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
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Xplayerlol
For: I wanna clear 50 neon floors
For: I wanna clear 50 neon floors
Quite enjoyable needle game. Nice visuals, good musics and plenty of interesting jumps. I'm not really fond of some Dotkid screens, and the death sound is quite annoying, but other than that, it's really awesome. Would recommend.
[0] Likes
Rating: 8.1
Difficulty: 64
Oct 7, 2015
Xplayerlol
For: I Wanna Kill The Kamilia 2
For: I Wanna Kill The Kamilia 2
So...What do I begin with...This is the second game on the Kamilia series, and might be my least favorite.
Let's start with the platforming. At the beginning, most screen choices are quite cool, or at least decent. Graduate from DT, CQ, Rukimin, Time Machine, Kill the Guy...It's really fun. There are some poor choices here and there, such as Tribute (Why is this thing in the game) and Shiny Spark (Another screen that doesn't make any sense), but it's not too bad.
From Stage 5 on, though, it seems like the maker didn't care anymore about the game, or at least had no clue about how to continue it. Screens seem to range from unremarkable to simply bad, with very few interesting choices here and there (Locus and Dieary are the only good things I can name about Stage 5. And Locus' screen isn't even one of the best screens in the original game). Difficulty curve gets extremely sloppy, with screens such as Symmetry looking like a joke, closely followed by screens known for getting plenty of people stuck at them, such as PYF. Most screens remain entirely unchanged (Color, Scapegoat, Symmetry, PYF, Locus, GR, and the list goes on, they're all exactly the same as in the original games), and in the screens that were actually changed, the changes don't go any further than removing or adding saves, which sometimes actually ruins the whole screen (Rainbow Miku's screen was originally built to be a whole stage. One extra save in the middle ruined everything, and made this screen look like no more than another bland screen in a bland stage). It's like the creator isn't even trying anymore. It's sad.
Things get even worse on the M-Stage. It's a bland and annoying stage, at the same time. The whole stage is hard, and it uses some gimmicks here and there (There are also some traps that made me laugh a lot here and there), but it's entirely anticlimatic. The visuals help a lot with it. It doesn't feel like anything at all, you're just making your way through gimmicks, traps and generic jumps (That save with two sphincters in a row was extremely fun, by the way). The concept of the stage is nice, but the execution is...Meh. Many players don't even remember that this stage actually exists.
The bosses range from nice to absolute shit. I'll start with a global complaint: Avoidances inside a normal boss fight ARE a bad idea. Every single avoidance feels entirely out of place, because, unlike the other bosses mixed in the fight, the avoidances need to teleport you to an entirely different place, with an entirely different music. They take a while to learn and usually are far more lenghty than the other attacks, and every time that I'm teleported to their room, I can't help but to think "How in the hell did I get here".
The three first bosses were nice-ish. I have my complaints about Regirock and Regice in the second boss, and about lots of annoying, hard to learn and overall poorly placed pattern attacks at the Influka boss, mainly near the end, but I guess that I forgot this stuff when I reached the fourth boss. Geezer is probably one of the worst things I've ever seen. The first phase is extremely easy and boring, and takes a long while to finish. Then, you're teleported to the worst placement I've ever seen for a Miku fight, where you have to survive through 2 long and shitty pattern attacks that will most likely take a while to learn, and a RNG attack with another pattern surprise. Only then you'll reach the hard phase, and guess what? There's no save. If you die here, it's the whole boring thing again. And again, again, and again. Choke deaths in the last few seconds, sleeping while fighting, annoying RNG attacks mixed with some lava, it's the whole package. Never again.
Solgryn is a breath of fresh air after Geezer. It's not anything particularly impressive, but I still like it (Something that usually doesn't happen at a Solgryn fight). The attacks are a lot more reasonable, there's no Sonic spinning around you and there's a save at the second phase (Thankfully). My only complaint is the global complaint about avoidances inside the fight, mainly because this particular avoidance has an attack that might take a long while to learn for anyone that doesn't have a specific strategy.
The boss rush needs a specific topic. To sum it up, the left side is enjoyable and the right side sucks. At the left side, there's Crimson's last boss and Destination's last boss, with the appropriate changes. Both are fun and fair fights, challenging from the beginning to the end, Crimson being a particularly cool boss because the fight changes according to your strategy. At the right side, we have Nue, a RNG-heavy boss that might give you impossible RNG once in a while, whose last attack is an extremely weird and hard to learn pattern attack. Feels like a cheap attemp to make the fight harder, similar to what happens with the penultimate boss in Orbit. Gravity Man is probably where the game reaches the rock bottom. Horrible attacks from the beginning to the end, a mechanic that could be interesting, but is used in the worst possible way, along with shit RNG in the last attack. Extremely headache-inducing fight. And finally, the Big Kid doesn't really feel like a boss. The first phase follows the boring concept of starting extremely easy and getting harder as the fight progresses, and the second phase is a headache-inducing chase that scrolls as the boss moves. Might be better if the screen scrolled as the player moved, I don't know. Lots of hard jumps and choke jumps, and a really cheap placement for a fake block.
