xva's Profile
Send a PMJoined on: Jan 20, 2023
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emperor fan B)
clear sheets
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487 Reviews!
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487 Games
487 Reviews
xva
For: I wanna 耐久
For: I wanna 耐久
a game consisting of two areas, one of which is just an avoidance and one of which has some bad needle and an even worse avoidance. I don't think this is a very fun game whatsoever, in fact I think it's a massive time waster to clear. the left warp is fine, it's just a bit boring and takes some getting used to but isn't anything super difficult. right warp is extremely boring though. it begins with 15 seconds of pure, uninterrupted waiting which I greatly enjoy. then a bunch of random attacks with strange sync and weird RNG happen which you may or may not survive. eventually you might clear it, or you might not. the engine is also notably bad, the game randomly stutters and it's entirely uncontrollable. this is made a lot more fun in the right warp needle area last save, where it's a single-save screen with a bunch of triggers. couple this with game lag and not trivial needle and you've got yourself a disaster!
not recommended
[0] Likes
not recommended
Rating: 3.1
Difficulty: 60
Feb 3, 2025
xva
For: I wanna be the Nuclear Fusion
For: I wanna be the Nuclear Fusion
generic trials game with not a lot of unique ideas. there are some saves which are directly stolen from other games without any significant modifications made to them. this isn't to say it isn't fun - it's always fun running through a bunch of random jumps you've done before. this one is actually somewhat unique compared to its peers. the game has a unique look to it that doesn't get in the way all too often. not much tech knowledge is required and the hardest jump is a double invert
[1] Like
Rating: 4.8
Difficulty: 69
Feb 3, 2025
xva
For: I wanna be the School
For: I wanna be the School
a surprisingly fun game with a decent amount of content. not a lot is explained but it works fairly well as an adventure game. the game has lots of traps, most of which are instagibs. they're just charming enough not to intrude on the overall gameplay itself. something about the ancient feel of this game is very unique and evokes an emotion unlike any other game. it's strange in its own way which I (and others) seem to quite like. it feels like it shouldn't be fun, but it is. visually not very nice, but also not the worst thing in the world. there are games with uglier, more confusing and overall worse visuals than this one. I'm not sure if I'd recommend this game, though. I doubt people would enjoy it
[1] Like
Rating: 6.2
Difficulty: 58
Feb 3, 2025
xva
For: I Wanna GoodBye The Matsuri Bayashi
For: I Wanna GoodBye The Matsuri Bayashi
Matsuri Bayashi is one of the most confusing, irrational and insane experiences a man can have. this game is almost entirely illogical and makes little to no sense. getting the game to launch in the first place is an arduous and difficult task, requiring hours of finding decade-old DLL downloads and other obscure and random things. the game is initially very difficult to play, as it's made in an unknown engine with a lot of input delay. in this state, the avoidance is essentially unplayable. how do you go about removing input delay? well, gm8xfix and debugger helper won't help you much - you have to recompile the game on your own.
