xva's Profile
Send a PMJoined on: Jan 20, 2023
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emperor fan B)
clear sheets
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xva
For: I Wanna Defeat the Seven Colors
For: I Wanna Defeat the Seven Colors
7-stage precision collab with some somewhat unique needle. for its time, it was truly a one-of-a-kind game, as there didn't exist many needle collabs, let alone *precision* needle collabs. this game is probably the most cancel-heavy fangame ever created - solely due to its sheer length/amount of saves. there are a whole ton of cancels and lowjumps, likely numbering in the hundreds. they all vary ever so slightly and don't really get too boring. I especially enjoyed the triple dplane screen, along with the various other dplanes featured in the other stages. encountering wild dplanes really feels like randomly bumping into an old friend
definitely a bit of a harsh/hostile game, as it isn't very keyboard friendly. it has lots of forced lowjumps that can't be easily avoided. if your keyboard can't 2f or 3f, there is next to no point in playing this game. you can try, but you won't get very far very fast. the cancels, if you can do them, aren't easy either. various heights, required aligns, but a surprising lack of A/Dtrick is used. I didn't stumble upon a single jump that required A/D at the beginning of a jump to work. I suppose that's a missed opportunity
cool Joshiraku reference at the end btw, didn't expect to ever see Kukuru in a fangame
[0] Likes
definitely a bit of a harsh/hostile game, as it isn't very keyboard friendly. it has lots of forced lowjumps that can't be easily avoided. if your keyboard can't 2f or 3f, there is next to no point in playing this game. you can try, but you won't get very far very fast. the cancels, if you can do them, aren't easy either. various heights, required aligns, but a surprising lack of A/Dtrick is used. I didn't stumble upon a single jump that required A/D at the beginning of a jump to work. I suppose that's a missed opportunity
cool Joshiraku reference at the end btw, didn't expect to ever see Kukuru in a fangame
Rating: 6.9
Difficulty: 78
Jan 3, 2025
xva
For: I wanna be the UltraPlayers
For: I wanna be the UltraPlayers
about two stages of platforming followed by an alright avoidance. considering what the maker is known for, the avoidance is quite good by lily standards. as for the needle: I guess the last save of the needle has a questionable jump which I didn't know was even possible. the main focus of the game is the avoidance. even there, there isn't much to say about it. some patterns mixed with RNG, more leaning on the RNG side though. everything is as skill-based as can be, which is nice. final is quite an interesting attack, I like the idea
[0] Likes
Rating: 6.0
Difficulty: 59
Dec 27, 2024
xva
For: I wanna be the Azure
For: I wanna be the Azure
(*rating based on hard)
essentially an external continuation of Locus, and a bit of a strange addition at that. this game has no reason to exist, really. it should've been just a part of Locus. granted, it'd be the hardest stage with the 2nd hardest boss, but it'd be a more fitting and climactic ending
the game consists of one stage and one boss. not much more is expected coming from a game that's expected to just be the cherry on top of the cake that is Locus. I say this while the game has quite literally not a single cherry object. either way, it's difficult to review fairly so my quality rating is based on putting the game in the context of Locus. I'd say it fits in well and should be played directly after clearing Locus (like I have). as for the game itself? the needle is pretty fun, it's mostly cycle-based with two traps. there are some really difficult cycles though, like the one that essentially forces a timed plane jump at the end of a not-so-easy save. this may be partially due to woes brought on by playing on hard, but I'll still mention it because it was slightly off-putting. I just didn't expect such a difficult maneuver to make its way into this game. there aren't any particularly bad areas in the needle, just substantially harder ones. the boss is alright, it's not as luck based as people claim it is. there is an element of luck, but it isn't overwhelming. it's mostly strategy as far as I'm concerned
recommended, but play Locus first
[0] Likes
essentially an external continuation of Locus, and a bit of a strange addition at that. this game has no reason to exist, really. it should've been just a part of Locus. granted, it'd be the hardest stage with the 2nd hardest boss, but it'd be a more fitting and climactic ending
