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xva
For: I wanna be the Ice white
For: I wanna be the Ice white
rating based on hard
simple and fun one-stage ice-themed adventure game. surprisingly, Cirno doesn't make an appearance even once in this game. I really thought there was gonna be a boss or area themed after Cirno, considering she'd be the perfect match for this game - especially considering the name. most of the needle isn't anything too special but is quite charming in its own way. it's just some classic adventure needle with some traps and triggers thrown in. boss is odd and just sort of ends randomly
notably the game is made much harder on hard, as it removes several saves unexpectedly, at times removing more than 2 saves in a row. there's one particular long platform save that's followed by another very long save with some backtracking
[0] Likes
simple and fun one-stage ice-themed adventure game. surprisingly, Cirno doesn't make an appearance even once in this game. I really thought there was gonna be a boss or area themed after Cirno, considering she'd be the perfect match for this game - especially considering the name. most of the needle isn't anything too special but is quite charming in its own way. it's just some classic adventure needle with some traps and triggers thrown in. boss is odd and just sort of ends randomly
notably the game is made much harder on hard, as it removes several saves unexpectedly, at times removing more than 2 saves in a row. there's one particular long platform save that's followed by another very long save with some backtracking
Rating: 6.8
Difficulty: 45
Jan 12, 2025
xva
For: Talent Shredder
For: Talent Shredder
extremely difficult and fast-paced Miku avoidance, focusing on very fast RNG attacks with some light patterns. everything is generally readable if you ignore the parts where it isn't. it is up to you to decide how often that is
there isn't much to say about the avoidance itself. it has one of the best songs ever used in any avoidance ever - Talent Shredder by Nanahoshi Kangengakudan. this song does a good bit of the heavy lifting when it comes to the enjoyment of this avoidance. it really makes it a whole ton more playable when you get to listen to one of the best Miku songs ever. however, I often notice that good/amazing Miku songs in particular are often used for really, really bad avoidances (i.e. Lechenaultia). I don't think this fully falls into the same category of "amazing song awful avoidance" as Lechenaultia might, but it definitely is similar. attacks mostly boil down to RNG, surprisingly not so much in the end. the ending of the avoidance is actually one of the least luck-based parts. this is strange to consider when you look at the amount of insanely fast and crazy attacks at the end. you'd think that something in there would be luck-based, but no. I’d say only pre-final is somewhat considerable as bullshit. apart from the ending, a massive issue is posed by the diagonal attacks, as they are by far the most difficult to read and take the most 'know-how' to figure out. they'll eventually become semi-consistent, but this won't really be enough as you'll still die to them regularly
as for personal stats, 5:18:35 with practice. I got fairly lucky and didn't die to prefinal or final too many times. I only died to the black background 6 times in total: 5x curving and 1x prefinal
if you can put up with relentless Miku RNG bullshit (and when I say relentless I mean *RELENTLESS*), I would recommend this game
[2] Likes
there isn't much to say about the avoidance itself. it has one of the best songs ever used in any avoidance ever - Talent Shredder by Nanahoshi Kangengakudan. this song does a good bit of the heavy lifting when it comes to the enjoyment of this avoidance. it really makes it a whole ton more playable when you get to listen to one of the best Miku songs ever. however, I often notice that good/amazing Miku songs in particular are often used for really, really bad avoidances (i.e. Lechenaultia). I don't think this fully falls into the same category of "amazing song awful avoidance" as Lechenaultia might, but it definitely is similar. attacks mostly boil down to RNG, surprisingly not so much in the end. the ending of the avoidance is actually one of the least luck-based parts. this is strange to consider when you look at the amount of insanely fast and crazy attacks at the end. you'd think that something in there would be luck-based, but no. I’d say only pre-final is somewhat considerable as bullshit. apart from the ending, a massive issue is posed by the diagonal attacks, as they are by far the most difficult to read and take the most 'know-how' to figure out. they'll eventually become semi-consistent, but this won't really be enough as you'll still die to them regularly
