Xplayerlol's Profile
Send a PMJoined on: Feb 9, 2015
Bio:
Difficulty ratings are currently very up in the air. I'm trying to fix them, I promise, but you'll need to bear with some weird stuff for the next few *years (Like needle ratings being overinflated because I'm not updating them).
Youtube: https://www.youtube.com/channel/UCJdEw23kkyLRKMioQBABZ2A
I've submitted:
1433 Ratings!
1433 Reviews!
1698 Screenshots!
1433 Games
1433 Reviews
Xplayerlol
For: I wanna Avoid The Rotation
For: I wanna Avoid The Rotation
Alternative implementation of the Sunspike sphere. It's longer, but slower and much easier to get consistent at. Plays a hype western music on a loop that doesn't stop even if you die. No death sound, or any sound at all besides the music. It's pretty weird, but it's fun, I guess. Would recommend if you are looking for something to sink a few minutes in.
[0] Likes
Rating: 5.1
Difficulty: 56
Sep 5, 2019
Xplayerlol
For: I wanna Sunspike
For: I wanna Sunspike
Old, very well-known needle/avoidance combo. It consists of five (?) stages of platforming, followed by the avoidance that makes this game well-known.
The platforming is pretty generic, no way around it. The vast majority of its jumps are generic, and many of them are recycled a couple times. Furthermore, every now and then the difficulty of individual saves will focus on a single jump (Which might be one of the last). However, I still can't say I completely hated it. While the jumps may be generic, they are used in interesting ways every now and then, and the actually poorly designed sections aren't a major portion of the game. I ended up enjoying my time more than I thought I would.
The difficulty curve is pretty decent, too. From stage 1 to stage 5, every stage is miles of difficulty above the previous ones (Though harder saves from earlier stages may be harder than easier saves from later stages), but still within reach. I believe this is actually a pretty nice fangame choice for newer needle players that want to improve. It starts at a beginner-friendly difficulty, and with each difficulty boost it encourages to player to push forward just a little further, see how far might they be able to reach. Even if you can't reach the end right away, there's a good chance you'll be able to do it later on, after a long break and intensive needle training with other fangames. Plus, if you are a beginner, it shouldn't make a difference whether a jump is generic or not. You haven't seen that many corners, diagonals and gates (Urgh) in your life yet. The last save in the game is notorious for its difficulty and, although I personally never had trouble with it, I do agree that it's harder than the rest of the stage (Just not by a lot, which is good). I think it's a pretty good final challenge.
One amusing trivia: It's hard to tell for sure how many stages Sunspike has. It only has four transitions between stages (1-2, 2-3, 3-4 and 4-5), so it makes sense to say there are five stages. However, there are six sets of musics, and seven sets of visuals? But it gets weirder. After a couple screens, the visuals revert back to stage 5's, while the music remains the same. Weirdest of all, the readme says "one area", so one stage? And the music credits only reference three stages. It's pretty amusing.
Your reward for making your way through the platforming is the legendary IA avoidance. Back in 2013, production value in avoidances (Or needle. Or anywhere besides adventure) wasn't a thing (It existed, if you looked hard enough), so it's always impressive to see an avoidance this much ahead of its time. Even by nowadays standards, I'd say this avoidance holds its ground fairly well. The visuals are beautiful, and even if you rule the sphere out, the creativity is still visible.
Gameplay-wise, things are a little more tricky. The avoidance is a healthy mix between RNG and pattern attacks. I would like to say that the difficulty remains balanced through the fight, but the heart patterns in the second chorus and the wall-heavy RNG that accompanies them won't let me. Also, the slow part that precedes this chorus feels too slow and uneventful compared to the rest of the fight. Ignoring these sections, however, the avoidance is pretty fun.
Until the end of the fight, anyway. It's pretty easy to hate the last attack. It's a precise pattern attack that feels confusing and dreadfully difficult, forcing you to retry over and over again (Hi, heart patterns, can you let me through this time?) for a chance to understand it again. But after a few attempts, it feels rather natural to move around it (Also, it's a relatively short attack). It's not an attack leagues above the rest of the avoidance's difficulty, placed there just to farm deaths, and it doesn't feel that way. It's just an unique last attack that might be tricky to get used to, placed there to give the fight a gran finale, and it does feel that way. And as such, I really can't say I dislike it.