the game consists of one stage and one boss. not much more is expected coming from a game that's expected to just be the cherry on top of the cake that is Locus. I say this while the game has quite literally not a single cherry object. either way, it's difficult to review fairly so my quality rating is based on putting the game in the context of Locus. I'd say it fits in well and should be played directly after clearing Locus (like I have). as for the game itself? the needle is pretty fun, it's mostly cycle-based with two traps. there are some really difficult cycles though, like the one that essentially forces a timed plane jump at the end of a not-so-easy save. this may be partially due to woes brought on by playing on hard, but I'll still mention it because it was slightly off-putting. I just didn't expect such a difficult maneuver to make its way into this game. there aren't any particularly bad areas in the needle, just substantially harder ones. the boss is alright, it's not as luck based as people claim it is. there is an element of luck, but it isn't overwhelming. it's mostly strategy as far as I'm concerned
recommended, but play Locus first
Rating: 7.3
Difficulty: 70
Dec 27, 2024
xva
For: I wanna be the Locus
For: I wanna be the Locus
(*rating based on hard)
this game is precisely the kind of classic adventure I like: perfect difficulty, good length and fun, simple bosses. my liking of this game seems to be quite the unpopular opinion, since the game is quite rash at its surface: tons of spike traps, cryptic and obscure secrets, random difficult jumps, strange gimmicks that are sometimes poorly designed, etc. me personally? for one I don't mind it too much, it isn't overbearing. I choose to look past all this and see the bigger picture: a game representative of a long-gone era. this game reminds me of Emperor in a strange way, it's like an easier and tamer version of what's often seen in Emperor. judging by that comparison I just made and my love for Emperor, you can already deduce that I love this game. I really wish more stuff like this was made nowadays, even if people wouldn't find it very fun. hard/long adventure games are a lost art and I really wish more were made. to put it simply: this game has a lot of charm, despite its relatively low production value and uninteresting design by most standards - even at the time
the game itself is structured in a fairly regular and linear way. by linear I mean that you can't choose in which order you play the stages. they are all similar difficulty, except the green stage that this game is most known for. it's the one used in K2, and I can tell why they picked the second-to-last screen in particular: it's one of the best and most recognizable rooms in fangames. it's simple, elegant and clever - all 3 things which make adventure games so great (for me, at least). it's a great example of intuitive design and cleverness. this hasn't been fully lost nowadays, there are innovative and fun adventure games in recent times. it's just that no one truly does it like this anymore. back to the game, the needle is generally difficult and focuses on mainly simple jumps with traps, unless a stage has a given gimmick. the screenwrap area is fun and has some clever design, the green area speaks for itself, but my personal favorite is the extra/last stage. the platforming in the last stage is some of my favorite in the entire game. something about how it makes me feel is unique and interesting in a way I can't quite put to words. I think it's because it reminds me of Emperor in some way. again, I'm bringing up Emperor as a reference point because I find these 2 games somewhat similar. the rest of the game's needle is fine, I don't think any of it is extremely offensive. it's all remarkable in it's own way somehow
the bosses are where this game and others begin to deviate, as this game only has 2 bosses, one of which is an avoidance. the bosses are essentially barrage fights, with the first one being pretty much entirely RNG attacks. the first boss is pretty simple and kinda fun, but the final boss/avoidance is where this aspect of the game truly shines. KeA is a simple RNG-based avoidance with one major pattern thrown in that everyone's done at least once in their fangame career. it's one of the most recognizable LoveTrap patterns - additionally being one of the most elegant ones to pull off. it's entirely the same in K2 and here from what I could tell. this pattern, aside from being fun to execute, is followed and preceded by some simple, fun and fast RNG attacks that I enjoyed dodging. it's just good, classic fun, there isn't much else to it. it's easy to make an avoidance terrible, but you oftentimes don't even have to try, and you'll end up making something remarkably fun
