like aesthetic, or the multi-coloured collect-athon RNG area which felt like it was very much prone to RNG shenanigans and yet never actually became frustrating. A special shout-out goes to Kale's guest area too, featuring some very interesting segments including a spinning gravity flipper segment which is actually somewhat skippable, but absolutely worth doing the intended way as it's very well thought out and designed.
A big part of the Kermit series is the bosses too, and without any worry you can expect to be fighting all sorts of lovable faces here, ranging from a Kermit-Destination of sorts, to an electrifying encounter with Big Bird to of course, good ol' Kermit himself. On that note, the final boss is about as good as you can hope for, with an ending you're sure to remember. I was also very fond of the difficulty of the bosses in the game, which most of the time felt like a step-down difficulty wise to the challenging platforming alongside it. I struggle to think of a boss that felt frustrating or perhaps overly hard, and they just felt on point in every stage.
A couple of segments here and there feel almost a bit too much in terms of challenge, and could've maybe done with some toning down in terms of precision or allowed leniency. A popular hotspot I've heard complained about is a particular timed ice-platforming segment, although I found a little more frustration with a low gravity segment. There's definitely some rough patches, so don't expect a smooth ride. Kermit wouldn't let you through that easily.
All around, Kermit 3 is a very memorable adventure; a journey that demands a fair deal of skill to overcome the tasks this lovable amphibian throws at you, but one that you won't soon forget.
[5] Likes
Like the previous game in the series, Kermit 3's flow progresses via a series of hubs with widely varied worlds in theme and style. Wonderful's classic music choices make their staple appearances and support the aesthetics a great deal, alongside some surreal or sometimes simplistic tilesets and backgrounds. Each stage brings something a little different, although some of my personal favourites include the limited-jump stage mapped onto a parchment-like aesthetic, or the multi-coloured collect-athon RNG area which felt like it was very much prone to RNG shenanigans and yet never actually became frustrating. A special shout-out goes to Kale's guest area too, featuring some very interesting segments including a spinning gravity flipper segment which is actually somewhat skippable, but absolutely worth doing the intended way as it's very well thought out and designed.
A big part of the Kermit series is the bosses too, and without any worry you can expect to be fighting all sorts of lovable faces here, ranging from a Kermit-Destination of sorts, to an electrifying encounter with Big Bird to of course, good ol' Kermit himself. On that note, the final boss is about as good as you can hope for, with an ending you're sure to remember. I was also very fond of the difficulty of the bosses in the game, which most of the time felt like a step-down difficulty wise to the challenging platforming alongside it. I struggle to think of a boss that felt frustrating or perhaps overly hard, and they just felt on point in every stage.
A couple of segments here and there feel almost a bit too much in terms of challenge, and could've maybe done with some toning down in terms of precision or allowed leniency. A popular hotspot I've heard complained about is a particular timed ice-platforming segment, although I found a little more frustration with a low gravity segment. There's definitely some rough patches, so don't expect a smooth ride. Kermit wouldn't let you through that easily.
All around, Kermit 3 is a very memorable adventure; a journey that demands a fair deal of skill to overcome the tasks this lovable amphibian throws at you, but one that you won't soon forget.
Rating: 9.3 93
Difficulty: 80 80
Oct 1, 2018
Wolfiexe
For: I wanna be the Crimson
For: I wanna be the Crimson
Most likely Carnival's most well known game. Crimson is about 7 years old at this point, and it holds up pretty well with a whole variety of challenges to sift though, assuming you have what it takes to withstand Carnival's good ol' impending doom game-style where every step could be your last.
After getting past the introductory area, you're treated to a hub leading to 8 different areas, each with their own theme and small gimmick tossed in for good measure, although it's usually something relatively simple such as moving spikes or gravity flippers. They're pretty fun though, and the platforming in these stages was the high point of the game for me. Expect lots of flying spike traps and you'll be fine.
