Latest Reviews
Kilgour22
For: I Wanna EZL
For: I Wanna EZL
No save balancing whatsoever, bad visuals, can't save on the edge of a block... yeah, it's pretty bad.
[0] Likes
Rating: 4.0 40
Difficulty: 55 55
Aug 29, 2022
ferrarityy
For: I wanna be the おっおっおー( ^ω^)
For: I wanna be the おっおっおー( ^ω^)
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Aug 29, 2022
Kilgour22
For: I Wanna –
For: I Wanna –
I wish more attention was given to difficulty balance. Save 4 is clearly much harder—and grosser—than the rest. It's not fun to die to vstring rng 80% of the time.
[0] Likes
Rating: 5.0 50
Difficulty: 65 65
Aug 29, 2022
JuggerJack
For: Not Another Needle Game
For: Not Another Needle Game
29.08.22 passed 180 floors on 16.7 hours 11105 death's
Amazing fungame, ty
[0] Likes
Amazing fungame, ty
Rating: 8.0 80
Difficulty: 67 67
Aug 29, 2022
Kilgour22
For: I Wanna Take the L+
For: I Wanna Take the L+
Perhaps slightly harder than Take the L, but similar enough that I can't really justify a higher difficulty.
[0] Likes
Rating: 7.0 70
Difficulty: 50 50
Aug 29, 2022
fatherpucci1
For: I wanna be the Coolflowers 3
For: I wanna be the Coolflowers 3
Rating on medium with extra. Difficulty based on rebind numpadding dirty
[0] Likes
Rating: 0.0 0
Difficulty: 75 75
Aug 29, 2022
Kilgour22
For: I wanna be the Coolflowers 3
For: I wanna be the Coolflowers 3
Rating includes extra.
I have no idea how to grade this type of needle since I almost never play it, aside from the occasional I Wanna Maker map. I've been told that with needle that requires cancels, the cancel itself isn't part of the difficulty. I've also heard that certain mechanics (like low cancels) have a difficulty floor.
The game consists of a screen you play forward, then backward. After that, there are a few one-jump screens. Every jump is some sort of invert variant. Most of the jumps kind of suck, but the one-jump screens actually had some interesting setups, so those were kind of fun to find.
The extra screens have some interesting, albeit hand-destroying, manoeuvres. They're definitely harder than anything in the base game, particularly the last two or three saves which require the player to chain cancels. If you can cancel consistently, they're not very hard; if you can't, then good luck.
For the difficulty rating, I'm relying on the qualitative description (i.e., "Expert"), since I have no real comparison thanks to my inexperience with this type of needle. If I'm being honest, the game "felt" a lot easier than any other 80 difficulty game I've played or cleared; I've chosen to go with the higher of the two based on the assumption that other players who have cleared are more experienced than I am and thus can give a more accurate rating than me. I don't wanna be that guy who comes in and grades it 20 difficulty lower than anyone else when in reality, I have no idea how to grade this stuff—but at the same time, I think it's important to be truthful in my reviews.
Anyways, I would honestly recommend this game to players who want to practice low jump cancels, which was pretty much what happened for me. I definitely have a better understanding of, and have improved at clearing, invert variants. How useful is that? Well, not very, but if you stop and think about it, you can say the same about pretty much everything in fangames.
[1] Like
I have no idea how to grade this type of needle since I almost never play it, aside from the occasional I Wanna Maker map. I've been told that with needle that requires cancels, the cancel itself isn't part of the difficulty. I've also heard that certain mechanics (like low cancels) have a difficulty floor.
The game consists of a screen you play forward, then backward. After that, there are a few one-jump screens. Every jump is some sort of invert variant. Most of the jumps kind of suck, but the one-jump screens actually had some interesting setups, so those were kind of fun to find.
The extra screens have some interesting, albeit hand-destroying, manoeuvres. They're definitely harder than anything in the base game, particularly the last two or three saves which require the player to chain cancels. If you can cancel consistently, they're not very hard; if you can't, then good luck.
For the difficulty rating, I'm relying on the qualitative description (i.e., "Expert"), since I have no real comparison thanks to my inexperience with this type of needle. If I'm being honest, the game "felt" a lot easier than any other 80 difficulty game I've played or cleared; I've chosen to go with the higher of the two based on the assumption that other players who have cleared are more experienced than I am and thus can give a more accurate rating than me. I don't wanna be that guy who comes in and grades it 20 difficulty lower than anyone else when in reality, I have no idea how to grade this stuff—but at the same time, I think it's important to be truthful in my reviews.
Anyways, I would honestly recommend this game to players who want to practice low jump cancels, which was pretty much what happened for me. I definitely have a better understanding of, and have improved at clearing, invert variants. How useful is that? Well, not very, but if you stop and think about it, you can say the same about pretty much everything in fangames.
Rating: 3.0 30
Difficulty: 80 80
Aug 29, 2022