Finally, Kamilia is the glorious last part of the game, and maybe one of the worst. Let's start with the concept: The original Kamilia, from K1, absorbs five orbs representing the powers of the previous bosses in the game, and gains new powers, which isn't a bad concept. Then, she transforms into a giant chibi-like character that fights in a completely way than before? Uh? Are we still talking about Kamilia here? Her eyes are always closed, so even the eyes of different colors can't be seen. This whole change doesn't make any sense. Why would she completely change her shape and her size out of nowhere? Why is her fighting style entirely different than before (She doesn't teleport anymore, she almost doesn't even move anymore, and with her new form, she's a lot more vulnerable than before)? And in K1, she could already use the powers of The Guy, Influka, Geezer and Solgryn, so why does she have to absorb their powers again? Are we even playing a sequel of K1? The intro seems to say so, but the whole game says the opposite. Doesn't make any sense.
But let's get over the logic stuff. Let's talk about this wonderful first phase...Uh...Nice concept, alright. But do we really have to get 5 shitty attacks? Really? Yellow is a boring pattern attack that forces you to do a really weird and tight dodge in the end, Blue is a boring mix of pattern and heavy RNG, Green's weird hydro pumps basically throw you into the attacks, Red is entirely luck-based and Purple's last attack is a wonderful choke attack that might wall you once in a while.
The second phase is even worse. In the first part, you have to shoot Kamilia, but every time that you hit her, she'll spawn a projectile that will slowly fly across the room. You can either, make this part even more luck-based than it already is by spamming shots, or go safely and take at least 3 minutes to take her down. That not to mention her normal attacks, since some of them are quite luck-based by themselves. In the second part, there's an annoyingly long avoidance (92 seconds. Wow) of 3 attacks, whose main purpose is to waste your time with mostly easy attacks and some choke stuff here and there to annoy you. The last part takes away the last bit of logic that this boss might still have: Now Kamilia is gone, and there is some sort of devil-ish thing. Kamilia was a devil all along, or maybe she became a devil when she absorbed the orbs...I don't even know anymore, and probably the maker didn't know either. It's ugly, and doesn't look even slightly threatening. I can't bring myself to take this thing seriously. It fires projectiles from its eyes because...I give up, this game really doesn't make any sense. Anyway, most of its attacks are very hard to learn, and there's NO SAVE, meaning that if you die in this phase, you'll have to do the whole second phase again. Watching Kamilia die and then becoming this thing, over and over again, is quite annoying, to say the least.
Finally, regarding everything else in the game. The title cards are a really nice concept, still used nowadays. Probably my favorite part in the game. The "Caution!" signs are a really pointless concept, though. They are all used in absolutely normal screens. Why are they even there? To look good? They don't look good. Once again, the lack of logic strikes. There's an menu for options, where you can turn off the title screens and the "Caution!" signs, if they're too annoying for you, as well as the BGM, if you want to hear your own song while still listening to the sound effects of the game. However, you can't turn off the death sound. And this game's death sound happens to be the worst death sound I've ever heard. There are death sounds that don't bother the player, they're low or simply fit in the game, and thanks to that, the player won't be bothered by the deaths. This game does the exact opposite: Every time you die, there is that annoyingly high death sound that takes away all of your concentration. At least it goes away at Kamilia's fight.
This had the potential to be a really great game. But it's not. From Geezer on, it's simply not worth it. Wouldn't recommend.
[21] Likes
Let's start with the platforming. At the beginning, most screen choices are quite cool, or at least decent. Graduate from DT, CQ, Rukimin, Time Machine, Kill the Guy...It's really fun. There are some poor choices here and there, such as Tribute (Why is this thing in the game) and Shiny Spark (Another screen that doesn't make any sense), but it's not too bad.
From Stage 5 on, though, it seems like the maker didn't care anymore about the game, or at least had no clue about how to continue it. Screens seem to range from unremarkable to simply bad, with very few interesting choices here and there (Locus and Dieary are the only good things I can name about Stage 5. And Locus' screen isn't even one of the best screens in the original game). Difficulty curve gets extremely sloppy, with screens such as Symmetry looking like a joke, closely followed by screens known for getting plenty of people stuck at them, such as PYF. Most screens remain entirely unchanged (Color, Scapegoat, Symmetry, PYF, Locus, GR, and the list goes on, they're all exactly the same as in the original games), and in the screens that were actually changed, the changes don't go any further than removing or adding saves, which sometimes actually ruins the whole screen (Rainbow Miku's screen was originally built to be a whole stage. One extra save in the middle ruined everything, and made this screen look like no more than another bland screen in a bland stage). It's like the creator isn't even trying anymore. It's sad.