---- THESE ARE INSTRUCTIONS ON HOW TO PLAY THE GAME WITHOUT INPUT DELAY, THEY HAVE NOTHING TO DO WITH THE AVOIDANCE AND ITS CONTENTS ----
recompiling the game is a task which is insanely difficult, requiring a lot of code alteration and odd changes. the main culprit of this is the fact that MaizeMusic.dll is required, which is a dll file with no existing download on the internet at the moment. the only place where you can find this is in a fangame engine by the name of fapost engine. within the files of this engine, you'll find CleanMem.dll and MaizeMusic.dll. the error messages you'll be met with when trying to compile the game right away with GM8.2 all point to syntax errors with lines of code beginning with "mm". this is the prefix for MaizeMusic and any subsequent functions it has. you'll need to remove every mention of them, as MaizeMusic.dll is broken and essentially doesn't work. additionally, the game requires 2 other DLLs alongside with MaizeMusic.dll and CleanMem.dll: one with a broken name (GM8À©Õ¹ÔöÇ¿) and one called NoisyFox's Writing. these are only obtainable by decompiling the avoidance with an older version of the decompiler (provided by GaspacoZanis, who I extend my thanks greatly to), which spits out all extensions that were used in the gamemaker project of whatever game you decompiled. this will give you .gex files for all of these aforementioned missing DLLs. you will find this to be very, very useful. you will now be able to add them to the GM8.2 project. after removing all lines of code with the prefix "mm" and adding the extensions, you'll get a version of the game that compiles properly but runs into an error upon startup. this part is fairly easy to figure out, as you can fairly easily understand what the error messages are telling you to fix. now, you can play the game with no input delay and have a realistic chance of clearing it. I'm not aware of any other way to properly launch the game without having severe input lag issues. another thing that is extremely important is to NOT CLOSE THE GM8.2 WINDOW UNDER ANY CIRCUMSTANCE. whatever code modifications you have made will not save properly and the entire thing is gonna collapse. you'll have to do all the code modification again if you end up closing the GM8.2 window
now, about the actual avoidance. it's painfully luck-based, as many Sinchi games are. the attack ideas are interesting, as this is the only avoidance by Sinchi which is entirely original and doesn't rip entire attack concepts from other games. of course, it takes great inspiration but doesn't just shamelessly take stuff (i.e. Bad Back Entrance, GoodBye The Destruction State, etc). unfortunately, it doesn't work well at all. the first part of the avoidance, up until the drop is alright. the first drop is really, really difficult. whatever code is used for these curving bullets is insanely mean, as it's some of the most difficult curving I've ever seen in my life. I have no real comparison as to how hard this is, but it's going to be the main thing that'll prevent most people from getting anywhere in this avoidance. the attack after the curving with the rotating lines is equally as difficult, if not even harder than the curving attack. it stretches on for quite a bit compared to other attacks, so you can't just luck your way through it most of the time - even if you really have to. it's borderline unreadable at times. just when you think you've figured out a strategy that might work, the next few times you try it you'll realize you were just gaslighted into thinking anything was going to work. the end of this attack is also extremely mean, I don't really know how you're supposed to read it. I just kinda jump hopelessly and it works sometimes. the attack after this, with the moving spikes is actually quite interesting, but very easy. the 4-screen attack or whatever you wanna call it is difficult but surprisingly fair if you figure out how it works. I can't exactly describe what I do, as my strat didn't work all too often either. after this is the most brutal sequence of RNG attacks I've ever played in my life. Miku from Entrance, Wakasagihime from Fish and Koishi from Destruction State appear (in that order) and begin throwing a bunch of insane bullshit at you. everything moves at what appears to be speeds in excess of Mach 15 and you just kinda have to dodge everything. Wakasagihime's attacks are particularly bad and will cause most of your deaths. her bursts are by far the hardest to read because they're so incredibly dense and often form straight lines that I don't know how to dodge other than hoping they don't appear in the first place
I don't know what the idea behind any of this is, it's incredibly painful to play and has a myriad of technical problems that aren't worth fixing. if you do end up fixing all of them, you'll still need a miracle to clear it in the end. if this is the big overarching idea, I'd just chalk it up to the goal being "maximum suffering"
I think I may be one of the only clears of this avoidance. I'd be somewhat surprised if other people clear this as well in the near future. to anyone attempting: hi, thanks for reading, and good luck. you'll fucking need it
not recommended
[5] Likes
---- THESE ARE INSTRUCTIONS ON HOW TO PLAY THE GAME WITHOUT INPUT DELAY, THEY HAVE NOTHING TO DO WITH THE AVOIDANCE AND ITS CONTENTS ----
