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xva
For: I wanna be the Quadrangle
For: I wanna be the Quadrangle
a subpar needle game with some of the most unintuitive visuals I've ever seen in any game ever. every jump is made considerably harder due to the fact you can barely see anything. the jumps themselves aren't anything interesting either and don't offer much unique gameplay of their own. the game suddenly ends after like three screens and it warps you back to the beginning after a few seconds. not very notable
[0] Likes
Rating: 2.3 23
Difficulty: 43 43
Apr 15, 2025
xva
For: I wanna Go up to the Sky
For: I wanna Go up to the Sky
a super difficult needle game ladened with generic jumps from top to bottom, yet it still remains quite fun and interesting. it’s not particularly long, but it’s brutally difficult and precise, to the point of oftentimes even requiring specific valign ranges for certain jumps to work. there are many examples of this, and saves with these jumps are usually harder than the rest. it could also be that a save is mechanically super difficult, requiring many insanely precise inputs - like is the case with the last save
the game consists of no less than 12 saves in total (13 if you count the difficulty select, even though it’d be by far the easiest save in the game). it packs quite a ton of difficulty in these 12 saves, with an emphasis on sporadic insane jumps and configurations that find themselves in this game. the first instance of this you’ll encounter is save 5, with a strange valign-dependant bhop 5f at the bottom left. this alone isn’t too bad and is actually quite reasonable, but the fact that it’s at the end of a save that’s hard on its own makes it a lot more difficult. save 5 is somewhat minor compared to save 7, which is where the first major bullshit configuration appears: valign-dependant quadruple-corner weave in the form of two sphincters. this entire movement encapsulates 7 corners and is unbelievably precise. this is the 2nd or 3rd hardest save in the game, depending on how good you are at sphincters/corners. the jump to get through the second sphincter is also vstring-dependant, and therefore can randomly kill you for seemingly no reason. there’s also more gameplay past the corners which isn’t super easy either. the saves get easier after this save (save 7), until the penultimate save which could be considered harder due to the extremely difficult beginning. ironically, two of the three super hard saves in this game have valign-dependant sphincters as their main difficulty - with this save being the second one. arguably here it’s somewhat worse, since the valign seems to be more varied and inconsistent, making the jump functionally luck. the jumps after the downward sphincter are quite fun, though. rough chokejump at the end with a double squished diagonal, which I only died to twice
then comes the last save, which is the most difficult. it begins with a 32px ex15 which will eat up most of your deaths. it’s incredibly, incredibly boring to play if you aren’t getting attempts past the first two jumps. the second jump is very hard to eyeball - I just kept going at it in jtool until it eventually got somewhat consistent. the jumps after the 2nd jump are quite fun, surprisingly. they are nowhere near as hard but nearly all of them require several frame perfect inputs. the total is probably somewhere between 10-20, if I had to guess. that’s mainly carried by the 32px ex15. personally, I only died to last sphincter twice and didn’t die to the last jump thankfully
generally a fun experience, just really really hard. I sort of imagine this game as the ‘older sister’ game of Climb the Moai. they’re two games of similar style and similar difficulty, so it’d only make sense for them to be sister games. this one happens to be the ‘older’ sister, as it’s considered more difficult than Climb the Moai. quite good, but I feel I’m in the very niche demographic that would enjoy a game like this
