xva's Profile
Send a PMJoined on: Jan 20, 2023
Bio:
emperor fan B)
clear sheets
https://docs.google.com/spreadsheets/d/1pn07jAflJ-pawGtthcU44LYLh1F-GpwaZvI1swrgy2M
I've submitted:
585 Ratings!
585 Reviews!
132 Screenshots!
Twitch Stream
Youtube Channel
TwitterReport this user
585 Games
585 Reviews
xva
For: I wanna make the RW
For: I wanna make the RW
short generic needle game with the hardest jumps being gates, diagonals and 16pxs. the tileset looks somewhat nice and it's a bit spooky at times. not really much else to it, except the fact the ending takes longer than it should. in the original game (Death Forest), that thing moves way faster than it does here. 4/10 immersion ruined
[0] Likes
Rating: 4.9 49
Difficulty: 23 23
May 12, 2025
xva
For: すぐクリア出来る針ゲ
For: すぐクリア出来る針ゲ
title translates to "A quick and easy needle game". that's a good description of exactly what it is. the first jump has a required align or a required bhop. same goes for a save few saves after that. that's the sole reason why it's the difficulty it is. saves are short and jumps are somewhat generic. no music and no visuals either
[0] Likes
Rating: 2.4 24
Difficulty: 34 34
May 11, 2025
xva
For: I wanna white Xmas
For: I wanna white Xmas
best played with one hand
[1] Like
Rating: 5.3 53
Difficulty: 32 32
May 11, 2025
xva
For: Flames Needle Remastered
For: Flames Needle Remastered
this game is a perfect example of how simply adding polish to a game can improve it. this game isn't anything too different from the original Flames Needle, yet it's a marginally better and far smoother experience. you can tell Flames has massively improved in his needle making capabilities since the release of the original. it's quite refreshing to see him making actually good, fun needle instead of the less polished weird shit that's typically found in Flames Needle
the game's structured in pretty much the same way, if not slightly better. it's 10 floors per tileset, which is a lot to be frank. I don't know many games that don't fall into the category of 'CTB1-esque' that have a ratio of floor:tileset quite like 10:1. this isn't a bad thing necessarily and I didn't really find issue with it, I just found it kind of odd. the tilesets are nice-looking and resemble the original Flames Needle's tilesets - except, of course, here they're nicer. there's likely some sort of shader issue in the 20s, as the game begins lagging after some time and requires a restart. these floors aren't that difficult though, so I wouldn't say it's a pressing issue that needs to be addressed. the rest of the game (i.e. where it matters) runs just fine. while we're on the topic, I greatly appreciate the better engine. at times it felt like the original Flames Needle would eat platform inputs - but now I'm glad that's something I don't have to worry about
the needle design is very good and doesn't have too many stereotypical 100-floor chokejumps. it's hard to overlook just how much better this game's needle is than the original's. the difference is in some cases night and day - prime example is the 70s. the 70s are overhauled but not changed entirely - exactly what a remake should seek to do. a remake should keep the ideas and the overall 'spirit' of the original but executing it better. this game does exactly that, with the 70s still being predominantly one-save screens (with better needle design this time). f79 and f80 are likely my favorite floors in the game. while we're in the 70s, f78 is the hardest floor in the game. there aren't any other rooms in the game that compare to it that aren't in the 70s themselves. while some people would see this as an oversight or a poor design choice, I'd say it's still in-line with the original Flames Needle. the difficulty curve is preserved almost entirely - the key difference is that it's greatly smoothed out. this sounds like a direct contradiction, but what I'm distinctly referring to is that you won't get any more cases of "one floor takes me 20 minutes, another I first try" like you could in the original Flames Needle. you likely won't be first trying much past floor 50. that brings me onto the next point: the game's difficulty
it's harder than the original, yet it remains better than it. it isn't easy to remake a previous game of yours and improve on both the difficulty and the quality at the same time without the difficulty negatively influencing the quality. I think the difficulty it's at is perfect and it shouldn't be any higher or lower. it requires just the right amount of struggle which makes it feel very rewarding to make progress in. the innate enjoyment of watching the floor number slowly go up is something I'll never get enough of. it's a great and constant beacon of progress that I love to see in needle games. I'm particularly fond of 100-floors for this reason - that, and their unique/special floors they like to throw in. to clarify, I'm referring to stuff like CN1 f92 (the most basic example I can give). this game has a few of these 'special' floors, but obviously I won't spoil any of them since that would ruin the fun
