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310 Reviews!
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310 Games
310 Reviews
xva
For: Not Another Needle Game
For: Not Another Needle Game
rating based on true end
timeless classic however telekid is annoying
[3] Likes
timeless classic however telekid is annoying
Rating: 8.9 89
Difficulty: 68 68
Jun 26, 2024
xva
For: I wanna be Charon
For: I wanna be Charon
fairly simple miku avoidance, this should be on the avoidance fsr if it’s already not. reminds me somewhat of MHC because of the platform layout and the uninterrupted 1.5 minute rng segment at the end where i was sweating fucking bullets since i was about to fluke that whole part
[0] Likes
Rating: 7.9 79
Difficulty: 51 51
Jun 25, 2024
xva
For: Panasonic Bluray
For: Panasonic Bluray
very good needle-oriented game with a few bosses strewn throughout. the bosses weren’t that interesting or new, in fact one of them i’d go so far to call not that interesting considering it’s a quiz segment, where getting a question wrong punished you with a luck check. the questions eventually boiled down to me memorizing the shot sequence, since i didn’t know all the questions. my stubbornness aside, the final boss was pretty good and felt appropriate/climactic enough. final tower had the most interesting and fun needle, while the vine/jungle area wasn’t that interesting or fun. shame i didn’t get to watch click at the end
[0] Likes
Rating: 8.3 83
Difficulty: 50 50
Jun 25, 2024
xva
For: I wanna be the Natural
For: I wanna be the Natural
this game should be played on easy, and only on easy. i made the grave mistake of playing it on medium and had a horrendous time with it. the game doesn’t get much better even if you do play on a lower difficulty, it just becomes marginally less painful to endure.
the game puts you in a false sense of security by posing as a sort of “beginner-friendly” game, by having a tutorial be the first stage, essentially introducing you to the common fangame stuff (common needle, traps, vines, water, gravity, etc). the game is filled with a ton of traps that often don’t make too much sense or are quite annoying to dodge. that, combined with rather puzzling platforming makes a really awkward experience throughout. the cloud/sky stage is filled with stuff like this, and an additional rising platform section that is quite odd.
the game sort of stays the same quality (very poor) until the first boss, which was honestly surprising. surprising how anyone can design a boss this horrendously made. what even is this meant to be?? what is it meant to do?? what is the strat supposed to be?? oh and btw there’s a random instagib at about 2hp which is quite hard to dodge given the movement limitations imposed by the fuckass patterns of the boss.
after this the game takes a hard nosedive straight into the flaming depths of tartarus, where the shitness simply explodes. every single room becomes super unfun, annoying and poorly designed. second to last area and the last area are by far the worst content in the game. unfun gimmicks combined with more unfun limitations make these stages almost unbearable (keep in mind, the saves are twice as long on medium, so you might be able to play on easy and still somewhat enjoy this game).
to give an example of this stupid gimmick-compounding, take a look at the last stage’s platforming. all the areas in the last stage are based around a gimmick introduced in the second to last stage: a cherry moves between two blocks, once it hits one the given gimmick is active, and when it hits the other it becomes inactive. this can either be a spike cycle, or the hope the classic - being unable to move. this on its own isn’t very fun and gets annoying after playing it for a bit, but how about this: you can’t even see the cherry that toggles the gimmick on and off! that’s the sort of shit i’m talking about when i say “annoying gimmick” in this review.
there’s also a boss rush room that just kinda exists, it’s three rooms that resemble bosses but don’t make sense to be categorized as bosses. a mashing exercise, a memory game and a timing game. the memory game i find funny since it’s basically just: here’s one cherry, then close your eyes, where is it now in this mess of about a zillion other identical looking cherries? oh and there’s also a time limit. the other 2 bosses there are just awkward at best.
the final boss is underwhelming as hell and you just kinda mash and it dies. fitting boss, as the whole game is about as disappointing and insulting. total unfiltered AIDSfest with seemingly always no end in sight. avoid this one, i’d recommend
[2] Likes
the game puts you in a false sense of security by posing as a sort of “beginner-friendly” game, by having a tutorial be the first stage, essentially introducing you to the common fangame stuff (common needle, traps, vines, water, gravity, etc). the game is filled with a ton of traps that often don’t make too much sense or are quite annoying to dodge. that, combined with rather puzzling platforming makes a really awkward experience throughout. the cloud/sky stage is filled with stuff like this, and an additional rising platform section that is quite odd.