Things get even worse on the M-Stage. It's a bland and annoying stage, at the same time. The whole stage is hard, and it uses some gimmicks here and there (There are also some traps that made me laugh a lot here and there), but it's entirely anticlimatic. The visuals help a lot with it. It doesn't feel like anything at all, you're just making your way through gimmicks, traps and generic jumps (That save with two sphincters in a row was extremely fun, by the way). The concept of the stage is nice, but the execution is...Meh. Many players don't even remember that this stage actually exists.
The bosses range from nice to absolute shit. I'll start with a global complaint: Avoidances inside a normal boss fight ARE a bad idea. Every single avoidance feels entirely out of place, because, unlike the other bosses mixed in the fight, the avoidances need to teleport you to an entirely different place, with an entirely different music. They take a while to learn and usually are far more lenghty than the other attacks, and every time that I'm teleported to their room, I can't help but to think "How in the hell did I get here".
The three first bosses were nice-ish. I have my complaints about Regirock and Regice in the second boss, and about lots of annoying, hard to learn and overall poorly placed pattern attacks at the Influka boss, mainly near the end, but I guess that I forgot this stuff when I reached the fourth boss. Geezer is probably one of the worst things I've ever seen. The first phase is extremely easy and boring, and takes a long while to finish. Then, you're teleported to the worst placement I've ever seen for a Miku fight, where you have to survive through 2 long and shitty pattern attacks that will most likely take a while to learn, and a RNG attack with another pattern surprise. Only then you'll reach the hard phase, and guess what? There's no save. If you die here, it's the whole boring thing again. And again, again, and again. Choke deaths in the last few seconds, sleeping while fighting, annoying RNG attacks mixed with some lava, it's the whole package. Never again.
Solgryn is a breath of fresh air after Geezer. It's not anything particularly impressive, but I still like it (Something that usually doesn't happen at a Solgryn fight). The attacks are a lot more reasonable, there's no Sonic spinning around you and there's a save at the second phase (Thankfully). My only complaint is the global complaint about avoidances inside the fight, mainly because this particular avoidance has an attack that might take a long while to learn for anyone that doesn't have a specific strategy.
The boss rush needs a specific topic. To sum it up, the left side is enjoyable and the right side sucks. At the left side, there's Crimson's last boss and Destination's last boss, with the appropriate changes. Both are fun and fair fights, challenging from the beginning to the end, Crimson being a particularly cool boss because the fight changes according to your strategy. At the right side, we have Nue, a RNG-heavy boss that might give you impossible RNG once in a while, whose last attack is an extremely weird and hard to learn pattern attack. Feels like a cheap attemp to make the fight harder, similar to what happens with the penultimate boss in Orbit. Gravity Man is probably where the game reaches the rock bottom. Horrible attacks from the beginning to the end, a mechanic that could be interesting, but is used in the worst possible way, along with shit RNG in the last attack. Extremely headache-inducing fight. And finally, the Big Kid doesn't really feel like a boss. The first phase follows the boring concept of starting extremely easy and getting harder as the fight progresses, and the second phase is a headache-inducing chase that scrolls as the boss moves. Might be better if the screen scrolled as the player moved, I don't know. Lots of hard jumps and choke jumps, and a really cheap placement for a fake block.
Finally, Kamilia is the glorious last part of the game, and maybe one of the worst. Let's start with the concept: The original Kamilia, from K1, absorbs five orbs representing the powers of the previous bosses in the game, and gains new powers, which isn't a bad concept. Then, she transforms into a giant chibi-like character that fights in a completely way than before? Uh? Are we still talking about Kamilia here? Her eyes are always closed, so even the eyes of different colors can't be seen. This whole change doesn't make any sense. Why would she completely change her shape and her size out of nowhere? Why is her fighting style entirely different than before (She doesn't teleport anymore, she almost doesn't even move anymore, and with her new form, she's a lot more vulnerable than before)? And in K1, she could already use the powers of The Guy, Influka, Geezer and Solgryn, so why does she have to absorb their powers again? Are we even playing a sequel of K1? The intro seems to say so, but the whole game says the opposite. Doesn't make any sense.
But let's get over the logic stuff. Let's talk about this wonderful first phase...Uh...Nice concept, alright. But do we really have to get 5 shitty attacks? Really? Yellow is a boring pattern attack that forces you to do a really weird and tight dodge in the end, Blue is a boring mix of pattern and heavy RNG, Green's weird hydro pumps basically throw you into the attacks, Red is entirely luck-based and Purple's last attack is a wonderful choke attack that might wall you once in a while.