as for personal stats, 5:18:35 with practice. I got fairly lucky and didn't die to prefinal or final too many times. I only died to the black background 6 times in total: 5x curving and 1x prefinal
if you can put up with relentless Miku RNG bullshit (and when I say relentless I mean *RELENTLESS*), I would recommend this game
Rating: 7.4
Difficulty: 89
Jan 11, 2025
xva
For: I wanna clear 50 neon floors
For: I wanna clear 50 neon floors
very fun and simple/traditional neon needle game. despite being quite indistinguishable from all other games of its genre (as most are), it has its own place in the 'domain' of neon games. I suppose dotkid could still be considered traditional in neon games, as I've seen quite a few games use it
recommended
[0] Likes
recommended
Rating: 8.7
Difficulty: 52
Jan 9, 2025
xva
For: I wanna fly the Far away
For: I wanna fly the Far away
FTFA is a game commonly awarded with the title of "true classic". it's a pioneer of multiple genres, and for good reason. it's an otherwise unsuspecting game that was revolutionary at release, spawning a very large amount of new and unique games vaguely following in its footsteps. this game is very versatile, a whole ton can be done with it, and so a whole ton has been done over the years. everyone's seen FTFA-likes, FTFA remakes, remixed and remade FTFA screens in various games - but few decide to actually play the original. I understand why, it's not exactly a very friendly game. it wastes no time making it clear that this game doesn't fuck around in the slightest. no music, no unique sprites, no unique death animation, just raw needle and nothing but the sound of your own jumps and deaths to accompany you. the game is painfully, deafeningly quiet. it feels like there's something slightly poetic in that. however, on a more serious note, the game is insanely overrated and is nowhere near the current delfruit difficulty estimate (85.5/100). maybe it's since a lot of the jumps are very commonly known and the setups aren't entirely foreign to me (and everyone else for that matter), but I just didn't find this game anywhere near 85+
in short: the actual needle is very good with one exception, that being screen 4
in long: FTFA-like games never really interested me, I saw them as carbon copies of one another. at the time of writing this review, I had only beaten one FTFA-like. it lands somewhere in the ballpark of 60 - 65 difficulty - directly being one of the easiest games in the entire FTFA-like genre. something that is often brought up is the balancing: every screen/save is defined by a few 'hard jumps' as they're called. every screen has a few unique ones, with screen 4 having the most, and is by community-wide consensus considered the hardest screen in the game. every screen up to screen 4 is fair and fun, while screen 4 is unfair and unfun. I had a nightmarishly bad experience with screen 4. it took 42 minutes to reach screen 4, and after 10 deaths to the final jump, my final playtime was just over 3 hours. I had next to no fun playing screen 4, as I just didn't end up finding it fun. it's just bad water jumps galore, along with one notably strange but oddly consistent valign setup. screens 1-3 didn't have a large amount of chokes, in fact I only died to the last jump of screen 3 three times. I feel it's important to mention that I didn't practice much of the game in jtool, I only looked up setups and jtooled two jumps - one in screen two, and one in screen three. of course, screen 4 was jtooled, but that didn't feel like it did much anyway. screen 4 is also the reason the game is in the 80-84 range and not 75-79
in short: the actual needle is very good with one exception, that being screen 4
in long: FTFA-like games never really interested me, I saw them as carbon copies of one another. at the time of writing this review, I had only beaten one FTFA-like. it lands somewhere in the ballpark of 60 - 65 difficulty - directly being one of the easiest games in the entire FTFA-like genre. something that is often brought up is the balancing: every screen/save is defined by a few 'hard jumps' as they're called. every screen has a few unique ones, with screen 4 having the most, and is by community-wide consensus considered the hardest screen in the game. every screen up to screen 4 is fair and fun, while screen 4 is unfair and unfun. I had a nightmarishly bad experience with screen 4. it took 42 minutes to reach screen 4, and after 10 deaths to the final jump, my final playtime was just over 3 hours. I had next to no fun playing screen 4, as I just didn't end up finding it fun. it's just bad water jumps galore, along with one notably strange but oddly consistent valign setup. screens 1-3 didn't have a large amount of chokes, in fact I only died to the last jump of screen 3 three times. I feel it's important to mention that I didn't practice much of the game in jtool, I only looked up setups and jtooled two jumps - one in screen two, and one in screen three. of course, screen 4 was jtooled, but that didn't feel like it did much anyway. screen 4 is also the reason the game is in the 80-84 range and not 75-79
