Xplayerlol's Profile
Send a PMJoined on: Feb 9, 2015
Bio:
Difficulty ratings are currently very up in the air. I'm trying to fix them, I promise, but you'll need to bear with some weird stuff for the next few *years (Like needle ratings being overinflated because I'm not updating them).
Youtube: https://www.youtube.com/channel/UCJdEw23kkyLRKMioQBABZ2A
I've submitted:
1433 Ratings!
1433 Reviews!
1698 Screenshots!
1433 Games
1433 Reviews
Xplayerlol
For: I Wanna Have Some Rest Remake
For: I Wanna Have Some Rest Remake
Rating doesn't include extra.
Nice fangame consisting of four linear stages of needle platforming, each of which leads to a boss, and then an extra stage at the end, also with a boss at the end of it. The first two stages, I'm not really a fan of. Their platforming is simplistic and relaxing, built in a way that doesn't make it free, but most likely won't get you stuck anywhere either. Progress is smooth and constant, and advancing doesn't demand a lot from the player. The bosses, on the other hand, are challenging and relatively lengthy, with plenty of unusual attacks that force the player to learn and adapt to them (Not necessarily demanding a lot of deaths, but at least plenty of focus). It's a nice style I don't see a lot of, specially in earlier areas of a fangame, so I liked the novelty, but it really didn't fit with the mood the calm, undemanding platforming set for. After experiencing the same feeling twice by the end of the second stage, I was feeling like the game should've left out either, the bosses or the platforming. Not because either of them was bad, but because they didn't mix well.
Well, I'm glad stage 3 proved me wrong. It might sound weird, since it was such a big difficulty spike, but to me it felt like the fault in the difficulty balance lied in the previous two stages, not in stage 3. Anyway, that's where I started truly enjoying the game. I loved the stage it was based on, from I wanna Make the Novelty (At least it looks a lot like that stage), and I loved this stage just as much. The mechanic of warping between the sides of the screen is so simple, yet it feels so much better than plain needle, and constantly climbing feels so satisfying, it's amazing. However, as the difficulty increased, so did my awareness of each stage's length. By the end of the first screen, I was pretty sure the stage was over, but I wasn't even halfway in. By the time I got to the sunset area, I was already tired of climbing without any idea of how far I was from the boss, and seeing the visual change only made me sure that I was still pretty far (Even though I wasn't). Feeling of progression is an important part of a lengthy game, or section of a game. Do it wrong, and your stage will look more like a punishment than it's intended to. Anyway, by the time I got to the boss, I was way more pumped than I was in the previous two stages. It's the effect of a tough platforming section, where beating a save actually feels rewarding. I was actually ready for a hard boss this time, and I'm glad I was, because the third boss is hard as hell. Plenty of tricky patterns (Oddly enough, I struggled the most with the last attack), and then it pulls off a Best Guy move, forcing you to play it all over again. Since it's pretty much completely pattern, I didn't really mind.
And stage 4 is just the best thing ever. It's build around the classic death blocks, but it's designed in a way that makes the death blocks feel amazingly natural. The colors are really well chosen too, you can easily tell the death blocks apart from the normal blocks, but both still feel like they belong to that environment the same. And finally, the gameplay is super fun too, with plenty of creative jumps you don't see a lot of (Mainly thanks to its unique design). It's noticeably shorter than stage 3, and while the last save isn't particularly difficulty, it does give a nice "last save" vibe just because of the way it looks.
Then you get to the last boss and the first non-cherry boss, Kirby. Just like you'd expect given the previous bosses, it's a really tough and learn-heavy fight. You struggle to learn a way of beating an attack that seems hopeless to dodge, only to get hit with yet another attack that's crazy tricky to learn. I hated it at first, but as I started learning the weirder patterns I started to enjoy it more and more and by the end of the fight I really liked it (Or at least the first three attacks, anyway). Side note: You can do the second attack on the right side, then switch to the left during the beginning of the third attack, if you want to.
Then, you can play the extra stage, if you want to. It consists of pure needle with simplistic visuals. A few enjoyable saves, a few saves that weren't so enjoyable, I was starting to get into it and then I got to the second one-save screen, and looked at the last couple of jumps. I'm not sinking my time into that thing. According to the Information file, there are traps later on, and then a difficult avoidance that I most likely wouldn't beat, so now I'm extra glad that I didn't bother.
Anyway, the main game is really fun. The first two stages don't mix well the bosses and the platforming, but it's not like they are bad, and you will spend most of your time on the later two anyway. I'd recommend it.
Nice fangame consisting of four linear stages of needle platforming, each of which leads to a boss, and then an extra stage at the end, also with a boss at the end of it. The first two stages, I'm not really a fan of. Their platforming is simplistic and relaxing, built in a way that doesn't make it free, but most likely won't get you stuck anywhere either. Progress is smooth and constant, and advancing doesn't demand a lot from the player. The bosses, on the other hand, are challenging and relatively lengthy, with plenty of unusual attacks that force the player to learn and adapt to them (Not necessarily demanding a lot of deaths, but at least plenty of focus). It's a nice style I don't see a lot of, specially in earlier areas of a fangame, so I liked the novelty, but it really didn't fit with the mood the calm, undemanding platforming set for. After experiencing the same feeling twice by the end of the second stage, I was feeling like the game should've left out either, the bosses or the platforming. Not because either of them was bad, but because they didn't mix well.