further spoiling the game, its guest areas are now unmarked and function as a final boss rush-like section at the end of the base 80 floors. notably, the guest areas from what used to be EX in the original Flames Needle were moved to be in the regular game. this does mean EX is completely removed. I had initially thought the game would have additional extra guest areas, since the needle rush guest areas were similar to the originals and looked to be overhauled by Flames himself. this suggests that the original makers only made the base needle and Flames altered/improved it, therefore suggesting that the makers by technicality didn't take part in the production of this game. they are involved in the *making*, but not the *production*. I thought the makers would come through in extra, where they would design their own new never-before-seen guest areas. while this would have been interesting, there's something comforting about a lack of extra. extra can feel like unnecessary bloat at times, and that issue has been promptly avoided by the removal of it from this game
overall fantastic! definitely a great floor game now. I hope Flames is actually proud of how this game turned out, since I really like it. highly recommended
[0] Likes
the game's structured in pretty much the same way, if not slightly better. it's 10 floors per tileset, which is a lot to be frank. I don't know many games that don't fall into the category of 'CTB1-esque' that have a ratio of floor:tileset quite like 10:1. this isn't a bad thing necessarily and I didn't really find issue with it, I just found it kind of odd. the tilesets are nice-looking and resemble the original Flames Needle's tilesets - except, of course, here they're nicer. there's likely some sort of shader issue in the 20s, as the game begins lagging after some time and requires a restart. these floors aren't that difficult though, so I wouldn't say it's a pressing issue that needs to be addressed. the rest of the game (i.e. where it matters) runs just fine. while we're on the topic, I greatly appreciate the better engine. at times it felt like the original Flames Needle would eat platform inputs - but now I'm glad that's something I don't have to worry about
the needle design is very good and doesn't have too many stereotypical 100-floor chokejumps. it's hard to overlook just how much better this game's needle is than the original's. the difference is in some cases night and day - prime example is the 70s. the 70s are overhauled but not changed entirely - exactly what a remake should seek to do. a remake should keep the ideas and the overall 'spirit' of the original but executing it better. this game does exactly that, with the 70s still being predominantly one-save screens (with better needle design this time). f79 and f80 are likely my favorite floors in the game. while we're in the 70s, f78 is the hardest floor in the game. there aren't any other rooms in the game that compare to it that aren't in the 70s themselves. while some people would see this as an oversight or a poor design choice, I'd say it's still in-line with the original Flames Needle. the difficulty curve is preserved almost entirely - the key difference is that it's greatly smoothed out. this sounds like a direct contradiction, but what I'm distinctly referring to is that you won't get any more cases of "one floor takes me 20 minutes, another I first try" like you could in the original Flames Needle. you likely won't be first trying much past floor 50. that brings me onto the next point: the game's difficulty
it's harder than the original, yet it remains better than it. it isn't easy to remake a previous game of yours and improve on both the difficulty and the quality at the same time without the difficulty negatively influencing the quality. I think the difficulty it's at is perfect and it shouldn't be any higher or lower. it requires just the right amount of struggle which makes it feel very rewarding to make progress in. the innate enjoyment of watching the floor number slowly go up is something I'll never get enough of. it's a great and constant beacon of progress that I love to see in needle games. I'm particularly fond of 100-floors for this reason - that, and their unique/special floors they like to throw in. to clarify, I'm referring to stuff like CN1 f92 (the most basic example I can give). this game has a few of these 'special' floors, but obviously I won't spoil any of them since that would ruin the fun
further spoiling the game, its guest areas are now unmarked and function as a final boss rush-like section at the end of the base 80 floors. notably, the guest areas from what used to be EX in the original Flames Needle were moved to be in the regular game. this does mean EX is completely removed. I had initially thought the game would have additional extra guest areas, since the needle rush guest areas were similar to the originals and looked to be overhauled by Flames himself. this suggests that the original makers only made the base needle and Flames altered/improved it, therefore suggesting that the makers by technicality didn't take part in the production of this game. they are involved in the *making*, but not the *production*. I thought the makers would come through in extra, where they would design their own new never-before-seen guest areas. while this would have been interesting, there's something comforting about a lack of extra. extra can feel like unnecessary bloat at times, and that issue has been promptly avoided by the removal of it from this game