Sunspike does have its flaws. I don't believe it compares to some more recent fangames (In terms of needle, avoidance, or both), which may feel less ambitious, but also feel much better polished. My rating reflects that thought. However, there are many reasons for me to like this. It's good training, it's a good influence, it's beautiful and, most important of all, it's much more enjoyable to play than it might seem. Would recommend.
[2] Likes
The platforming is pretty generic, no way around it. The vast majority of its jumps are generic, and many of them are recycled a couple times. Furthermore, every now and then the difficulty of individual saves will focus on a single jump (Which might be one of the last). However, I still can't say I completely hated it. While the jumps may be generic, they are used in interesting ways every now and then, and the actually poorly designed sections aren't a major portion of the game. I ended up enjoying my time more than I thought I would.
The difficulty curve is pretty decent, too. From stage 1 to stage 5, every stage is miles of difficulty above the previous ones (Though harder saves from earlier stages may be harder than easier saves from later stages), but still within reach. I believe this is actually a pretty nice fangame choice for newer needle players that want to improve. It starts at a beginner-friendly difficulty, and with each difficulty boost it encourages to player to push forward just a little further, see how far might they be able to reach. Even if you can't reach the end right away, there's a good chance you'll be able to do it later on, after a long break and intensive needle training with other fangames. Plus, if you are a beginner, it shouldn't make a difference whether a jump is generic or not. You haven't seen that many corners, diagonals and gates (Urgh) in your life yet. The last save in the game is notorious for its difficulty and, although I personally never had trouble with it, I do agree that it's harder than the rest of the stage (Just not by a lot, which is good). I think it's a pretty good final challenge.
One amusing trivia: It's hard to tell for sure how many stages Sunspike has. It only has four transitions between stages (1-2, 2-3, 3-4 and 4-5), so it makes sense to say there are five stages. However, there are six sets of musics, and seven sets of visuals? But it gets weirder. After a couple screens, the visuals revert back to stage 5's, while the music remains the same. Weirdest of all, the readme says "one area", so one stage? And the music credits only reference three stages. It's pretty amusing.
Your reward for making your way through the platforming is the legendary IA avoidance. Back in 2013, production value in avoidances (Or needle. Or anywhere besides adventure) wasn't a thing (It existed, if you looked hard enough), so it's always impressive to see an avoidance this much ahead of its time. Even by nowadays standards, I'd say this avoidance holds its ground fairly well. The visuals are beautiful, and even if you rule the sphere out, the creativity is still visible.
Gameplay-wise, things are a little more tricky. The avoidance is a healthy mix between RNG and pattern attacks. I would like to say that the difficulty remains balanced through the fight, but the heart patterns in the second chorus and the wall-heavy RNG that accompanies them won't let me. Also, the slow part that precedes this chorus feels too slow and uneventful compared to the rest of the fight. Ignoring these sections, however, the avoidance is pretty fun.
Until the end of the fight, anyway. It's pretty easy to hate the last attack. It's a precise pattern attack that feels confusing and dreadfully difficult, forcing you to retry over and over again (Hi, heart patterns, can you let me through this time?) for a chance to understand it again. But after a few attempts, it feels rather natural to move around it (Also, it's a relatively short attack). It's not an attack leagues above the rest of the avoidance's difficulty, placed there just to farm deaths, and it doesn't feel that way. It's just an unique last attack that might be tricky to get used to, placed there to give the fight a gran finale, and it does feel that way. And as such, I really can't say I dislike it.
Sunspike does have its flaws. I don't believe it compares to some more recent fangames (In terms of needle, avoidance, or both), which may feel less ambitious, but also feel much better polished. My rating reflects that thought. However, there are many reasons for me to like this. It's good training, it's a good influence, it's beautiful and, most important of all, it's much more enjoyable to play than it might seem. Would recommend.
Rating: 7.3
Difficulty: 77
Sep 5, 2019
Xplayerlol
For: Best bye to the silent present
For: Best bye to the silent present
Rating based on medium difficulty (Which, oddly enough, shows "hard" at the top of the screen).