the game consists of no less than 12 saves in total (13 if you count the difficulty select, even though it’d be by far the easiest save in the game). it packs quite a ton of difficulty in these 12 saves, with an emphasis on sporadic insane jumps and configurations that find themselves in this game. the first instance of this you’ll encounter is save 5, with a strange valign-dependant bhop 5f at the bottom left. this alone isn’t too bad and is actually quite reasonable, but the fact that it’s at the end of a save that’s hard on its own makes it a lot more difficult. save 5 is somewhat minor compared to save 7, which is where the first major bullshit configuration appears: valign-dependant quadruple-corner weave in the form of two sphincters. this entire movement encapsulates 7 corners and is unbelievably precise. this is the 2nd or 3rd hardest save in the game, depending on how good you are at sphincters/corners. the jump to get through the second sphincter is also vstring-dependant, and therefore can randomly kill you for seemingly no reason. there’s also more gameplay past the corners which isn’t super easy either. the saves get easier after this save (save 7), until the penultimate save which could be considered harder due to the extremely difficult beginning. ironically, two of the three super hard saves in this game have valign-dependant sphincters as their main difficulty - with this save being the second one. arguably here it’s somewhat worse, since the valign seems to be more varied and inconsistent, making the jump functionally luck. the jumps after the downward sphincter are quite fun, though. rough chokejump at the end with a double squished diagonal, which I only died to twice
then comes the last save, which is the most difficult. it begins with a 32px ex15 which will eat up most of your deaths. it’s incredibly, incredibly boring to play if you aren’t getting attempts past the first two jumps. the second jump is very hard to eyeball - I just kept going at it in jtool until it eventually got somewhat consistent. the jumps after the 2nd jump are quite fun, surprisingly. they are nowhere near as hard but nearly all of them require several frame perfect inputs. the total is probably somewhere between 10-20, if I had to guess. that’s mainly carried by the 32px ex15. personally, I only died to last sphincter twice and didn’t die to the last jump thankfully
generally a fun experience, just really really hard. I sort of imagine this game as the ‘older sister’ game of Climb the Moai. they’re two games of similar style and similar difficulty, so it’d only make sense for them to be sister games. this one happens to be the ‘older’ sister, as it’s considered more difficult than Climb the Moai. quite good, but I feel I’m in the very niche demographic that would enjoy a game like this
Tagged as: Needle
[1] Like
Rating: 7.5 75
Difficulty: 89 89
Apr 15, 2025
xva
For: I wanna Lift Off
For: I wanna Lift Off
this game’s name (“Lift Off”) is referring to how planes lift off and fly. the game’s needle consists of a ton of different plane jump variants. I like that naming scheme and I think it’s clever
at first glance, this game may seem incredibly barebones and kinda crap. you see a ton of weird planes, other generic jumps and unscrupulous needle design. it may seem odd, haphazard and rash, but when you give it the light of day it’s actually somewhat entertaining. there’s particular saves which require more interesting setups than you’d think, like a bhop 7f with a frame-perfect dj and turnaround. there’s also a platform steak plane, a double downward plane, a 4.5 plane, a platform double plane, etc. essentially, all the plane jump variants you know minus the big bad hard one (a double upward plane). no tech requirement other than a bunch of cancels - and even then, you’re often spared of actually cancelling some dplanes since you’re almost always given the align that allows the bonk dplane strat to be possible
it’s kinda fun, but I can’t really say I recommend it
at first glance, this game may seem incredibly barebones and kinda crap. you see a ton of weird planes, other generic jumps and unscrupulous needle design. it may seem odd, haphazard and rash, but when you give it the light of day it’s actually somewhat entertaining. there’s particular saves which require more interesting setups than you’d think, like a bhop 7f with a frame-perfect dj and turnaround. there’s also a platform steak plane, a double downward plane, a 4.5 plane, a platform double plane, etc. essentially, all the plane jump variants you know minus the big bad hard one (a double upward plane). no tech requirement other than a bunch of cancels - and even then, you’re often spared of actually cancelling some dplanes since you’re almost always given the align that allows the bonk dplane strat to be possible
it’s kinda fun, but I can’t really say I recommend it
Tagged as: Needle
[0] Likes
Rating: 6.1 61
Difficulty: 76 76
Apr 14, 2025
xva
For: I Wanna be the Goner
For: I Wanna be the Goner