The second phase is even worse. In the first part, you have to shoot Kamilia, but every time that you hit her, she'll spawn a projectile that will slowly fly across the room. You can either, make this part even more luck-based than it already is by spamming shots, or go safely and take at least 3 minutes to take her down. That not to mention her normal attacks, since some of them are quite luck-based by themselves. In the second part, there's an annoyingly long avoidance (92 seconds. Wow) of 3 attacks, whose main purpose is to waste your time with mostly easy attacks and some choke stuff here and there to annoy you. The last part takes away the last bit of logic that this boss might still have: Now Kamilia is gone, and there is some sort of devil-ish thing. Kamilia was a devil all along, or maybe she became a devil when she absorbed the orbs...I don't even know anymore, and probably the maker didn't know either. It's ugly, and doesn't look even slightly threatening. I can't bring myself to take this thing seriously. It fires projectiles from its eyes because...I give up, this game really doesn't make any sense. Anyway, most of its attacks are very hard to learn, and there's NO SAVE, meaning that if you die in this phase, you'll have to do the whole second phase again. Watching Kamilia die and then becoming this thing, over and over again, is quite annoying, to say the least.
Finally, regarding everything else in the game. The title cards are a really nice concept, still used nowadays. Probably my favorite part in the game. The "Caution!" signs are a really pointless concept, though. They are all used in absolutely normal screens. Why are they even there? To look good? They don't look good. Once again, the lack of logic strikes. There's an menu for options, where you can turn off the title screens and the "Caution!" signs, if they're too annoying for you, as well as the BGM, if you want to hear your own song while still listening to the sound effects of the game. However, you can't turn off the death sound. And this game's death sound happens to be the worst death sound I've ever heard. There are death sounds that don't bother the player, they're low or simply fit in the game, and thanks to that, the player won't be bothered by the deaths. This game does the exact opposite: Every time you die, there is that annoyingly high death sound that takes away all of your concentration. At least it goes away at Kamilia's fight.
This had the potential to be a really great game. But it's not. From Geezer on, it's simply not worth it. Wouldn't recommend.
Rating: 3.5
Difficulty: 70
Oct 7, 2015
Xplayerlol
For: I wanna be the Aozi
For: I wanna be the Aozi
Lengthy needle game that I can't bring myself to like. I will skip the visuals part because I hate dark green, so maybe they aren't as bad as I think, but even so, seeing the same color set through the whole game is terrible.
The save placement is poor. Some saves are quite far away from the first jump, which is always a terrible idea, specially at needle games. The portal placement is another huge issue. Some portals force you to keep pressing a certain arrow key in order to reach them. And some of these portals lead you to a screen with a spike in the exact direction that you are pressing. Basically, you enter the portal, then you run into a spike thanks to screen transition cheapness. One of the spikes is placed in such a repulsive way that I'm quite sure that the maker did it on purpose.
Difficulty curve starts well, but quickly gets all over the place, many of the jumps might be original, but aren't even slightly fun to grind through, and all that in a game that doesn't give the slight feeling of progression, always green, green, green, endless random screens of green. The last save is quite random, it doesn't feel like a last save.
If I dig deep enough, maybe I'll find a save that I enjoyed, but overall, this was a really tedious experience, to say the least. Wouldn't recommend.
The save placement is poor. Some saves are quite far away from the first jump, which is always a terrible idea, specially at needle games. The portal placement is another huge issue. Some portals force you to keep pressing a certain arrow key in order to reach them. And some of these portals lead you to a screen with a spike in the exact direction that you are pressing. Basically, you enter the portal, then you run into a spike thanks to screen transition cheapness. One of the spikes is placed in such a repulsive way that I'm quite sure that the maker did it on purpose.
Difficulty curve starts well, but quickly gets all over the place, many of the jumps might be original, but aren't even slightly fun to grind through, and all that in a game that doesn't give the slight feeling of progression, always green, green, green, endless random screens of green. The last save is quite random, it doesn't feel like a last save.
If I dig deep enough, maybe I'll find a save that I enjoyed, but overall, this was a really tedious experience, to say the least. Wouldn't recommend.
Tagged as: Needle
[0] Likes
Rating: 4.1
Difficulty: 74
Sep 20, 2015
Xplayerlol
For: I wanna suffer but why
For: I wanna suffer but why
Small hitbox, extremely short, first attack is aimed, second attack is annoying. Meh. Wouldn't recommend.
Tagged as: Avoidance
[1] Like
Rating: 1.0
Difficulty: 8
Sep 19, 2015
Xplayerlol
For: I wanna join faze clan
For: I wanna join faze clan
Not too much to say about this. Hurts the sight, could be turned into a better joke. Wouldn't recommend.
[0] Likes
Rating: 2.0
Difficulty: 1
Sep 19, 2015
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