Each stage also holds a secret, of which all are necessary to access the final stage and boss. The secrets are where the difficulty comes in, and a couple of the secrets in particular are quite demanding. One has you travel across an expansive set of screens to collect your reward, whilst another features a mind-boggling gravity maze to test your wits against. Expect a fair challenge if you go for these. In addition, the entrances to these secrets can at times be a little galaxy brain, and I'd recommend looking up a guide as to their whereabouts to save you the trouble.
The final stage has a couple of neat segments, but also some annoying ones too. Even when I don't mind the Carnival style of 'gotcha' traps, I lost a bit of patience with a couple of saves where it just felt like every new jump was some new barrel of hijinks or shenanigans tossed my way, and it felt less fun than the original 8 stages did.
There are also two bosses, one before the final stage and the final boss. The pre-final stage boss is a bit shaky, and features a kind of unreliable method of dealing damage which I ended up just sort of hoping on and trying to focus on survival. It felt like it overstayed its welcome a little, although it remained kinda fun to play at the least. The final boss is no stranger to most people, and features the 4 lovable Crimson devils up to their old tricks once again. As much as I don't tend to like Crimson-style fights, it was actually pretty fun minus the water. Nekoron water is unfortunately prevalent in the game which makes a couple of segments more sore than they ought to be.
Ultimately it's a fun adventure. Not my favourite game from Carnival but I came into it expecting to like it a lot less than I did, so I was pleasantly surprised.
[2] Likes
After getting past the introductory area, you're treated to a hub leading to 8 different areas, each with their own theme and small gimmick tossed in for good measure, although it's usually something relatively simple such as moving spikes or gravity flippers. They're pretty fun though, and the platforming in these stages was the high point of the game for me. Expect lots of flying spike traps and you'll be fine.
Each stage also holds a secret, of which all are necessary to access the final stage and boss. The secrets are where the difficulty comes in, and a couple of the secrets in particular are quite demanding. One has you travel across an expansive set of screens to collect your reward, whilst another features a mind-boggling gravity maze to test your wits against. Expect a fair challenge if you go for these. In addition, the entrances to these secrets can at times be a little galaxy brain, and I'd recommend looking up a guide as to their whereabouts to save you the trouble.
The final stage has a couple of neat segments, but also some annoying ones too. Even when I don't mind the Carnival style of 'gotcha' traps, I lost a bit of patience with a couple of saves where it just felt like every new jump was some new barrel of hijinks or shenanigans tossed my way, and it felt less fun than the original 8 stages did.
There are also two bosses, one before the final stage and the final boss. The pre-final stage boss is a bit shaky, and features a kind of unreliable method of dealing damage which I ended up just sort of hoping on and trying to focus on survival. It felt like it overstayed its welcome a little, although it remained kinda fun to play at the least. The final boss is no stranger to most people, and features the 4 lovable Crimson devils up to their old tricks once again. As much as I don't tend to like Crimson-style fights, it was actually pretty fun minus the water. Nekoron water is unfortunately prevalent in the game which makes a couple of segments more sore than they ought to be.
Ultimately it's a fun adventure. Not my favourite game from Carnival but I came into it expecting to like it a lot less than I did, so I was pleasantly surprised.
Rating: 6.5 65
Difficulty: 70 70
Oct 1, 2018
Wolfiexe
For: I wanna be the Force
For: I wanna be the Force
Force is an infinite-jump dot-hitbox barrage boss consisting of two phases. If you're looking for another Taisa to spend your time with, this is a solid choice, although not without some downsides.
There are plenty of attacks to take in here, ranging from standard clown-fiesta barrage to curving left and right and all sorts of other bonkers stuff. Naturally with any dot-hitbox avoidance, you're pretty much guaranteed an endless supply of Hollywood dodges to fill your style bank with, and it feels pretty good to do so.
