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xva
For: I wanna travel -The first story-
For: I wanna travel -The first story-
fairly short avoidance with one pattern in the middle of it being the most difficult part. past then, everything is fairly predictable and standard. there isn't a lot going on and it can be learned and cleared pretty easily in under half an hour. the needle is not notable whatsoever, you'll spend most of your non-avoidance time in the maze before it. the song is nothing special either
Tagged as: Avoidance
[0] Likes
Rating: 4.9
Difficulty: 55
Jan 27, 2025
xva
For: I wanna enjoy the Excursion
For: I wanna enjoy the Excursion
this game is a bit of a mess, it has a lot of ideas and a lot of stuff that simply shouldn't go together or is poorly executed. there's little to no continuity between the stages and they all just feel like random amalgamations of ideas that Tokoroten thought would be interesting but couldn't find an organic way to include them in his games. this leads to a lot of questionable balancing, odd gameplay and the rare good idea or two
the first stage hasn't got a lot going on, it's just some basic needle, some cycles and a few traps. at the end of the first stage, there's a long platform section which I will admit is very fun. granted, you can skip the hardest part of it by doing what is essentially one (1) apple align. the first boss isn't anything special, but the stage that comes after it IS. the first gimmick of the game: low gravity. this gimmick is quite fun actually and is utilized in an interesting enough way. however, this will later be abused and will become very annoying. by this I mean that it will be come THE reason why the final boss is such a pain and/or feels like a gamble. the boss here is a pretty simple avoidance. for some reason all of the bosses are stickmen. I suppose Tokoroten ran out of character designs or just doesn't care (not that I particularly mind, I find them somewhat charming). everything up to here is pretty fun and enjoyable. if the game ended here, it'd be a solid 6.0
then comes stage 3. stage 3 is the turning point of the game, where everything becomes substantially harder and a few orders of magnitude more bullshit. the gimmick of stage 3 is cycles. cycles, cycles and yet more cycles. cycles that make you want to gouge your eyes out because of how precise and difficult they are. granted, the saves aren't too long, but the cycles are hard as all hell. these are legitimately nothing like I've ever played. these are some of the most precise and difficult timings I've ever seen in any fangame ever. most notable is the screen 2 last save. what in God's name is the last series of movements??? this water cycle is insanely, inhumanly unfair. you can't really ever tell what you're doing wrong, meaning you can't really do much about it. this continues for about 5 more screens by the way. granted, some of the later ones are debatably easier but that's not important right now. as for the second boss, it's one of those 'you just hope to get attacks which you can do damage to him on' bosses. there are some attacks which you can't reliably get damage in, so simply hope for the best!
the last stage is quite fun, it exhibits the most unique ideas and executes them the best. speed gimmick is fun and responsive, bubble isn't very responsive but it's quite iconic. the corners were very, very mean though. I couldn't find a slow way to do them, so I just kinda tapped direction keys and hoped for the best. this area of the game is also passable. I'd go as far as to say it's very innovative and unique granted its age
the final boss is a pain. everyone's said it and everyone knows it. it's one long save with a bunch of previous gimmicks thrown in. the time attack isn't that much of an issue until the very, very end where the boss has a real chance to catch up to you. there's some more unique ideas here, but they're gatekept by one very poorly designed gravity section. here is where the low gravity gimmick comes in: it's because of the low gravity. you have to do a series of some of the most uncomfortable, difficult-to-control movements you have ever seen. it just isn't fun, and having to do it several times (probably) isn't very fun either. it's very frustrating to die to the end, as I have three times. I even died once to the 2nd to last jump, how great! it's a unique idea but I highly dislike the way it's made, solely due to the one low gravity section and the gates at the end
this is the end of the main game, and you can choose to play extra which consists of two touhou fights. yet again, sort of poorly executed: your bullets are nearly opaque which makes reading bullets in front of you very difficult. this is where almost all of the difficulty comes from, otherwise it really isn't that hard of a touhou sequence. there are two sections, the first one being substantially harder but much shorter. it's necessary to point out that I'm bad at touhou. my brain can't process controlling something with 4 directional keys instead of 2 + jump (or at least not as well). the first section's hardest part is actually the green cherry that appears at the end. I'd recommend just spamming bombs. not at the boss, but at the green cherry as it's substantially harder to read. I found out you can hover around in the bottom left to be able to read stuff more easily, since your bullets won't cover what's directly coming at you. the second fight is chill and quite long, I enjoyed it much more than the first one. don't know how or why it ends with 2 stars still remaining, but that's fine. it has 11 phases and the last one is by far the hardest. thankfully it isn't too difficult, it feels much more manageable than the first boss
[0] Likes
the first stage hasn't got a lot going on, it's just some basic needle, some cycles and a few traps. at the end of the first stage, there's a long platform section which I will admit is very fun. granted, you can skip the hardest part of it by doing what is essentially one (1) apple align. the first boss isn't anything special, but the stage that comes after it IS. the first gimmick of the game: low gravity. this gimmick is quite fun actually and is utilized in an interesting enough way. however, this will later be abused and will become very annoying. by this I mean that it will be come THE reason why the final boss is such a pain and/or feels like a gamble. the boss here is a pretty simple avoidance. for some reason all of the bosses are stickmen. I suppose Tokoroten ran out of character designs or just doesn't care (not that I particularly mind, I find them somewhat charming). everything up to here is pretty fun and enjoyable. if the game ended here, it'd be a solid 6.0
then comes stage 3. stage 3 is the turning point of the game, where everything becomes substantially harder and a few orders of magnitude more bullshit. the gimmick of stage 3 is cycles. cycles, cycles and yet more cycles. cycles that make you want to gouge your eyes out because of how precise and difficult they are. granted, the saves aren't too long, but the cycles are hard as all hell. these are legitimately nothing like I've ever played. these are some of the most precise and difficult timings I've ever seen in any fangame ever. most notable is the screen 2 last save. what in God's name is the last series of movements??? this water cycle is insanely, inhumanly unfair. you can't really ever tell what you're doing wrong, meaning you can't really do much about it. this continues for about 5 more screens by the way. granted, some of the later ones are debatably easier but that's not important right now. as for the second boss, it's one of those 'you just hope to get attacks which you can do damage to him on' bosses. there are some attacks which you can't reliably get damage in, so simply hope for the best!