I have a tendency to rate the original games that inspire game genres somewhat higher than usual. for whatever reason, I feel no obligation to do so here. this game is generally subpar compared to almost any other Goner-like. there’s perhaps one interesting save that’s quite satisfying to do - that being the last save. that triple diamond looks quite scary and it looks cool to do. on the other hand, there’s the rest of the saves which consist of shit like the third save - which is quite boring and don’t require an even semi-cool maneuver. it’s rather unfortunate, since I expected more. game also rapidly drops off in difficulty towards the end
not recommended
not recommended
Tagged as: Needle
Goner_Game
[0] Likes
Rating: 5.5 55
Difficulty: 69 69
Apr 14, 2025
xva
For: I wanna be the Flower of sorrow
For: I wanna be the Flower of sorrow
Flower of Sorrow is nothing short of one of the most relentlessly agonizing and dishearteningly unfair avoidances I’ve ever cleared. this game is insanely ruthless at times, being able to utterly incinerate you at a moment’s notice. it’s balanced in one of the most unfortunate and absurd ways I’ve ever seen anyone balance anything. the avoidance is a genuine 60 until the final 4 attacks, where it immediately jumps to 85. this alone should be a massive red flag and therefore should make you reconsider playing this game
I don’t see what people see in this game and rate it so highly. it’s an archaic, painful, visually displeasing and luck-based Miku avoidance with a painfully middle-of-the-road and lackluster song. that’s all there is to it, really. the sole upside to all of it is that it’s a unique clear. not many people have cleared this game, and that’s for the several aforementioned reasons
the avoidance itself is divided into 3 parts I’d like to think: pre-RNG, RNG and the end. the first section, pre-RNG, consists of some attacks that utilize odd patterns and strange RNG - i.e. the circle attack that spins at about 1 million velocity. however, what’s more interesting is the square burst pattern right before it. it’s not particularly difficult once you figure out what to do, but what in the fuck is that pattern? it requires a very specific maneuver that you wouldn’t expect to work at all, yet it somehow does. past there, there’s one super underwhelming aimed attack and then the easy variant of the lovetrap pattern. this could also be called Chorus 1, if you will. after it is the “Tempest attack” as I like to call it, as it sometimes gives you cherry maneuvers like what you’d see in the gray stage of I wanna be the Tempest. it’s typical old Miku avoidance fuckery, that’s the best way I can put it. after it is the RNG section which is either super easy or super hard and never anywhere inbetween. you’re then met with some silly bursts which sometimes annihilate you outright and other times entirely dodge you. this is, of course, pretty much entirely dependant on your luck. then ensues post-RNG, or the Last Chorus. it begins with one of the most deceptively difficult attacks I’ve ever seen in my life. those multi-layered cherry rings are so brutally stupid and uncomfortable to dodge I can’t put it into words. it’s an attack you just have to play to understand what I’m talking about. the transition into the 2nd LoveTrap attack is not great but possible most of the time. the required maneuvers it gives you sometimes are a bit asinine but it’s mostly stomachable. after that is the Chorus 2 LoveTrap pattern and oh boy does it suck. it’s just the first one but with some random RNG thrown in that can randomly kill you if it so wishes. there’s 4 bursts, of which the last is fairly lenient, but the first 3 can wall you extremely easily. you’re constrained to a very specific movement scheme, which means you have no ability to actually dodge the bursts. if you dodge them too much, you’ll also offset the pattern and end up causing your own untimely death. this is entirely unavoidable unless you read it ahead of time by some sort of miracle. then ensues curving, which is bullshit and is legitimately harder than the curving from Talent Shredder despite looking infinitely easier. it’s another deceptivey difficult attack, where no slight misreads are tolerated. this attack makes no sense and I have no idea how to better describe it. perhaps I found it bad due to a mindblock, but it just can’t be that bad of a mindblock to the point where it throws genuine required 1f/2f dodges at me multiple times. final is nothing short of one of the most horrible final attacks I’ve ever witnessed. a bunch of Harokuri-level cherry sprays that just kinda move in some directions and you hope and pray they don’t hit you. my personal favorite sprays are the one that aims down and left towards you and the one that goes left at lightspeed at the very end. personally, I died to this final attack 9 times before finally clearing this shitfest (one of those deaths being to the final lightspeed burst, which felt frankly amazing)
