xva's Profile
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emperor fan B)
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xva
For: I wanna Sin
For: I wanna Sin
a pretty good Miku avoidance from a beloved maker that is kinda ruined by the RNG. most of it is somewhat fair, except for a select few attacks that at times just blatantly aren't. it feels like one of those "a large number of things in a row need to go right" kinds of avoidances. if you've played this sort of thing before you know exactly what I'm referring to - a long avoidance with a ton of different attacks, a large chunk of which have a slight chance to be complete bullshit. some examples of this type of thing in this avoidance are the gray cherry line attack, the entire 2nd chorus and the blue area aimed attack. these are the most egregious ones (i.e. the ones that most often go wrong). however, pretty much all the other attacks can be counted into this category depending on if they have any sort of RNG element. yes, I mean *any*. the slightest hint of bad RNG can somehow annihilate you in this avoidance and I have no idea why
surprisingly, it's balanced in an alright way. a lot of the difficulty boils down to chorus 2, the one fulljump-heavy attack after the infinite jump and the dreaded blue section - which are all right at the end. these are all pretty damn difficult all things considered, it's nothing to scoff at. I do think delfruit underrates this one by a considerable margin. one thing to keep in mind is to not get upset. there's something oddly tilting about this avoidance, and I can't really put my finger onto what it is. my best guess is the feeling that everything looks and feels dodgeable, but at times just isn't. that feeling of 'annoying helplessness' can be very irritating when experienced many times
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surprisingly, it's balanced in an alright way. a lot of the difficulty boils down to chorus 2, the one fulljump-heavy attack after the infinite jump and the dreaded blue section - which are all right at the end. these are all pretty damn difficult all things considered, it's nothing to scoff at. I do think delfruit underrates this one by a considerable margin. one thing to keep in mind is to not get upset. there's something oddly tilting about this avoidance, and I can't really put my finger onto what it is. my best guess is the feeling that everything looks and feels dodgeable, but at times just isn't. that feeling of 'annoying helplessness' can be very irritating when experienced many times
Rating: 4.9
Difficulty: 76
Feb 19, 2025
xva
For: I wanna be the Koi
For: I wanna be the Koi
(rating based on avoidance, main game is ~30 difficulty)
I have no idea how to say this, but this game contains one of the the most luck-based avoidances on all of delfruit
I don't say this lightly at all. I say this having played it for about two and a half hours. it is legitimately one of the most unlikely, unfair and downright unfeasible things I've ever laid my eyes upon. I was initially dumbfounded at the luck factor in this game. I chalked it up to perhaps me lacking avoidance skill. however, I quickly began realizing that most deaths aren't avoidable, or simply require a reaction time of under 50ms. this all applies to the very end, though - the beginning is alright, despite being kind of annoying. it's all pretty learnable up until you get to the black background, which is the reason why this isn't 60 and is indeed 80+. final consists of a relentless series of the most unreadable attacks on this planet: luck check after luck check after luck check after luck check. there's tons of super fast patterns layered on top of tons of super unfair, super fast and insanely dense RNG that is most often completely unreadable
to give you some rough figures: in practice I had a total consistency at final of about 1 pass per an estimated 400 attempts, or about 0.25%. these odds are pitifully, painfully, *incredibly* low. in every single clear of the avoidance, the person playing seems to get extremely easy RNG where they don't need to make nearly any sort of difficult read/movement to survive. various clear times (in excess of 15 hours) also suggest a massive luck element
I don't know what the idea behind all of this is. I have a strange feeling I might not be playing the same game as everyone else. I've visually compared the RNG I get on some attacks with others' clear attempts and my RNG seems to be denser than most
[1] Like
I have no idea how to say this, but this game contains one of the the most luck-based avoidances on all of delfruit
I don't say this lightly at all. I say this having played it for about two and a half hours. it is legitimately one of the most unlikely, unfair and downright unfeasible things I've ever laid my eyes upon. I was initially dumbfounded at the luck factor in this game. I chalked it up to perhaps me lacking avoidance skill. however, I quickly began realizing that most deaths aren't avoidable, or simply require a reaction time of under 50ms. this all applies to the very end, though - the beginning is alright, despite being kind of annoying. it's all pretty learnable up until you get to the black background, which is the reason why this isn't 60 and is indeed 80+. final consists of a relentless series of the most unreadable attacks on this planet: luck check after luck check after luck check after luck check. there's tons of super fast patterns layered on top of tons of super unfair, super fast and insanely dense RNG that is most often completely unreadable