Pretty enjoyable needle game. It's pretty long, consisting of 7 stages with about 10 screens each (I didn't really count, I'm just estimating). Gameplay-wise, it features a handful of interesting jumps, and some nice screen layouts. Production-wise, the visuals are really pretty, the musics are nice the death sound is very pleasant. Unfortunately, this game's musics tend to randomly glitch out, which means that certain stages' songs won't play for some players. It's not always the same stage (For example, for me, it happened in stages 1, 4 and 5) either, and the music files are there, so I'm pretty sure it's just a strange bug. Another thing to mention is the strange difficulty balance. Stage 1's difficulty is nearly non-existent, then stage 2 is some 20-30 difficulty needle, then stage 3 takes a huge leap, featuring 50-65 difficulty saves (Not many, but some). Oddly enough, the rest of the stages don't up the difficulty by that much.
Side note: Last save is adorable.
Anyway, this is a pretty good needle to sink a little time into, despite the glitchy audio. Would recommend.
[0] Likes
Pretty enjoyable needle game. It's pretty long, consisting of 7 stages with about 10 screens each (I didn't really count, I'm just estimating). Gameplay-wise, it features a handful of interesting jumps, and some nice screen layouts. Production-wise, the visuals are really pretty, the musics are nice the death sound is very pleasant. Unfortunately, this game's musics tend to randomly glitch out, which means that certain stages' songs won't play for some players. It's not always the same stage (For example, for me, it happened in stages 1, 4 and 5) either, and the music files are there, so I'm pretty sure it's just a strange bug. Another thing to mention is the strange difficulty balance. Stage 1's difficulty is nearly non-existent, then stage 2 is some 20-30 difficulty needle, then stage 3 takes a huge leap, featuring 50-65 difficulty saves (Not many, but some). Oddly enough, the rest of the stages don't up the difficulty by that much.
Side note: Last save is adorable.
Anyway, this is a pretty good needle to sink a little time into, despite the glitchy audio. Would recommend.
Rating: 7.6
Difficulty: 67
Aug 28, 2019
Xplayerlol
For: I wanna go BANANAS!
For: I wanna go BANANAS!
Rating based on hard mode (The intended mode, according to the maker), doesn't include secrets.
Oldest fangame by はなもげた (As far as I know), which really shows how talented this maker is. The main elements from the maker are here: The amusing traps, the impressively good visuals, the creative gimmicks. In fact, I'd say the drawing gimmick is one of the most ambitious gimmicks used in fangames to this day.
For an "intended mode", hard mode can be pretty cancer sometimes. Stage 1 ramps up its difficulty too quickly, but individually the saves are fine. I believe it's a little more trap-heavy than the other stages, which is justified by the lack of gimmicks. Stage 2 felt a little bland in comparison, but the one save that stands out to me as atrocious is the one with the Iron Golem Reveal Spoiler(I actually took my time to google Minecraft mobs, whatamidoingwithmylife). You need to kill the zombie without killing the villagers, but you really don't have time to count your bullets and the zombie happens to have too much HP. It's horrendous. Last save of stage 3 goes way overboard with the traps, given how long the save is. There were multiple segments of stage 3 that I didn't enjoy a lot, but the last save was the only one I can confidently call "bad". Stages 4 and 5 are completely fine, as far as I remember, though stage 5 is a huge leap in difficulty. Naturally, when I say "fine" I don't mean the platforming only ranks as "alright", just that there are no negative points I can recall.