overall fantastic! definitely a great floor game now. I hope Flames is actually proud of how this game turned out, since I really like it. highly recommended
Rating: 8.9 89
Difficulty: 83 83
May 11, 2025
xva
For: I wanna enjoy the Panic Festival
For: I wanna enjoy the Panic Festival
I wanna enjoy the Panic Festival is quite the obscure and old game. it’s one of the earliest avoidance collabs, being a pioneer of the genre. however, it’s important to mention that pioneering in this case doesn’t necessarily mean doing anything super good, just being the first to do something. I’d go as far as to say it’s somewhat of a hidden gem — but a bit of a rough, unpure gem. a gem with a chunk of impure filth still attached to it, like some sort of tumor that will never go away
the game consists of 7 avoidances in total, each being in the difficulty range around 55-75. this upper limit is (unfortunately) defined by the worst avoidance in the game by far - Battle3. the rest of the avoidances are generally easier and more skill-based than it, making for quite the fun experience at times. there are quite a lot of odd attacks you will find. stuff that doesn’t make sense, stuff that looks way too hard, stuff that’s extremely learny, etc. each avoidance has its own quirks that you have to overcome and figure out — there’s a different quirk to each avoidance: typically in the form of a very strange attack. these smaller individual roadblocks are what makes this game super fun and a unique experience, as I can’t really name any other avoidance games that are this ‘out-there’ with their ideas and execution. some are good, some are bad as you’ll come to see, but this game is sure as hell extremely unique. there are not many games of this caliber at all, and I love it for that reason
now, onto the individual avoidances — some of which I don’t know what they’re called, so I’ll call them what I think they are. it should be fairly obvious which is which even if you haven’t played the entirety of this game yet. also, it’s time to stop reading if you haven’t. I urge you to experience as much of this game as blind as you can
1. DonaDona — 58.0/100 — 6.9/10
the easiest avoidance in the game, and not a very interesting one unfortunately. it’s over with quite quickly and there isn’t a lot to figure out. there’s just some oddly moving cherries and other random stuff that happens. it’s not insanely hard or learny or anything and generally doesn’t set all too good of an example for this game. the song is kinda good at times — I found ‘donadonadona donaaa’ still stuck in my head after clearing it. I suppose the Windows XP background is kinda nice. final burst can be kinda rough
2. Gorilla — 62.5/100 — 6.0/10
the funny gorilla avoidance you likely saw in the screenshots and laughed at. there are a bunch of odd attacks, most notably the first one which looks impossible and made me think it was a joke avoidance. there’s an attack where it rains gorillas and I think that’s quite funny. my favorite part is the various dense banana attacks, since they’re quite fun to read. on the flip side, hardest attack is likely the fast gray cherries which you can easily get unlucky on and die if they explode near you. that is likely the sole roadblock you’ll face, along with some walling in the gorilla rain attack. everything else is less learny and makes some conceivable sense. an honorable mention is the 2nd attack, where it’s surprisingly easy to get walled in a very stupid way. overall okay, song is nothing interesting and doesn’t really suit the avoidance. I would never mind a Miku song, though
3. Battle3 — 75.8/100 — 1.0/10
Battle3 is the aforementioned ‘chunk of filth’ attached to this game. it’s by far the lowest-quality and least fun avoidance in the entire game. it consists of some random RNG attacks for about a minute followed by one of the most poorly thought-out patterns I’ve ever seen in my life. to make things even better, it’s right at the very, very end! this sole fact makes learning said pattern really, really agonizing. it’s so agonizing in fact, that I went around the entire issue by decompiling the game and making a practice tool for it. even then, it took me over an hour and a half of playtime to actually clear it in a real attempt. the pattern is what I like to call ‘genuine pattern superAIDS’. a bunch of random, incoherent bullshit happens with little to no rhyme or reason, and you have to figure out a way to survive it. it’s some sort of abnormal, uncomfortable and claustrophobic aimed pattern which eventually just doubles in difficulty at the halfway point via duplicating itself from the opposite direction. no visual cues, no auditory cues, no help of any kind, just figure it the fuck out and find what works. worse yet, it isn’t a set pattern either - it’s AIMED!!! this means that any minute difference in your movement during attempts can lead to an entirely different attack unless you get it down to pure muscle memory. building this muscle memory took a solid hour of practicing nothing but this horrid pattern. the timer says it took about an hour, but it felt more like 10 hours. either way, it’s not impossible but it’s surely not fun. this avoidance is the sole reason why many people haven’t bothered with this game and just wrote it off as some old crap no one cares about. while that is partially true, I’m here to say it’s not. this one’s not great though, that is entirely undeniable