to give you some rough figures: in practice I had a total consistency at final of about 1 pass per an estimated 400 attempts, or about 0.25%. these odds are pitifully, painfully, *incredibly* low. in every single clear of the avoidance, the person playing seems to get extremely easy RNG where they don't need to make nearly any sort of difficult read/movement to survive. various clear times (in excess of 15 hours) also suggest a massive luck element
I don't know what the idea behind all of this is. I have a strange feeling I might not be playing the same game as everyone else. I've visually compared the RNG I get on some attacks with others' clear attempts and my RNG seems to be denser than most
Rating: 0.3
Difficulty: 83
Feb 17, 2025
xva
For: I wanna Lap Around
For: I wanna Lap Around
extremely fun and well-designed FTFA-like that spawned its own subgenre of needle games. it’s safe to say it’s one of the most influential, if not the most influential FTFA-like ever made. having a darker theme and sleeker, objectively nicer looking visuals than FTFA, it excels in many ways over the original. similarly, it’s also considered much harder than FTFA, having jumps that are more precise and require more technical knowledge. this only extends to certain align grabs which happen to be more intricate than FTFA’s. you can extend this idea of ‘additional intricacy’ to some valign tricks and more complex setups.
about the jumps themselves, there are often forced high framecount jumps (i.e. forced 20f 18f from the right pixel) which are quite difficult. saves which require several of these are considered the hardest. the ones that come to mind are save 8 and 17. they’re the least fun parts of the game since most of the time you can’t really intuitvely tell what you did wrong. the jumps can feel a bit RNG-based, where you either get them or you don’t. this is merely a skill issue and I feel if I had more needle skill this wouldn’t be an issue. there aren’t any 1fs or cancels unless you want to use them to make very specific sections easier. a very useful cancel in particular is used in save 14 after the ledge to give you a larger frame window (about 2 frames) to doublejump through the diagonal. other than that, cancels and other similar needle tech aren’t useful here
every jump is crafted in a surprisingly unique way, where no two jumps play quite the same. considering the game’s notable length (18 saves), this is very impressive. it has its own style without sticking to a formula which is an important distinction to make. it’s stylistic, not formulaic. this detail is beautiful and I truly noticed how well-made this game was when I first noticed it. the theming of this game is also very nice and sleek: no crazy visuals, black blocks, white spikes; and something not often seen up until this game’s release - the inclusion of white shoes to help with setups. these truly do you a lot of good, you’ll really notice when you’re playing another FTFA-like and they’re gone
overall a fantastic game, but unfortunately the last two saves are balanced pretty horribly and are really unfun. it leaves a bit of a sour taste at the end. the game isn’t poorly balanced at all up until the very end. perhaps poorly is a strong word, I just have strong negative feelings about the last two saves
highly recommended!!
[1] Like
about the jumps themselves, there are often forced high framecount jumps (i.e. forced 20f 18f from the right pixel) which are quite difficult. saves which require several of these are considered the hardest. the ones that come to mind are save 8 and 17. they’re the least fun parts of the game since most of the time you can’t really intuitvely tell what you did wrong. the jumps can feel a bit RNG-based, where you either get them or you don’t. this is merely a skill issue and I feel if I had more needle skill this wouldn’t be an issue. there aren’t any 1fs or cancels unless you want to use them to make very specific sections easier. a very useful cancel in particular is used in save 14 after the ledge to give you a larger frame window (about 2 frames) to doublejump through the diagonal. other than that, cancels and other similar needle tech aren’t useful here
every jump is crafted in a surprisingly unique way, where no two jumps play quite the same. considering the game’s notable length (18 saves), this is very impressive. it has its own style without sticking to a formula which is an important distinction to make. it’s stylistic, not formulaic. this detail is beautiful and I truly noticed how well-made this game was when I first noticed it. the theming of this game is also very nice and sleek: no crazy visuals, black blocks, white spikes; and something not often seen up until this game’s release - the inclusion of white shoes to help with setups. these truly do you a lot of good, you’ll really notice when you’re playing another FTFA-like and they’re gone
overall a fantastic game, but unfortunately the last two saves are balanced pretty horribly and are really unfun. it leaves a bit of a sour taste at the end. the game isn’t poorly balanced at all up until the very end. perhaps poorly is a strong word, I just have strong negative feelings about the last two saves
highly recommended!!