recompiling the game is a task which is insanely difficult, requiring a lot of code alteration and odd changes. the main culprit of this is the fact that MaizeMusic.dll is required, which is a dll file with no existing download on the internet at the moment. the only place where you can find this is in a fangame engine by the name of fapost engine. within the files of this engine, you'll find CleanMem.dll and MaizeMusic.dll. the error messages you'll be met with when trying to compile the game right away with GM8.2 all point to syntax errors with lines of code beginning with "mm". this is the prefix for MaizeMusic and any subsequent functions it has. you'll need to remove every mention of them, as MaizeMusic.dll is broken and essentially doesn't work. additionally, the game requires 2 other DLLs alongside with MaizeMusic.dll and CleanMem.dll: one with a broken name (GM8À©Õ¹ÔöÇ¿) and one called NoisyFox's Writing. these are only obtainable by decompiling the avoidance with an older version of the decompiler (provided by GaspacoZanis, who I extend my thanks greatly to), which spits out all extensions that were used in the gamemaker project of whatever game you decompiled. this will give you .gex files for all of these aforementioned missing DLLs. you will find this to be very, very useful. you will now be able to add them to the GM8.2 project. after removing all lines of code with the prefix "mm" and adding the extensions, you'll get a version of the game that compiles properly but runs into an error upon startup. this part is fairly easy to figure out, as you can fairly easily understand what the error messages are telling you to fix. now, you can play the game with no input delay and have a realistic chance of clearing it. I'm not aware of any other way to properly launch the game without having severe input lag issues. another thing that is extremely important is to NOT CLOSE THE GM8.2 WINDOW UNDER ANY CIRCUMSTANCE. whatever code modifications you have made will not save properly and the entire thing is gonna collapse. you'll have to do all the code modification again if you end up closing the GM8.2 window
now, about the actual avoidance. it's painfully luck-based, as many Sinchi games are. the attack ideas are interesting, as this is the only avoidance by Sinchi which is entirely original and doesn't rip entire attack concepts from other games. of course, it takes great inspiration but doesn't just shamelessly take stuff (i.e. Bad Back Entrance, GoodBye The Destruction State, etc). unfortunately, it doesn't work well at all. the first part of the avoidance, up until the drop is alright. the first drop is really, really difficult. whatever code is used for these curving bullets is insanely mean, as it's some of the most difficult curving I've ever seen in my life. I have no real comparison as to how hard this is, but it's going to be the main thing that'll prevent most people from getting anywhere in this avoidance. the attack after the curving with the rotating lines is equally as difficult, if not even harder than the curving attack. it stretches on for quite a bit compared to other attacks, so you can't just luck your way through it most of the time - even if you really have to. it's borderline unreadable at times. just when you think you've figured out a strategy that might work, the next few times you try it you'll realize you were just gaslighted into thinking anything was going to work. the end of this attack is also extremely mean, I don't really know how you're supposed to read it. I just kinda jump hopelessly and it works sometimes. the attack after this, with the moving spikes is actually quite interesting, but very easy. the 4-screen attack or whatever you wanna call it is difficult but surprisingly fair if you figure out how it works. I can't exactly describe what I do, as my strat didn't work all too often either. after this is the most brutal sequence of RNG attacks I've ever played in my life. Miku from Entrance, Wakasagihime from Fish and Koishi from Destruction State appear (in that order) and begin throwing a bunch of insane bullshit at you. everything moves at what appears to be speeds in excess of Mach 15 and you just kinda have to dodge everything. Wakasagihime's attacks are particularly bad and will cause most of your deaths. her bursts are by far the hardest to read because they're so incredibly dense and often form straight lines that I don't know how to dodge other than hoping they don't appear in the first place
I don't know what the idea behind any of this is, it's incredibly painful to play and has a myriad of technical problems that aren't worth fixing. if you do end up fixing all of them, you'll still need a miracle to clear it in the end. if this is the big overarching idea, I'd just chalk it up to the goal being "maximum suffering"
I think I may be one of the only clears of this avoidance. I'd be somewhat surprised if other people clear this as well in the near future. to anyone attempting: hi, thanks for reading, and good luck. you'll fucking need it
not recommended
Rating: 2.0
Difficulty: 91
Feb 2, 2025
xva
For: I wanna be the 配置ゲー
For: I wanna be the 配置ゲー
classic trials game that I was convinced would be more popular. it's very generic, to the point where it delves into medley territory by including saves from other games (i.e. K2 M-stage, RZ, seven trials, etc.) in a roundabout kill-the-needle-games-style. it's still very charming and I like the overall feel of it. just about the hardest save in the game is the one ripped from RZ, specifically the old unnerfed version of the 2nd screen featured in K3. there are required cancels, but they aren't super hard.
[0] Likes
Rating: 6.0
Difficulty: 62
Jan 31, 2025
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