My biggest problem are the two orange bullet attacks in P1 (the screen-wrapping one and then the vertical climb one). They're fun to read and satisfying when you do so, but they feel like the creator dialed the difficulty meter up to 11 on designing them. The transition felt very unrewarding to die to the vast majority of the time, and whilst I certainly improved at them over the course of my play, they still felt awkwardly difficult to the point where P1 consisted of a minute of nothing, and then the two actual hard attacks.
Phase 2 is a very hype and intense phase climaxing in an insane final attack which has you doing some acrobatics the likes of which the Olympic Games could only wish to see. I did get kinda frustrated with the very fast barrage attack whereupon bullets phase in and out of being lethal or nonlethal, as sometimes it felt like a bit too much to take in and reasonably read without hoping for a bit of luck. The ending 40~ seconds or so were my favourite part of the avoidance, which builds up really nicely and goes out with a bang to make the clear feel all that more rewarding.
Overall it was a mixed bag for me with a couple of frustrating and tedious attacks to grind through, but on the other hand there were plenty of highlights and exciting parts to read and play through. If you're looking for a barrage, it's definitely worth giving a go!
[0] Likes
There are plenty of attacks to take in here, ranging from standard clown-fiesta barrage to curving left and right and all sorts of other bonkers stuff. Naturally with any dot-hitbox avoidance, you're pretty much guaranteed an endless supply of Hollywood dodges to fill your style bank with, and it feels pretty good to do so.
My biggest problem are the two orange bullet attacks in P1 (the screen-wrapping one and then the vertical climb one). They're fun to read and satisfying when you do so, but they feel like the creator dialed the difficulty meter up to 11 on designing them. The transition felt very unrewarding to die to the vast majority of the time, and whilst I certainly improved at them over the course of my play, they still felt awkwardly difficult to the point where P1 consisted of a minute of nothing, and then the two actual hard attacks.
Phase 2 is a very hype and intense phase climaxing in an insane final attack which has you doing some acrobatics the likes of which the Olympic Games could only wish to see. I did get kinda frustrated with the very fast barrage attack whereupon bullets phase in and out of being lethal or nonlethal, as sometimes it felt like a bit too much to take in and reasonably read without hoping for a bit of luck. The ending 40~ seconds or so were my favourite part of the avoidance, which builds up really nicely and goes out with a bang to make the clear feel all that more rewarding.
Overall it was a mixed bag for me with a couple of frustrating and tedious attacks to grind through, but on the other hand there were plenty of highlights and exciting parts to read and play through. If you're looking for a barrage, it's definitely worth giving a go!
Rating: 6.8 68
Difficulty: 75 75
Oct 1, 2018
Wolfiexe
For: I wanna be the Phantom Needle IV
For: I wanna be the Phantom Needle IV
Phantom Needle IV is a very well-made floor game full of creative needle that pulls off the corresponding game style nicely. There's a huge variety in terms of style and they're often accompanied by very appropriate music, which helps the mood fit all that more.
A noticeable problem for me was the difficulty curve felt very out of whack. At around the 2/3's mark of the game, the difficulty climaxed with particularly an awkward save on 37 involving two full-jumps at the start, followed by a multitude of pretty demanding jumps. It felt very difficult compared to just about everything else, and the design suddenly became awkward and quite physically demanding to play. This broke the up-until-then very steady flow of the game for me, although after a few more less-tricky floors it felt like it went back down to normal difficulty and it felt fine again. The final floor also felt unusually easy compared to the penultimate floor, but this could just be a player-by-player case.
For the most part though, the design is really solid and the majority of saves stayed fun and enjoyable to play through. It was only when the flow broke that I somewhat lost enjoyment, but on a whole it's still a very well-done needle game. Would heavily look forward to the 5th instalment!