the last stage is quite fun, it exhibits the most unique ideas and executes them the best. speed gimmick is fun and responsive, bubble isn't very responsive but it's quite iconic. the corners were very, very mean though. I couldn't find a slow way to do them, so I just kinda tapped direction keys and hoped for the best. this area of the game is also passable. I'd go as far as to say it's very innovative and unique granted its age
the final boss is a pain. everyone's said it and everyone knows it. it's one long save with a bunch of previous gimmicks thrown in. the time attack isn't that much of an issue until the very, very end where the boss has a real chance to catch up to you. there's some more unique ideas here, but they're gatekept by one very poorly designed gravity section. here is where the low gravity gimmick comes in: it's because of the low gravity. you have to do a series of some of the most uncomfortable, difficult-to-control movements you have ever seen. it just isn't fun, and having to do it several times (probably) isn't very fun either. it's very frustrating to die to the end, as I have three times. I even died once to the 2nd to last jump, how great! it's a unique idea but I highly dislike the way it's made, solely due to the one low gravity section and the gates at the end
this is the end of the main game, and you can choose to play extra which consists of two touhou fights. yet again, sort of poorly executed: your bullets are nearly opaque which makes reading bullets in front of you very difficult. this is where almost all of the difficulty comes from, otherwise it really isn't that hard of a touhou sequence. there are two sections, the first one being substantially harder but much shorter. it's necessary to point out that I'm bad at touhou. my brain can't process controlling something with 4 directional keys instead of 2 + jump (or at least not as well). the first section's hardest part is actually the green cherry that appears at the end. I'd recommend just spamming bombs. not at the boss, but at the green cherry as it's substantially harder to read. I found out you can hover around in the bottom left to be able to read stuff more easily, since your bullets won't cover what's directly coming at you. the second fight is chill and quite long, I enjoyed it much more than the first one. don't know how or why it ends with 2 stars still remaining, but that's fine. it has 11 phases and the last one is by far the hardest. thankfully it isn't too difficult, it feels much more manageable than the first boss
Rating: 4.0
Difficulty: 75
Jan 27, 2025
xva
For: I wanna descend the 69
For: I wanna descend the 69
super fun needle game that doesn't care about its own innate lack of quality. the tilesets used aren't very nice looking and stretch on for a while. the game doesn't offer much in terms of music - I had the game muted after a few screens. the game can feel a little disorienting at times, as it's essentially a floor game with no floor numbers. after a while of playing the game, you won't really know how much is left or when to really stop playing. you don't really have a way to set goals for yourself like you can with traditional floor-games, which I didn't really like
the needle is very, very fun - it doesn't try too hard to be anything insane. it feels like 'stream-of-consciousness' needle. it feels like the maker was just making whatever he feels like and what he ended up with at the end was this game. this is probably not true, but it sometimes feels like it. despite all this, the needle is remarkably fun. additionally, there's a very clever troll at the end. you don't have to watch out for it though - I found it quite funny ngl
highly recommended
the needle is very, very fun - it doesn't try too hard to be anything insane. it feels like 'stream-of-consciousness' needle. it feels like the maker was just making whatever he feels like and what he ended up with at the end was this game. this is probably not true, but it sometimes feels like it. despite all this, the needle is remarkably fun. additionally, there's a very clever troll at the end. you don't have to watch out for it though - I found it quite funny ngl
highly recommended
Tagged as: Needle
[1] Like
Rating: 8.8
Difficulty: 70
Jan 26, 2025
xva
For: I wanna be the PYF
For: I wanna be the PYF
PYF often gets shit on way too much for having several brave design decisions and is regarded as one of the worst Rukito games ever made. most notable is the infamous PYF water, not letting you see yourself properly, boiling down to pure kid control. this doesn't pose that much of a problem if you have any substantial needle skill from what I can tell. it's not as bad as some people say it is - however, I wouldn't call it an interesting idea. I think the idea is bad and plays poorly. I'm glad it's very rarely found in games, similar to other disappearing player gimmicks