I would recommend this game to others, but everyone likely won't share my opinion and I'll sound insane
[0] Likes
this game is precisely the kind of classic adventure I like: perfect difficulty, good length and fun, simple bosses. my liking of this game seems to be quite the unpopular opinion, since the game is quite rash at its surface: tons of spike traps, cryptic and obscure secrets, random difficult jumps, strange gimmicks that are sometimes poorly designed, etc. me personally? for one I don't mind it too much, it isn't overbearing. I choose to look past all this and see the bigger picture: a game representative of a long-gone era. this game reminds me of Emperor in a strange way, it's like an easier and tamer version of what's often seen in Emperor. judging by that comparison I just made and my love for Emperor, you can already deduce that I love this game. I really wish more stuff like this was made nowadays, even if people wouldn't find it very fun. hard/long adventure games are a lost art and I really wish more were made. to put it simply: this game has a lot of charm, despite its relatively low production value and uninteresting design by most standards - even at the time
the game itself is structured in a fairly regular and linear way. by linear I mean that you can't choose in which order you play the stages. they are all similar difficulty, except the green stage that this game is most known for. it's the one used in K2, and I can tell why they picked the second-to-last screen in particular: it's one of the best and most recognizable rooms in fangames. it's simple, elegant and clever - all 3 things which make adventure games so great (for me, at least). it's a great example of intuitive design and cleverness. this hasn't been fully lost nowadays, there are innovative and fun adventure games in recent times. it's just that no one truly does it like this anymore. back to the game, the needle is generally difficult and focuses on mainly simple jumps with traps, unless a stage has a given gimmick. the screenwrap area is fun and has some clever design, the green area speaks for itself, but my personal favorite is the extra/last stage. the platforming in the last stage is some of my favorite in the entire game. something about how it makes me feel is unique and interesting in a way I can't quite put to words. I think it's because it reminds me of Emperor in some way. again, I'm bringing up Emperor as a reference point because I find these 2 games somewhat similar. the rest of the game's needle is fine, I don't think any of it is extremely offensive. it's all remarkable in it's own way somehow
the bosses are where this game and others begin to deviate, as this game only has 2 bosses, one of which is an avoidance. the bosses are essentially barrage fights, with the first one being pretty much entirely RNG attacks. the first boss is pretty simple and kinda fun, but the final boss/avoidance is where this aspect of the game truly shines. KeA is a simple RNG-based avoidance with one major pattern thrown in that everyone's done at least once in their fangame career. it's one of the most recognizable LoveTrap patterns - additionally being one of the most elegant ones to pull off. it's entirely the same in K2 and here from what I could tell. this pattern, aside from being fun to execute, is followed and preceded by some simple, fun and fast RNG attacks that I enjoyed dodging. it's just good, classic fun, there isn't much else to it. it's easy to make an avoidance terrible, but you oftentimes don't even have to try, and you'll end up making something remarkably fun
I would recommend this game to others, but everyone likely won't share my opinion and I'll sound insane
Rating: 9.0
Difficulty: 75
Dec 27, 2024
xva
For: I wanna get the Tough soul
For: I wanna get the Tough soul
this game exhibits a lot of what I like to call "extremely rude design". in terms of fangames, this means unfair gimmicks like the appearing and disappearing spikes, random multiple screen long saves with traps, strange and difficult jumps randomly scattered throughout the game, etc. notably, there's an annoying and difficult platform section which doesn't carry you properly, meaning you have to walk along it as it's moving