this game is really unfun, boring and at times hilarious. it really expects some insane reads at times, and other times it walls you so insanely hard that you have no choice other than to just laugh at the seed you were given. that comedic value is one of the reasons as to why I didn’t give this game a lower rating. it knows it’s unfair and entirely moronic. it just simply does not care one bit
[0] Likes
I don’t see what people see in this game and rate it so highly. it’s an archaic, painful, visually displeasing and luck-based Miku avoidance with a painfully middle-of-the-road and lackluster song. that’s all there is to it, really. the sole upside to all of it is that it’s a unique clear. not many people have cleared this game, and that’s for the several aforementioned reasons
the avoidance itself is divided into 3 parts I’d like to think: pre-RNG, RNG and the end. the first section, pre-RNG, consists of some attacks that utilize odd patterns and strange RNG - i.e. the circle attack that spins at about 1 million velocity. however, what’s more interesting is the square burst pattern right before it. it’s not particularly difficult once you figure out what to do, but what in the fuck is that pattern? it requires a very specific maneuver that you wouldn’t expect to work at all, yet it somehow does. past there, there’s one super underwhelming aimed attack and then the easy variant of the lovetrap pattern. this could also be called Chorus 1, if you will. after it is the “Tempest attack” as I like to call it, as it sometimes gives you cherry maneuvers like what you’d see in the gray stage of I wanna be the Tempest. it’s typical old Miku avoidance fuckery, that’s the best way I can put it. after it is the RNG section which is either super easy or super hard and never anywhere inbetween. you’re then met with some silly bursts which sometimes annihilate you outright and other times entirely dodge you. this is, of course, pretty much entirely dependant on your luck. then ensues post-RNG, or the Last Chorus. it begins with one of the most deceptively difficult attacks I’ve ever seen in my life. those multi-layered cherry rings are so brutally stupid and uncomfortable to dodge I can’t put it into words. it’s an attack you just have to play to understand what I’m talking about. the transition into the 2nd LoveTrap attack is not great but possible most of the time. the required maneuvers it gives you sometimes are a bit asinine but it’s mostly stomachable. after that is the Chorus 2 LoveTrap pattern and oh boy does it suck. it’s just the first one but with some random RNG thrown in that can randomly kill you if it so wishes. there’s 4 bursts, of which the last is fairly lenient, but the first 3 can wall you extremely easily. you’re constrained to a very specific movement scheme, which means you have no ability to actually dodge the bursts. if you dodge them too much, you’ll also offset the pattern and end up causing your own untimely death. this is entirely unavoidable unless you read it ahead of time by some sort of miracle. then ensues curving, which is bullshit and is legitimately harder than the curving from Talent Shredder despite looking infinitely easier. it’s another deceptivey difficult attack, where no slight misreads are tolerated. this attack makes no sense and I have no idea how to better describe it. perhaps I found it bad due to a mindblock, but it just can’t be that bad of a mindblock to the point where it throws genuine required 1f/2f dodges at me multiple times. final is nothing short of one of the most horrible final attacks I’ve ever witnessed. a bunch of Harokuri-level cherry sprays that just kinda move in some directions and you hope and pray they don’t hit you. my personal favorite sprays are the one that aims down and left towards you and the one that goes left at lightspeed at the very end. personally, I died to this final attack 9 times before finally clearing this shitfest (one of those deaths being to the final lightspeed burst, which felt frankly amazing)
this game is really unfun, boring and at times hilarious. it really expects some insane reads at times, and other times it walls you so insanely hard that you have no choice other than to just laugh at the seed you were given. that comedic value is one of the reasons as to why I didn’t give this game a lower rating. it knows it’s unfair and entirely moronic. it just simply does not care one bit
Rating: 4.0 40
Difficulty: 85 85
Apr 13, 2025
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