the game sort of stays the same quality (very poor) until the first boss, which was honestly surprising. surprising how anyone can design a boss this horrendously made. what even is this meant to be?? what is it meant to do?? what is the strat supposed to be?? oh and btw there’s a random instagib at about 2hp which is quite hard to dodge given the movement limitations imposed by the fuckass patterns of the boss.
after this the game takes a hard nosedive straight into the flaming depths of tartarus, where the shitness simply explodes. every single room becomes super unfun, annoying and poorly designed. second to last area and the last area are by far the worst content in the game. unfun gimmicks combined with more unfun limitations make these stages almost unbearable (keep in mind, the saves are twice as long on medium, so you might be able to play on easy and still somewhat enjoy this game).
to give an example of this stupid gimmick-compounding, take a look at the last stage’s platforming. all the areas in the last stage are based around a gimmick introduced in the second to last stage: a cherry moves between two blocks, once it hits one the given gimmick is active, and when it hits the other it becomes inactive. this can either be a spike cycle, or the hope the classic - being unable to move. this on its own isn’t very fun and gets annoying after playing it for a bit, but how about this: you can’t even see the cherry that toggles the gimmick on and off! that’s the sort of shit i’m talking about when i say “annoying gimmick” in this review.
there’s also a boss rush room that just kinda exists, it’s three rooms that resemble bosses but don’t make sense to be categorized as bosses. a mashing exercise, a memory game and a timing game. the memory game i find funny since it’s basically just: here’s one cherry, then close your eyes, where is it now in this mess of about a zillion other identical looking cherries? oh and there’s also a time limit. the other 2 bosses there are just awkward at best.
the final boss is underwhelming as hell and you just kinda mash and it dies. fitting boss, as the whole game is about as disappointing and insulting. total unfiltered AIDSfest with seemingly always no end in sight. avoid this one, i’d recommend
Rating: 1.2 12
Difficulty: 66 66
Jun 25, 2024
xva
For: Serial Experiments Kid
For: Serial Experiments Kid
dagger’s most high-quality and polished game by far. it feels sort of like an actual video game rather than a fangame, which should only speak to its quality. the game is fairly long and has many varying parts; unfortunately starting right away with one of the worse areas. however past that, the game is really well-made and enjoyable.
the platforming in this game is quite clever and only gets more clever the more the game goes on. dagger begins to introduce various gimmicks and alterations to your movement and various other attributes as you play through this game; then he makes up interesting ways to use all these (mind you, quite simple) gimmicks. these gimmicks are manifested as items you collect, sprinkled throughout the game. the final stage is very good and utilizes all the items, often requiring you to swiftly change between them. the system to navigate these items is also remarkably simple and easy to get used to.
however i do have one gripe with this game, and it’s the amount of traps. i find traps quite annoying personally, especially if a game is chock full of them. this isn’t a completely valid critique since it’s not that objective, i just found dying repeatedly to completely unpredictable traps somewhat annoying.
bossfights are all quite good, as their design utilizes items to its advantage. or in layman terms: the items help you fight the bosses. this is somewhat difficult to implement properly from what i’ve seen, so there’s some extra points for implementing this correctly. individually i didn’t find any bosses that bad except the first one per sé, only boss that could’ve done with some work is the final boss, as it’s somewhat underwhelming.
all in all, fantastic game but I don’t see the link between serial experiments lain and this game ngl
[0] Likes
the platforming in this game is quite clever and only gets more clever the more the game goes on. dagger begins to introduce various gimmicks and alterations to your movement and various other attributes as you play through this game; then he makes up interesting ways to use all these (mind you, quite simple) gimmicks. these gimmicks are manifested as items you collect, sprinkled throughout the game. the final stage is very good and utilizes all the items, often requiring you to swiftly change between them. the system to navigate these items is also remarkably simple and easy to get used to.
however i do have one gripe with this game, and it’s the amount of traps. i find traps quite annoying personally, especially if a game is chock full of them. this isn’t a completely valid critique since it’s not that objective, i just found dying repeatedly to completely unpredictable traps somewhat annoying.
bossfights are all quite good, as their design utilizes items to its advantage. or in layman terms: the items help you fight the bosses. this is somewhat difficult to implement properly from what i’ve seen, so there’s some extra points for implementing this correctly. individually i didn’t find any bosses that bad except the first one per sé, only boss that could’ve done with some work is the final boss, as it’s somewhat underwhelming.
all in all, fantastic game but I don’t see the link between serial experiments lain and this game ngl
Rating: 9.3 93
Difficulty: 51 51
Jun 25, 2024
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