the bosses are nothing special, it mostly just boils down to "dodge dense random(360) and shoot cherry at the bottom of the screen". the last boss has one of the strangest boss rooms I've ever seen. how would you conceptualize something like this? oh and, the game kills you at the clear screen. or at least I think it's the clear screen. there's no 'thanks for playing!' or anything at the end, it just kills you and shows you an incorrect timer
*fun fact: attempting to take a screenshot with the in-game screenshot key (F9) causes something very funny to happen
[0] Likes
the bosses are nothing special, it mostly just boils down to "dodge dense random(360) and shoot cherry at the bottom of the screen". the last boss has one of the strangest boss rooms I've ever seen. how would you conceptualize something like this? oh and, the game kills you at the clear screen. or at least I think it's the clear screen. there's no 'thanks for playing!' or anything at the end, it just kills you and shows you an incorrect timer
*fun fact: attempting to take a screenshot with the in-game screenshot key (F9) causes something very funny to happen
Rating: 2.4
Difficulty: 62
Dec 26, 2024
xva
For: I wanna be the xenoglossia
For: I wanna be the xenoglossia
私は通常、日本語でレビューを書くことはないので、翻訳機を使って書いているため、間違って聞こえるかもしれない。このゲームは「真性異言」と呼ばれ、話したことのない言語の完全な知識を持って目覚める現象を指す。
レビュアーはしばしば、このゲームには簡単に予測できない厄介なトラップがあると非難する。個人的には、それほど迷惑だとは思わなかった。私は罠に慣れていない。実際、罠が多用されると、私はとても嫌いになる。このゲームのトラップは、トラップであるトゲが微妙に違って見えるため、予測できることが多い。残念ながら、これは必ずしもゲームが面白いという意味ではない。プラットフォームはすぐに飽きるし、楽しめない。
プラットフォームが3ステージあるごとに、ボス戦が1回ある。このゲームのボスはまあまあだが、特筆すべきものではない。彼らはNoesisを思い起こさせるようなところがある - でも、その理由はよくわからない。唯一の不満はボス戦が少ないことだ。
読んでくれてありがとう。もし、これが少しでも意味のあるものであったならwwww
[1] Like
レビュアーはしばしば、このゲームには簡単に予測できない厄介なトラップがあると非難する。個人的には、それほど迷惑だとは思わなかった。私は罠に慣れていない。実際、罠が多用されると、私はとても嫌いになる。このゲームのトラップは、トラップであるトゲが微妙に違って見えるため、予測できることが多い。残念ながら、これは必ずしもゲームが面白いという意味ではない。プラットフォームはすぐに飽きるし、楽しめない。
プラットフォームが3ステージあるごとに、ボス戦が1回ある。このゲームのボスはまあまあだが、特筆すべきものではない。彼らはNoesisを思い起こさせるようなところがある - でも、その理由はよくわからない。唯一の不満はボス戦が少ないことだ。
読んでくれてありがとう。もし、これが少しでも意味のあるものであったならwwww
Rating: 5.7 57
Difficulty: 24 24
Dec 26, 2024
xva
For: I wanna be the super kid
For: I wanna be the super kid
two screens of named jump spam with an upwards hades plane (or squished plane, whichever floats your boat) being by far the hardest jump. after that is a cherry boss that gets harder every few shots it takes. otherwise not a very notable game, it's very barebones and poorly designed
[0] Likes
Rating: 1.7 17
Difficulty: 54 54
Dec 26, 2024
xva
For: I wanna be the DLしとけ
For: I wanna be the DLしとけ
this hardly qualifies as a game, I'd more so call it some sort of esoteric torture device. before you ask, yes, I have cleared this game unfortunately. I can say with a high degree of certainty that there is next to no skill required, it's the closest you'll get to a Lucky-series game in the form of a needle save
ever wanted to cosplay as a shitty version of Sisyphus? then this game is gonna be right up your alley! numpad away!!!!
[1] Like
ever wanted to cosplay as a shitty version of Sisyphus? then this game is gonna be right up your alley! numpad away!!!!
Rating: 0.0 0
Difficulty: 84 84
Dec 26, 2024
xva
For: I wanna Seven buttons ASTRAIA
For: I wanna Seven buttons ASTRAIA
pretty fun barrage mostly focusing on bullet speed. everything is pretty readable and easy to understand except the last few attacks which seem pretty stupid and/or difficult to read. this is especially the case with the attack where specific color-coded cherries each go to a specific pre-determined direction. I just kinda hoped for the best there and tried to read whatever came my way, praying I wouldn't die. I ended up not dying and now I have no idea truly how difficult this avoidance is. I'm just rating it based on everything up to that point, since I can't accurately deduce the difficulty past that point. all-in-all it's kinda fun to read, makes for a quick and fun clear. that is, if final goes right
[0] Likes
Rating: 5.8 58
Difficulty: 63 63
Dec 25, 2024
xva
For: I wanna be the Ethanol
For: I wanna be the Ethanol
classic yoyo avoidance with some enjoyable attacks that don't do anything too crazy you wouldn't expect. every 'pattern' is readable and reactable. at this point they're hardly patterns, you don't need to remember much. I only died once in the actual avoidance, and I'm no avoidance god. I suppose the last attack can be a bit scary since you need to react in time, but I feel like even staying in the corner you could possibly survive. needle isn't anything special, yoyo found out how to stretch spikes lol
[0] Likes
Rating: 6.2 62
Difficulty: 40 40
Dec 25, 2024
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