[1] Like
A noticeable problem for me was the difficulty curve felt very out of whack. At around the 2/3's mark of the game, the difficulty climaxed with particularly an awkward save on 37 involving two full-jumps at the start, followed by a multitude of pretty demanding jumps. It felt very difficult compared to just about everything else, and the design suddenly became awkward and quite physically demanding to play. This broke the up-until-then very steady flow of the game for me, although after a few more less-tricky floors it felt like it went back down to normal difficulty and it felt fine again. The final floor also felt unusually easy compared to the penultimate floor, but this could just be a player-by-player case.
For the most part though, the design is really solid and the majority of saves stayed fun and enjoyable to play through. It was only when the flow broke that I somewhat lost enjoyment, but on a whole it's still a very well-done needle game. Would heavily look forward to the 5th instalment!
Rating: 8.2 82
Difficulty: 75 75
Oct 1, 2018
Wolfiexe
For: I wanna be the Justice
For: I wanna be the Justice
This is probably one of my top few games by Carnival. It has that very recognisable style with the bonuses and drawbacks you'd expect depending on your tastes, alongside quite a memorable journey through a variety of worlds and bosses.
There's a wide collection of stages, never getting too crazy or unusual in terms of gimmicks and often leaning moreso on the needle side of things. Sometimes there'll be little things thrown in such as conveyors, moving sawblades, wacky platforms or just other simplistic things that usually fit quite well with the theme of each respective stage. I was always looking forward to seeing what theme the next stage would have, as you could be hopping through a flame-filled castle at one point and be navigating some psychadelic neon-esque needle stage the next. It would've been cool to see some more unique gimmicks, but it's not really a negative.
The game also features a fair amount of bosses. Some are pretty fun, such as the robot sentry avoidance or the final boss, which whilst proving quite the challenge, was very fun to play and read. Other bosses have quite the notoriety, such as the Jazz Hands Demon which I apparently got rather fortunate on regarding a respawn, and one particular boss in the snow area caused a bit of frustration, although it turns out this boss can be skipped altogether by some out-of-the-box thinking.
There's one section involving a puzzle which may be problematic for some people. If you need a pointer as to how to figure it out try looking at the two sets of windows and see if you can flip or rotate them to get some numbers.
Also worth mentioning as you may expect from a Carnival game, there will be a fair amount of flying spike or sudden gank traps. If you're not fond of this kind of thing or can't tolerate it, chances are you won't be convinced here. Overall though, it's a pretty memorable adventure that I think is worth your time if you're up for the challenge and don't mind the Carnival style of constant impending doom.
[5] Likes
There's a wide collection of stages, never getting too crazy or unusual in terms of gimmicks and often leaning moreso on the needle side of things. Sometimes there'll be little things thrown in such as conveyors, moving sawblades, wacky platforms or just other simplistic things that usually fit quite well with the theme of each respective stage. I was always looking forward to seeing what theme the next stage would have, as you could be hopping through a flame-filled castle at one point and be navigating some psychadelic neon-esque needle stage the next. It would've been cool to see some more unique gimmicks, but it's not really a negative.
The game also features a fair amount of bosses. Some are pretty fun, such as the robot sentry avoidance or the final boss, which whilst proving quite the challenge, was very fun to play and read. Other bosses have quite the notoriety, such as the Jazz Hands Demon which I apparently got rather fortunate on regarding a respawn, and one particular boss in the snow area caused a bit of frustration, although it turns out this boss can be skipped altogether by some out-of-the-box thinking.
There's one section involving a puzzle which may be problematic for some people. If you need a pointer as to how to figure it out try looking at the two sets of windows and see if you can flip or rotate them to get some numbers.
Also worth mentioning as you may expect from a Carnival game, there will be a fair amount of flying spike or sudden gank traps. If you're not fond of this kind of thing or can't tolerate it, chances are you won't be convinced here. Overall though, it's a pretty memorable adventure that I think is worth your time if you're up for the challenge and don't mind the Carnival style of constant impending doom.
Rating: 8.0 80
Difficulty: 68 68
Oct 1, 2018
Delicious Fruit