Tagged as: Needle
[1] Like
Rating: 7.8
Difficulty: 81
Jan 7, 2025
xva
For: Terrible Needle Fourinone
For: Terrible Needle Fourinone
intuitively-designed, fun and well-made 100f game with a few secrets thrown in. the finale of the Terrible Needle series, a series I'm not too acquainted with so I won't be able to provide any useful commentary on how well this game fits into the series. it seems to be a combination and reimagination of the 4 earlier games with more new stuff thrown in
the needle is fairly standard and doesn't use many gimmicks at all. a lot of it is quite standard 'jtool' needle - not that this is a bad thing at all. the game is divided into tilesets, as most 100-floor games are. these tilesets usually consist of 3 screens and have a similar style of needle. all the needle flows somewhat well, even the precision areas which the game self-admittedly calls "bad design" are very enjoyable and aren't entirely forgettable. there are some tilesets which aren't very fun, a prime example would be 55-57, as I just didn't find the needle any sort of fun. this goes for a lot of the game: wherever the needle may be sub-par compared to the rest of the game, it makes up for in being satisfying to execute, justifying the somewhat unfun experience you may have had. most of the needle is similar on a basic level. additionally, another thing I found interesting is that you can quite easily tell that it's a Terrible Needle-series game just by the way each screen looks. they're remarkably unique, which is something I didn't expect with a title like Terrible Needle Fourinone
the difficulty balancing is surprisingly good, however I do have complaints about certain screens. there are pretty egregious chokejumps on many floors. most floors have one or two particularly bad/unfun/exceedingly difficult jumps, more so than in other games. I found myself dying to random jumps for up to 5-10 times before passing them. this made the game feel a bit slower and take longer to clear, especially considering my less-than-ideal needle luck which I'll get to later. the big point in difficulty balancing is always f100 vs f1-f99. unlike CN2 or similar games, the game doesn't suddenly jump in difficulty by +5.0 at f100 - or at least, not by as much as it does in other games. CN2's f100 is a lot harder in my opinion, despite this game's f100 being twice as long and having way less common jumps, therefore being harder to 'eyeball' at times. I died 15 times to the last screen of f100, adding an unneeded 1 - 1.5h of playtime that I realistically wouldn't have had otherwise. it got so consistent that I regularly got last screen attempts within 3 minutes of one another. in other words: it's fine, I'm just unlucky and bad
f90 is my favorite part of the game - a detour from the regularly scheduled 100f ordeal, sort of like CN3 f31. unlike CN3 f31, every area is almost perfectly balanced to be the same difficulty. be it some sort of game design miracle or actual good balancing, all areas in f90 are pretty much the exact same difficulty. unlike CN3 f31, this game's detour consists of 4 needle areas by some famous guest makers. notably om1, the maker of Madoka Needle and other games. om1's area has the best needle in the entire game in my opinion. om1 is a truly rare needle design genius, there are few to none people who are able to make needle as intuitive and interesting as him. despite feeling very Madoka-y, it still played very well, especially the last screen of his area. that could totally fit somewhere into the 60s in Madoka Needle. Bg's stage, despite looking quite scary, isn't all too bad. there's some uncomfortable jumps here and there but I definitely enjoyed making my way through that jumbled mess of spikes and blocks. Masker's area is most likely the hardest, by virtue of the length of each save and having overall quite difficult needle. another notable balancing point is that the last screen is the hardest in each area, which I feel should be common sense - logically, a game would get harder and harder the further you progress within it. least notable is Arakri's stage, as I didn't enjoy it all too much. it has a bunch of really strange and difficult maneuvers which aren't easy to learn, let alone pull off. thankfully, each save is quite short. I have no doubt if Arakri's stage had one save per screen, this game would be 85+ easily. that was a scary thought I had, as I was expecting a really difficult final screen as per usual. Arakri just didn't make one, though
overall very good, but has its flaws. fortunately, the good outweighs the bad in most cases.