4. Yukkuri Sushikuine — 67.3/100 — 9.5/10
one of the most fun and unique avoidances in the game. it’s like some sort of ancient prehistoric Kakki megafauna equivalent. there’s some scenes which have RNG, some patterns and a really damn good song to go along with it. this song and the next one’s song are what first comes to mind when Panic Festival is brought up. they’re both very good songs, with this one being in the lead as it’s additionally super catchy. the RNG isn’t anything super hard and everything is fairly simple to learn. it is quite long and the ending can be a bit luck-based but thankfully I didn’t die to the last minute or so. I did look up strats (obviously) since I wasn’t gonna clear this 100% blind. it was a very fun experience and I think this avoidance best represents what this game is about: wacky, weird and goofy avoidances at the ideal difficulty. all in all it’s great
5. Panic Holic — 70.1/100 — 8.8/10
classic barrage: begins with some strange patterns that get surprisingly consistent after not a lot of time, followed by a bunch of barrage attacks. some multidirectional reading, some difficult curving at the end and a bouncing attack which I really like. the red/blue pattern and the curving is likely the roadblock in this one, as they’re both quite hard. the red/blue pattern’s sole difficulty is figuring out the transition out of it. it’s not that hard to do on it’s own, but the hard part is not dying to the outburst afterwards. the song is also, as I said, quite good. it’s likely the most polished avoidance here, since it has good flow/coherency, a really good song and true barrage elements. Yukkuri Sushikuine entirely does away with the whole coherency aspect and opts to go for ridiculousness and a ton of random shit — which can work too, as you can see. either way very fun, one of the best avoidances in here
6. Miku — 68.1/100 — 8.0/10
long and weird. best words I can use to describe Miku. it’s not really a traditional Miku fight, it’s more just an avoidance and miku is sorta there to fill up space. it has no hallmarks of a Miku avoidance and therefore hardly qualifies as one. I don’t think there exists a single cherry in this entire avoidance. the only bullet type that appears multiple times is the leek and that’s about it. the avoidance itself is made in a bit of a weird way, utilizing odd seeded RNG in the form of a really dumb looking bouncing attack that bursts out eventually. this one doesn’t really have any substantially hard attacks other than the ones towards the end. there’s a difficult (seeded) purple bouncing attack, a fairly easy lovetrap pattern, then some aimed pattern that turns into a curving mess once the song changes. that transition is very hard to master and can still kill you even after properly doing it. there’s some weird shit with angles that can happen that slightly offsets the pattern, making it so you can still die to it. final is some more seeded RNG with curving purple bullets that suck to read. it isn’t all too fun, but it’s far from the worst. it’s also really long compared to the other avoidances
7. Secret Black Vow (Final Avoidance) — 66.6/100, 8.0/10
longer final avoidance that’s somewhat similar to the previous Miku avoidance — in the sense that it’s mostly seeded with very small amounts of real RNG. funnily enough, all the easy RNG parts are pattern and the hard RNG parts (final) are actual RNG. there exist a few hard-to-understand patterns here and there (mainly the ones with the fat black cherries) that work in strange ways, but at this point you should be used to it. you can only play this avoidance if you’ve cleared the previous 6. final is by far the most difficult part, and the difficult LoveTrap pattern somewhat before it. that part took the most time to figure out how to do consistently. in general, I feel this final avoidance should’ve been a lot harder or longer or just more interesting. it isn’t really that ‘bad’, but it doesn’t do anything special like I expected. even if the final avoidance was some AIDS like Battle3, I could at least give it points for being in-line with the entire game up until then. I wouldn’t want another Battle3, though — I’m just saying it could’ve been more fitting
all in all, Panic Festival is an interesting, super unique and quaint game that you should at least give a chance to. if you’re into old and obscure games (even better if that’s avoidances in particular), this game is for you. it’s one-of-a-kind and there truly exists no game just like it
recommended?