I'm really not a fan of the bosses. First boss' gimmick is interesting, but after a few hits you might need to start praying to RNGesus. Second boss is alright, I guess. The explosions are a nice mechanic, but the attacks are kinda plain. Third boss is creative as well, but actually garbage in practice. It's a math puzzle where you need to draw the right answer. Problem is, I have no idea how this game decides which number it believes the player is drawing, but it's definitely not very precise. I've had it guess my 5 as a 6 or a 2, sometimes it believes the 8 is a 6 or a 9, and then it believes that 3 is any other number, and every number and non-number in history is a 4. You could draw a house in the drawing board, and it'll tell you it's a 4. Normally, when I say a gimmick is poorly implemented, I mean the platforming doesn't match the gimmick used in some way. But here, this gimmick was actually poorly implemented, as in poorly coded. Anyway, the fourth boss is a nerfed and less creative version of I wanna Classic's Kirby boss (Wow, IWClassic is pretty old). It feels somewhat desynced from the song (By a few deciseconds, but still enough to make you shoot too early and die), which is pretty bad for a rhythm boss. Last boss' End of Century beam is a luck-based clownfiesta, and Confusion + (PK Thunder/Multiple beams) combos are pretty bad when the Confusion effects are about to end. Other than these attacks, the last boss is fair, but not very fun.
Basically, it's a mesh of amazing platforming with a few irky sections, and acceptable bosses with some irky ones. I'd say the positives outweigh the negatives, but the negatives are kinda heavy on their own, so be warned. Would recommend, I guess.
[0] Likes
Oldest fangame by はなもげた (As far as I know), which really shows how talented this maker is. The main elements from the maker are here: The amusing traps, the impressively good visuals, the creative gimmicks. In fact, I'd say the drawing gimmick is one of the most ambitious gimmicks used in fangames to this day.
For an "intended mode", hard mode can be pretty cancer sometimes. Stage 1 ramps up its difficulty too quickly, but individually the saves are fine. I believe it's a little more trap-heavy than the other stages, which is justified by the lack of gimmicks. Stage 2 felt a little bland in comparison, but the one save that stands out to me as atrocious is the one with the Iron Golem Reveal Spoiler(I actually took my time to google Minecraft mobs, whatamidoingwithmylife). You need to kill the zombie without killing the villagers, but you really don't have time to count your bullets and the zombie happens to have too much HP. It's horrendous. Last save of stage 3 goes way overboard with the traps, given how long the save is. There were multiple segments of stage 3 that I didn't enjoy a lot, but the last save was the only one I can confidently call "bad". Stages 4 and 5 are completely fine, as far as I remember, though stage 5 is a huge leap in difficulty. Naturally, when I say "fine" I don't mean the platforming only ranks as "alright", just that there are no negative points I can recall.
I'm really not a fan of the bosses. First boss' gimmick is interesting, but after a few hits you might need to start praying to RNGesus. Second boss is alright, I guess. The explosions are a nice mechanic, but the attacks are kinda plain. Third boss is creative as well, but actually garbage in practice. It's a math puzzle where you need to draw the right answer. Problem is, I have no idea how this game decides which number it believes the player is drawing, but it's definitely not very precise. I've had it guess my 5 as a 6 or a 2, sometimes it believes the 8 is a 6 or a 9, and then it believes that 3 is any other number, and every number and non-number in history is a 4. You could draw a house in the drawing board, and it'll tell you it's a 4. Normally, when I say a gimmick is poorly implemented, I mean the platforming doesn't match the gimmick used in some way. But here, this gimmick was actually poorly implemented, as in poorly coded. Anyway, the fourth boss is a nerfed and less creative version of I wanna Classic's Kirby boss (Wow, IWClassic is pretty old). It feels somewhat desynced from the song (By a few deciseconds, but still enough to make you shoot too early and die), which is pretty bad for a rhythm boss. Last boss' End of Century beam is a luck-based clownfiesta, and Confusion + (PK Thunder/Multiple beams) combos are pretty bad when the Confusion effects are about to end. Other than these attacks, the last boss is fair, but not very fun.
Basically, it's a mesh of amazing platforming with a few irky sections, and acceptable bosses with some irky ones. I'd say the positives outweigh the negatives, but the negatives are kinda heavy on their own, so be warned. Would recommend, I guess.
Rating: 7.2
Difficulty: 62
Aug 26, 2019
Xplayerlol
For: I wanna poop
For: I wanna poop
Another of those 10- second avoidances. I wonder when and why did this genre become popular. Much of it is pattern, which makes it surprisingly playable when compared to similar avoidances, but that's all it is: Not interesting, enjoyable or creative, just playable. Wouldn't recommend.