the needle holds up fairly well despite being made a decade and a half ago. there's still mean Rukito-tier traps that just kinda suck and are mean. please, watch a video of every save before playing it, because you will be sorely disappointed when you clear a save only to get instagibbed by some flying spike you never even thought could theoretically hurt you. it's not too hard for Rukito standards. an easier Rukito game like this one is a good introduction to his style and similar games. I won't really talk about the bosses since they're just plain bad and not worth getting into, everything that I'd say would be a total moot point by now. however, the needle has some remarkable moments. the screens utilizing gravity are quite interesting and contain some of the most difficult needle in the game. the final climb is super iconic to me and I really enjoy the way the jumps are made. the last warp trap is insanely, insanely mean though. green/dark blue stage is interesting but I didn't like the shuriken cycle screen too much. all the other needle is fun, except for the times when it isn't
unexpectedly recommended
[0] Likes
the needle holds up fairly well despite being made a decade and a half ago. there's still mean Rukito-tier traps that just kinda suck and are mean. please, watch a video of every save before playing it, because you will be sorely disappointed when you clear a save only to get instagibbed by some flying spike you never even thought could theoretically hurt you. it's not too hard for Rukito standards. an easier Rukito game like this one is a good introduction to his style and similar games. I won't really talk about the bosses since they're just plain bad and not worth getting into, everything that I'd say would be a total moot point by now. however, the needle has some remarkable moments. the screens utilizing gravity are quite interesting and contain some of the most difficult needle in the game. the final climb is super iconic to me and I really enjoy the way the jumps are made. the last warp trap is insanely, insanely mean though. green/dark blue stage is interesting but I didn't like the shuriken cycle screen too much. all the other needle is fun, except for the times when it isn't
unexpectedly recommended
Rating: 6.3
Difficulty: 71
Jan 25, 2025
xva
For: I wanna escape Endless Nightmare
For: I wanna escape Endless Nightmare
*rating based on normal
old-styled fangame RPG sort of deal (?) with 6 unique stages. you have to clear them twice: once in their regular unmodified state and once again in a buffed state. this applies to the needle as well. there's some sort of odd autoshoot gimmick (?) that occurs if you hold jump and shoot. this is probably to alleviate the boss HP issue. the bosses all have lots of HP and you don't do a lot of damage. thankfully, with autoshoot this is made very manageable, so it's fine. the platforming is the hardest part of the game, especially before you get the dash. once you're able to dash, you can zoom past most of the platforming later on. you'll also get used to just tanking hits from spikes and other stuff that hurts you, since it's faster to just rush through than carefully avoid everything. the last stage is the hardest one by far and just kinda sloppily combines everything you've seen before into one clusterfuck of a stage. the final boss, which appears twice, is one of the easiest bosses in the game because of how much health you have
the game has some mild technical issues, like block corner collision being bad and textboxes sometimes tabbing you out of the game. they aren't anything debilitating though, just kind of annoying at times. what is debilitating and really annoying, is the bad collision that is ever-present throughout the entire game. you can lose HP randomly or just get absolutely fucked by -999 HP from touching lava that is nowhere near you
[0] Likes
old-styled fangame RPG sort of deal (?) with 6 unique stages. you have to clear them twice: once in their regular unmodified state and once again in a buffed state. this applies to the needle as well. there's some sort of odd autoshoot gimmick (?) that occurs if you hold jump and shoot. this is probably to alleviate the boss HP issue. the bosses all have lots of HP and you don't do a lot of damage. thankfully, with autoshoot this is made very manageable, so it's fine. the platforming is the hardest part of the game, especially before you get the dash. once you're able to dash, you can zoom past most of the platforming later on. you'll also get used to just tanking hits from spikes and other stuff that hurts you, since it's faster to just rush through than carefully avoid everything. the last stage is the hardest one by far and just kinda sloppily combines everything you've seen before into one clusterfuck of a stage. the final boss, which appears twice, is one of the easiest bosses in the game because of how much health you have
the game has some mild technical issues, like block corner collision being bad and textboxes sometimes tabbing you out of the game. they aren't anything debilitating though, just kind of annoying at times. what is debilitating and really annoying, is the bad collision that is ever-present throughout the entire game. you can lose HP randomly or just get absolutely fucked by -999 HP from touching lava that is nowhere near you
Rating: 5.4
Difficulty: 37
Jan 25, 2025
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