[0] Likes
the game consists of 7 avoidances in total, each being in the difficulty range around 55-75. this upper limit is (unfortunately) defined by the worst avoidance in the game by far - Battle3. the rest of the avoidances are generally easier and more skill-based than it, making for quite the fun experience at times. there are quite a lot of odd attacks you will find. stuff that doesn’t make sense, stuff that looks way too hard, stuff that’s extremely learny, etc. each avoidance has its own quirks that you have to overcome and figure out — there’s a different quirk to each avoidance: typically in the form of a very strange attack. these smaller individual roadblocks are what makes this game super fun and a unique experience, as I can’t really name any other avoidance games that are this ‘out-there’ with their ideas and execution. some are good, some are bad as you’ll come to see, but this game is sure as hell extremely unique. there are not many games of this caliber at all, and I love it for that reason
now, onto the individual avoidances — some of which I don’t know what they’re called, so I’ll call them what I think they are. it should be fairly obvious which is which even if you haven’t played the entirety of this game yet. also, it’s time to stop reading if you haven’t. I urge you to experience as much of this game as blind as you can
1. DonaDona — 58.0/100 — 6.9/10
the easiest avoidance in the game, and not a very interesting one unfortunately. it’s over with quite quickly and there isn’t a lot to figure out. there’s just some oddly moving cherries and other random stuff that happens. it’s not insanely hard or learny or anything and generally doesn’t set all too good of an example for this game. the song is kinda good at times — I found ‘donadonadona donaaa’ still stuck in my head after clearing it. I suppose the Windows XP background is kinda nice. final burst can be kinda rough
2. Gorilla — 62.5/100 — 6.0/10
the funny gorilla avoidance you likely saw in the screenshots and laughed at. there are a bunch of odd attacks, most notably the first one which looks impossible and made me think it was a joke avoidance. there’s an attack where it rains gorillas and I think that’s quite funny. my favorite part is the various dense banana attacks, since they’re quite fun to read. on the flip side, hardest attack is likely the fast gray cherries which you can easily get unlucky on and die if they explode near you. that is likely the sole roadblock you’ll face, along with some walling in the gorilla rain attack. everything else is less learny and makes some conceivable sense. an honorable mention is the 2nd attack, where it’s surprisingly easy to get walled in a very stupid way. overall okay, song is nothing interesting and doesn’t really suit the avoidance. I would never mind a Miku song, though
3. Battle3 — 75.8/100 — 1.0/10
Battle3 is the aforementioned ‘chunk of filth’ attached to this game. it’s by far the lowest-quality and least fun avoidance in the entire game. it consists of some random RNG attacks for about a minute followed by one of the most poorly thought-out patterns I’ve ever seen in my life. to make things even better, it’s right at the very, very end! this sole fact makes learning said pattern really, really agonizing. it’s so agonizing in fact, that I went around the entire issue by decompiling the game and making a practice tool for it. even then, it took me over an hour and a half of playtime to actually clear it in a real attempt. the pattern is what I like to call ‘genuine pattern superAIDS’. a bunch of random, incoherent bullshit happens with little to no rhyme or reason, and you have to figure out a way to survive it. it’s some sort of abnormal, uncomfortable and claustrophobic aimed pattern which eventually just doubles in difficulty at the halfway point via duplicating itself from the opposite direction. no visual cues, no auditory cues, no help of any kind, just figure it the fuck out and find what works. worse yet, it isn’t a set pattern either - it’s AIMED!!! this means that any minute difference in your movement during attempts can lead to an entirely different attack unless you get it down to pure muscle memory. building this muscle memory took a solid hour of practicing nothing but this horrid pattern. the timer says it took about an hour, but it felt more like 10 hours. either way, it’s not impossible but it’s surely not fun. this avoidance is the sole reason why many people haven’t bothered with this game and just wrote it off as some old crap no one cares about. while that is partially true, I’m here to say it’s not. this one’s not great though, that is entirely undeniable