recommended
[1] Like
the needle is fairly standard and doesn't use many gimmicks at all. a lot of it is quite standard 'jtool' needle - not that this is a bad thing at all. the game is divided into tilesets, as most 100-floor games are. these tilesets usually consist of 3 screens and have a similar style of needle. all the needle flows somewhat well, even the precision areas which the game self-admittedly calls "bad design" are very enjoyable and aren't entirely forgettable. there are some tilesets which aren't very fun, a prime example would be 55-57, as I just didn't find the needle any sort of fun. this goes for a lot of the game: wherever the needle may be sub-par compared to the rest of the game, it makes up for in being satisfying to execute, justifying the somewhat unfun experience you may have had. most of the needle is similar on a basic level. additionally, another thing I found interesting is that you can quite easily tell that it's a Terrible Needle-series game just by the way each screen looks. they're remarkably unique, which is something I didn't expect with a title like Terrible Needle Fourinone
the difficulty balancing is surprisingly good, however I do have complaints about certain screens. there are pretty egregious chokejumps on many floors. most floors have one or two particularly bad/unfun/exceedingly difficult jumps, more so than in other games. I found myself dying to random jumps for up to 5-10 times before passing them. this made the game feel a bit slower and take longer to clear, especially considering my less-than-ideal needle luck which I'll get to later. the big point in difficulty balancing is always f100 vs f1-f99. unlike CN2 or similar games, the game doesn't suddenly jump in difficulty by +5.0 at f100 - or at least, not by as much as it does in other games. CN2's f100 is a lot harder in my opinion, despite this game's f100 being twice as long and having way less common jumps, therefore being harder to 'eyeball' at times. I died 15 times to the last screen of f100, adding an unneeded 1 - 1.5h of playtime that I realistically wouldn't have had otherwise. it got so consistent that I regularly got last screen attempts within 3 minutes of one another. in other words: it's fine, I'm just unlucky and bad
f90 is my favorite part of the game - a detour from the regularly scheduled 100f ordeal, sort of like CN3 f31. unlike CN3 f31, every area is almost perfectly balanced to be the same difficulty. be it some sort of game design miracle or actual good balancing, all areas in f90 are pretty much the exact same difficulty. unlike CN3 f31, this game's detour consists of 4 needle areas by some famous guest makers. notably om1, the maker of Madoka Needle and other games. om1's area has the best needle in the entire game in my opinion. om1 is a truly rare needle design genius, there are few to none people who are able to make needle as intuitive and interesting as him. despite feeling very Madoka-y, it still played very well, especially the last screen of his area. that could totally fit somewhere into the 60s in Madoka Needle. Bg's stage, despite looking quite scary, isn't all too bad. there's some uncomfortable jumps here and there but I definitely enjoyed making my way through that jumbled mess of spikes and blocks. Masker's area is most likely the hardest, by virtue of the length of each save and having overall quite difficult needle. another notable balancing point is that the last screen is the hardest in each area, which I feel should be common sense - logically, a game would get harder and harder the further you progress within it. least notable is Arakri's stage, as I didn't enjoy it all too much. it has a bunch of really strange and difficult maneuvers which aren't easy to learn, let alone pull off. thankfully, each save is quite short. I have no doubt if Arakri's stage had one save per screen, this game would be 85+ easily. that was a scary thought I had, as I was expecting a really difficult final screen as per usual. Arakri just didn't make one, though
overall very good, but has its flaws. fortunately, the good outweighs the bad in most cases.
recommended
Rating: 8.3
Difficulty: 84
Jan 6, 2025
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