Rating: 9.6
Difficulty: 84
Feb 12, 2025
xva
For: I wanna be the LBAH
For: I wanna be the LBAH
I have no idea what the reviews are talking about, this game is super fun and rewarding to play and not luck-based at all. the only luck-based attacks are very short and somewhat near the beginning of the avoidance. everything else is pretty skill-based from my experience. people seem to often not enjoy this avoidance and I don’t get why
it’s somewhat lengthy, at around 3.5 minutes long. it’s balanced fairly well, with the last chorus being the hardest part. it isn’t by a lot though, it’s balanced well from what I could tell. the patterns repeat all the time, you’ll see this in the form of the attack with two large cherries that burst several times while moving across the screen. this is repeated 4 times with variations every time, so I suppose it’s not the same attack per se but they all boil down to a similar kind of movement. the avoidance is generally split into 3 parts: intro, RNG and post-RNG. the middle of the avoidance has a bunch of RNG attacks as the song slightly changes tone. granted there’s still light patterns and stuff but they’re notably simpler and much easier than the heavy pattern sections (intro and post-RNG). these attacks never really wall you except the one with the aimed cherry line. even then, some planning ahead can be done to ensure your survival. post-RNG has a cool zoomed in section which I quite enjoyed. despite the random attack ideas within it, it’s quite cool and unique. after that come some of the hardest patterns - in particular the spinning cherries section. it’s pretty difficult but intuitive enough
fortunately, I fluked the entire avoidance after a death near the end of RNG. this may have affected my thoughts and opinions about this avoidance, but I have no way of knowing
highly recommended!!
[0] Likes
it’s somewhat lengthy, at around 3.5 minutes long. it’s balanced fairly well, with the last chorus being the hardest part. it isn’t by a lot though, it’s balanced well from what I could tell. the patterns repeat all the time, you’ll see this in the form of the attack with two large cherries that burst several times while moving across the screen. this is repeated 4 times with variations every time, so I suppose it’s not the same attack per se but they all boil down to a similar kind of movement. the avoidance is generally split into 3 parts: intro, RNG and post-RNG. the middle of the avoidance has a bunch of RNG attacks as the song slightly changes tone. granted there’s still light patterns and stuff but they’re notably simpler and much easier than the heavy pattern sections (intro and post-RNG). these attacks never really wall you except the one with the aimed cherry line. even then, some planning ahead can be done to ensure your survival. post-RNG has a cool zoomed in section which I quite enjoyed. despite the random attack ideas within it, it’s quite cool and unique. after that come some of the hardest patterns - in particular the spinning cherries section. it’s pretty difficult but intuitive enough
fortunately, I fluked the entire avoidance after a death near the end of RNG. this may have affected my thoughts and opinions about this avoidance, but I have no way of knowing
highly recommended!!
Rating: 8.6
Difficulty: 74
Feb 10, 2025
xva
For: I Wanna be the Loner
For: I Wanna be the Loner
goner-like with several areas, which is a cool idea I suppose. the saves themselves aren't very interesting or difficult, but they're decent enough to warrant playing. there are some more interesting stages, like the savejump area which is very unique but somewhat mashy and annoying at times; and the rightmost warp with the water jumps. not much else is very notable, it's a standard goner-like in all others parts
Tagged as: Needle
Goner_Game
[0] Likes
Rating: 5.8
Difficulty: 70
Feb 7, 2025
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