4. Yukkuri Sushikuine — 67.3/100 — 9.5/10
one of the most fun and unique avoidances in the game. it’s like some sort of ancient prehistoric Kakki megafauna equivalent. there’s some scenes which have RNG, some patterns and a really damn good song to go along with it. this song and the next one’s song are what first comes to mind when Panic Festival is brought up. they’re both very good songs, with this one being in the lead as it’s additionally super catchy. the RNG isn’t anything super hard and everything is fairly simple to learn. it is quite long and the ending can be a bit luck-based but thankfully I didn’t die to the last minute or so. I did look up strats (obviously) since I wasn’t gonna clear this 100% blind. it was a very fun experience and I think this avoidance best represents what this game is about: wacky, weird and goofy avoidances at the ideal difficulty. all in all it’s great
5. Panic Holic — 70.1/100 — 8.8/10
classic barrage: begins with some strange patterns that get surprisingly consistent after not a lot of time, followed by a bunch of barrage attacks. some multidirectional reading, some difficult curving at the end and a bouncing attack which I really like. the red/blue pattern and the curving is likely the roadblock in this one, as they’re both quite hard. the red/blue pattern’s sole difficulty is figuring out the transition out of it. it’s not that hard to do on it’s own, but the hard part is not dying to the outburst afterwards. the song is also, as I said, quite good. it’s likely the most polished avoidance here, since it has good flow/coherency, a really good song and true barrage elements. Yukkuri Sushikuine entirely does away with the whole coherency aspect and opts to go for ridiculousness and a ton of random shit — which can work too, as you can see. either way very fun, one of the best avoidances in here
6. Miku — 68.1/100 — 8.0/10
long and weird. best words I can use to describe Miku. it’s not really a traditional Miku fight, it’s more just an avoidance and miku is sorta there to fill up space. it has no hallmarks of a Miku avoidance and therefore hardly qualifies as one. I don’t think there exists a single cherry in this entire avoidance. the only bullet type that appears multiple times is the leek and that’s about it. the avoidance itself is made in a bit of a weird way, utilizing odd seeded RNG in the form of a really dumb looking bouncing attack that bursts out eventually. this one doesn’t really have any substantially hard attacks other than the ones towards the end. there’s a difficult (seeded) purple bouncing attack, a fairly easy lovetrap pattern, then some aimed pattern that turns into a curving mess once the song changes. that transition is very hard to master and can still kill you even after properly doing it. there’s some weird shit with angles that can happen that slightly offsets the pattern, making it so you can still die to it. final is some more seeded RNG with curving purple bullets that suck to read. it isn’t all too fun, but it’s far from the worst. it’s also really long compared to the other avoidances
7. Secret Black Vow (Final Avoidance) — 66.6/100, 8.0/10
longer final avoidance that’s somewhat similar to the previous Miku avoidance — in the sense that it’s mostly seeded with very small amounts of real RNG. funnily enough, all the easy RNG parts are pattern and the hard RNG parts (final) are actual RNG. there exist a few hard-to-understand patterns here and there (mainly the ones with the fat black cherries) that work in strange ways, but at this point you should be used to it. you can only play this avoidance if you’ve cleared the previous 6. final is by far the most difficult part, and the difficult LoveTrap pattern somewhat before it. that part took the most time to figure out how to do consistently. in general, I feel this final avoidance should’ve been a lot harder or longer or just more interesting. it isn’t really that ‘bad’, but it doesn’t do anything special like I expected. even if the final avoidance was some AIDS like Battle3, I could at least give it points for being in-line with the entire game up until then. I wouldn’t want another Battle3, though — I’m just saying it could’ve been more fitting
all in all, Panic Festival is an interesting, super unique and quaint game that you should at least give a chance to. if you’re into old and obscure games (even better if that’s avoidances in particular), this game is for you. it’s one-of-a-kind and there truly exists no game just like it
recommended?
Rating: 6.7 67
Difficulty: 80 80
May 8, 2025
- 0
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
User's games list is empty!
91 Favorite Games
588 Cleared Games
Delicious Fruit