[0] Likes
Rating: 2.0
Difficulty: 45
Aug 22, 2019
Xplayerlol
For: I wanna 麒麟
For: I wanna 麒麟
I don't know what just happened.
First things first, I'm sorry to ruin some people's world views, but everything in this game is RNG. I might actually be impressed if it weren't, but it is. Every coincidence and every jebait you experienced happened by chance, not because the maker planned it that way. It probably took him 10 minutes to make, total. No merits deserved.
The main "gimmick" of the game is that you can't move. You simply watch as your character is dragged around by moving platforms of varied speeds, until you reach the portal. Sometimes, you get so close to the portal, only to be dragged away by a platform, there's no way that was a coincidence! But it was. And after a while, it gets tiring to watch the same "coincidences" unfold over and over again.
Because it's RNG, you really don't need to spend the next 48 hours playing this. I mean, you can, but you can also just spam R until you get a decent setup. Happens more often than you might think. But because player input can actually influence the outcome in a favorable way, I wouldn't call this an auto fangame at all.
I don't think there's anything else to say. It's an one-of-a-kind cancer fangame. It's not unplayable, but there's nothing particularly interesting about it at all. Wouldn't recommend.
First things first, I'm sorry to ruin some people's world views, but everything in this game is RNG. I might actually be impressed if it weren't, but it is. Every coincidence and every jebait you experienced happened by chance, not because the maker planned it that way. It probably took him 10 minutes to make, total. No merits deserved.
The main "gimmick" of the game is that you can't move. You simply watch as your character is dragged around by moving platforms of varied speeds, until you reach the portal. Sometimes, you get so close to the portal, only to be dragged away by a platform, there's no way that was a coincidence! But it was. And after a while, it gets tiring to watch the same "coincidences" unfold over and over again.
Because it's RNG, you really don't need to spend the next 48 hours playing this. I mean, you can, but you can also just spam R until you get a decent setup. Happens more often than you might think. But because player input can actually influence the outcome in a favorable way, I wouldn't call this an auto fangame at all.
I don't think there's anything else to say. It's an one-of-a-kind cancer fangame. It's not unplayable, but there's nothing particularly interesting about it at all. Wouldn't recommend.
Tagged as: Special
[3] Likes
Rating: 1.0 10
Difficulty: 1 1
Aug 22, 2019
Xplayerlol
For: I wanna be the Fail
For: I wanna be the Fail
A bizarre oddity that not only has the invisible/fake block mazes, but is built around them. More unique features include 2009-themed obstacles, smiley faces, invisible portals, fake paths and very hidden paths that turn this into a huge maze of madness. There's also a wall you can climb (Yes, vertically slide across it) by walking towards it. This is a Temple game before Temple games were a thing. Actually, Temple games are more straightforward than this. Thankfully, it's short. Highly not recommended.
[2] Likes
Rating: 0.2 2
Difficulty: 39 39
Aug 22, 2019
Xplayerlol
For: I wanna needle game3 @twitter
For: I wanna needle game3 @twitter
Short needle game with pretty visuals, nice platforming, relaxing music and nothing particularly bad about. It's a nice way to spend a couple minutes. Would recommend.
[0] Likes
Rating: 6.6 66
Difficulty: 33 33
Aug 21, 2019
Xplayerlol
For: I wanna needle game2 @twitter
For: I wanna needle game2 @twitter
Short needle with pretty visuals just like the first. I find it funny how the maker makes the player do a corner, then immediately allows the player to skip the next room by doing the same corner jump. On the other hand, the death sound feels a little lower, and there's a Rotten Heresy and Chocolate instrumental in the background <3. Same as the first overall: Has its issues, still might be worth playing if you have a couple minutes to spare.
[0] Likes
Rating: 6.2 62
Difficulty: 34 34
Aug 21, 2019
Xplayerlol
For: I wanna needle game @twitter
For: I wanna needle game @twitter
Short needle with pretty visuals, nice platforming, relaxing music and annoying death sound. Ugly corner at the end of a save, but it's still a nice way to spend a couple minutes. Would recommend, I guess.
[0] Likes
Rating: 6.0 60
Difficulty: 31 31
Aug 21, 2019
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