![]() ![]() Where the platforming felt smooth, polished and clean, the bosses felt very experimental and rough. The bosses on the other hand, felt very much the opposite in many ways. The stages felt like they had a lot of care put into them and play well. I'd have loved to have seen more of that.ĭifficulty wise, the platforming starts out quite easy and trends up fairly smoothly over time with the exception of the secrets which tend to be more on par with lategame platforming regardless of their location in the game. Though I did like almost all the platforming in the game, my favorite part of needleventure style games is typically the more creative, out there gimmick styles which made stage 5 easily my favorite. These gimmicks, though, for the most part are more common needle gimmicks - engine gimmicks like platforms, jump refreshers waters and vines, and triggers or cycle based stuff. For the most part, each stage tends to focus on an individual gimmick as is typical for needleventure style games. Platforming-wise, outside of the traditional 'guy tile' first stage, there's a ton of great looking stages and production tends to ramp up for the most part over time. The game's identity ended up feeling a bit strange to me, though, because I felt like at times the platforming and bosses came from completely different games, so I'm going to address their aspects individually. If that sounds like your thing, its best to give it a shot. The game has secrets, though they are optional but do unlock an extra. Accompanied by a traditional fangame story (generally a little corny and thin but gets the job done in terms of keeping the flow going), there's a lot of charm here. Expect a wide variety of platforming and bosses as your journey progresses, though still heavily focused around traditional needle design. It's a grand undertaking that starts quite easy and ramps up slowly over the course of its extensive length. Larger balance fixes and overall adjustment coming later on. UPDATE: September 15th: Small update to fix some softlocks and an accidentally impossible route in 1 place. UPDATE: September 20th: New update released with various balance changes. UPDATE: September 27th: Some further changes made, mostly focused around the final boss. UPDATE: October 23rd: Made what I hope to be the final patch of the game - mostly minor fixes but also added some persistence to the Chapter 5a gimmick which should reduce some annoyance there. ![]() This project was a long time in the making, and I'm grateful to anyone that helped out or encouraged me along the way. There are optional secrets, and obtaining them all unlocks some Extra content. There is a story/narrative to the game, but you can opt to play without it if you so choose. This game is a rather long Adventure (or perhaps more accurately Needleventure) game using a variety of mostly standard gimmicks, with a couple of weird ones thrown in there.
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