I wanna K

Creator: Peranche

Average Rating
7.3 / 10
Average Difficulty
77.5 / 100
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Tags:

Needle (2) L_Game (3)

Screenshots

  • by Anonymous

3 Reviews:

iraqlobster01
Since I spent almost 6 hours playing this monstrosity, I thought I'd review it since it was still a challenging, yet fun experience for my second l-game. This review will consist of analysis of each save since each one is super short and can be explained in around a sentence. Overall, this was a good game, but I had some issues pertaining to design and difficulty balance.

By the way, I'm not too keen on pointing out jump heights just by looking at them, so if I get something wrong, don't hate me. It's either what it did while playing the game or how I felt the jumps were.


Platforming:

Save 1: This save consists of a upside down squished tbone done from the floor followed by what I believe to be a required 1 frame rejump. I had no success 2 framing the jump as I would always clip the right edge of the half double spike formation. This save is a nice start to the game, as most l-games require the player to perform low input jumps at will. Nothing about this save felt unfair and the final jump is not difficult. Overall, this save was nice. Once again, good introduction to the game (if that makes any sense).

Save 2: This save sucks. Whatever benevolence and simplicity existed beforehand is now gone as the player is tasked with doing a squished carrot jump that I'm 75 percent sure requires you to have a certain align (I'm not sure what to call it, you just jump into a jump diagonally and fall down diagonally, maybe a squished double diagonal?) followed by a platform grab that requires extreme precision. The last jump of the save was weird as well; with the spike under the platform, I assumed that spamming would not work so a quick and very precise platform grab was necessary. After that, you do another upside down squished tbone. This save was a real grind and was definitely more difficult than the last. I did not enjoy it at all.

Save 3: Another bad save in my opinion. The player must perform a 1 or 2 frame stutter and then land into a 16 px, do a short rejump, and land into another squished upside down tbone before landing onto a block. After that, the player must perform a low-cancel (I'm not sure if a 1-frame is possible with this, didn't test) into a squished diagonal and then exit another squished diagonal. With the last save, this save continues the theme of "hard first jump followed by less hard but still hard jump" and the precision required for this save was very tedious to get used to. Overall, extremely annoying and difficult.

Save 4: A much needed break from the difficulty. If you were tired of squished tbones, get ready for more!!!!! The player must land on a nerfed ledge but not before performing a double corner followed by a sudden twist into the squished tbone mentioned earlier. After landing on the ledge (and running into the spike a few times), you must jump into a 16 px and land on what looks like a 16 px gap. After that, you must perform a required 4 frame followed by a 1 frame rejump (how I did it anyways, didn't test any other strat). Although this save strayed away from the difficulty set by the 2nd and 3rd save and caused some inconsistency in terms of overall difficulty, it was a nice break from the precision seen in those two saves. I much appreciated the break; the save was perfect overall.

Save 5: Another somewhat easy save that did take some time. From my experience, the jump felt double frame perfect. The first jump must land in a specific spot in the gap set by two misaligned spikes. The second jump must have the player land inside a squished sideways gate. The jump after is free, but that didn't stop me from choking to it on two separate occasions. Once again, this save is more of a grind than the last, but its brevity lowers the difficulty a tad and the choke jump adds to said lack of difficulty. Nice save overall.

Save 6: At this save, the game throws the sink at you. The difficulty rises a bit in preparation for what's to come. Nonetheless, the player is tasked with performing a required 1-frame followed by a frame perfect rejump into a plane. Once the player is in the plane, the player must come out of the plane and then jump towards the save. Without the walkoff align (which is given) this save would've been very tedious as the downwards plane was extremely precise. With the walkoff, you can either low cancel from a certain position or 2-frame bonk to get yourself out.

Save 7: Infamous. The hardest save of the game. Saying what the save consists of will be enough for this one.

Corner, position dependent platform grab, 16 px w/ fast v-speed, full v-speed downwards plane that requires a specific cancel, 16 px. What the fuck.

Save 8: A unique save. It's not as difficult when comparing it to Save 7, but what you have to do is just as hard to figure out. The player must first perform 2 squished diagonals in one jump. Sounds simple, right. Well, it's not. The second diag requires a frame perfect stutter (or stutters). After the diags, you must land on a ledge and then perform a nerfed one jump diamond, a 16 px mini drop, and a required cancel with a frame perfect rejump. While the difficulty doesn't compare in terms of Save 7, this save still requires tones of precise movement and an immense amount of patience. That squished diag/ledge combo is lethal and will take some time to do.

Save 9: Thanks Mq.

Save 10: A nice finish. Jump through a sphincter, into a 16 px hidden inside a block corner, a full cancel f-jump, into a really precise full jump. Probably my favorite save, besides save 11 :^)

Overall, difficult. Very difficult. Insanely difficult, but also fun. I loved the challenge and the l-game genre, while riddled with terrible games, is starting to warm up to me. Yes, the genre receives criticism for its compact nature and somewhat spammy/excessive design, but even a genre with such disgusting flaws has some merit. The challenge of performing short, but very difficult saves is somewhat entertaining. There might be a hint of masochism in regards to the previous sentence, but the challenge is attractive for some reason.

Avoidance:

PRECISE NEEDLE DODGING. INSANE JUMPS. PRECISE MOVEMENT.

Aesthetics: Like most l-games, the tileset is very murky. Hard to see where you are when trying to perform position-dependent jumps. The music was nice; if I'm correct, it's a remix of a Flandre Scarlet Touhou track. I could be wrong though since most music from the Touhou series is popular.

Good game. Hard, but fun. Would recommend to anyone willing to grind it.

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