Well, I'm glad stage 3 proved me wrong. It might sound weird, since it was such a big difficulty spike, but to me it felt like the fault in the difficulty balance lied in the previous two stages, not in stage 3. Anyway, that's where I started truly enjoying the game. I loved the stage it was based on, from I wanna Make the Novelty (At least it looks a lot like that stage), and I loved this stage just as much. The mechanic of warping between the sides of the screen is so simple, yet it feels so much better than plain needle, and constantly climbing feels so satisfying, it's amazing. However, as the difficulty increased, so did my awareness of each stage's length. By the end of the first screen, I was pretty sure the stage was over, but I wasn't even halfway in. By the time I got to the sunset area, I was already tired of climbing without any idea of how far I was from the boss, and seeing the visual change only made me sure that I was still pretty far (Even though I wasn't). Feeling of progression is an important part of a lengthy game, or section of a game. Do it wrong, and your stage will look more like a punishment than it's intended to. Anyway, by the time I got to the boss, I was way more pumped than I was in the previous two stages. It's the effect of a tough platforming section, where beating a save actually feels rewarding. I was actually ready for a hard boss this time, and I'm glad I was, because the third boss is hard as hell. Plenty of tricky patterns (Oddly enough, I struggled the most with the last attack), and then it pulls off a Best Guy move, forcing you to play it all over again. Since it's pretty much completely pattern, I didn't really mind.
And stage 4 is just the best thing ever. It's build around the classic death blocks, but it's designed in a way that makes the death blocks feel amazingly natural. The colors are really well chosen too, you can easily tell the death blocks apart from the normal blocks, but both still feel like they belong to that environment the same. And finally, the gameplay is super fun too, with plenty of creative jumps you don't see a lot of (Mainly thanks to its unique design). It's noticeably shorter than stage 3, and while the last save isn't particularly difficulty, it does give a nice "last save" vibe just because of the way it looks.
Then you get to the last boss and the first non-cherry boss, Kirby. Just like you'd expect given the previous bosses, it's a really tough and learn-heavy fight. You struggle to learn a way of beating an attack that seems hopeless to dodge, only to get hit with yet another attack that's crazy tricky to learn. I hated it at first, but as I started learning the weirder patterns I started to enjoy it more and more and by the end of the fight I really liked it (Or at least the first three attacks, anyway). Side note: You can do the second attack on the right side, then switch to the left during the beginning of the third attack, if you want to.
Then, you can play the extra stage, if you want to. It consists of pure needle with simplistic visuals. A few enjoyable saves, a few saves that weren't so enjoyable, I was starting to get into it and then I got to the second one-save screen, and looked at the last couple of jumps. I'm not sinking my time into that thing. According to the Information file, there are traps later on, and then a difficult avoidance that I most likely wouldn't beat, so now I'm extra glad that I didn't bother.
Anyway, the main game is really fun. The first two stages don't mix well the bosses and the platforming, but it's not like they are bad, and you will spend most of your time on the later two anyway. I'd recommend it.
Tagged as: Needle
[5] Likes
Rating: 8.0
Difficulty: 79
May 25, 2018
Xplayerlol
For: I wanna love the steak
For: I wanna love the steak
Rating includes extra (Without which the difficulty would be around 37).
Sort of a joke fangame themed on steak games. The normal game is a collection of screens that are almost like your average steak game, but with various twists that make them playable. It's somewhat amusing, and might be worth spending a few minutes in if you don't have anything else to play.
The extra is a bit more like a steak game, with plenty of 1-frame jumps and other generic stuff, but with enough saves to be playable if you can do 1-frames. It's not horrible, just bland and not really worth playing.
[3] Likes
Sort of a joke fangame themed on steak games. The normal game is a collection of screens that are almost like your average steak game, but with various twists that make them playable. It's somewhat amusing, and might be worth spending a few minutes in if you don't have anything else to play.
The extra is a bit more like a steak game, with plenty of 1-frame jumps and other generic stuff, but with enough saves to be playable if you can do 1-frames. It's not horrible, just bland and not really worth playing.
Rating: 5.0
Difficulty: 72
May 17, 2018
Xplayerlol
For: Hearty Jewel
For: Hearty Jewel
Really interesting adventure game with lots of variety, both in terms of gimmicks and in terms of bosses. Every save means a new gimmick, or a new usage for a gimmick, or some other particularity that makes the saves feel different from each other. There are also a few traps here and there to spice things up, quite a few of them being really creative. Similarly, different bosses have very different mechanics, so everything in the game feels very unique. Decent length, not too long or too short, visuals and musics are nice and fit well with each other.
I do have a few issues with it, though. My main issue is with how unbalanced the last boss is. Freebie, uneventful attacks followed by difficult attacks, and of course the hardest attacks are at the very end of the fight. It's pretty bad. Also, every now and then (Slightly more often than what I would consider acceptable) you can find traps placed at the end of long saves, which is never a good thing. Similar, and more common, are sections of normal platforming that involve precise maneuvers somewhere between the middle and the end of a save (After a lot of less precise stuff, it should be mentioned), which can get tedious after a few attempts. And finally, the musics restart when you die, so you don't get to hear a lot of them.
Overall, though, it's a nice adventure fangame that I would recommend checking out. It did have quite a few sections that annoyed me more than I'm willing to admit, but it did have plenty of moments where it surprised me positively as well.
[4] Likes
I do have a few issues with it, though. My main issue is with how unbalanced the last boss is. Freebie, uneventful attacks followed by difficult attacks, and of course the hardest attacks are at the very end of the fight. It's pretty bad. Also, every now and then (Slightly more often than what I would consider acceptable) you can find traps placed at the end of long saves, which is never a good thing. Similar, and more common, are sections of normal platforming that involve precise maneuvers somewhere between the middle and the end of a save (After a lot of less precise stuff, it should be mentioned), which can get tedious after a few attempts. And finally, the musics restart when you die, so you don't get to hear a lot of them.
Overall, though, it's a nice adventure fangame that I would recommend checking out. It did have quite a few sections that annoyed me more than I'm willing to admit, but it did have plenty of moments where it surprised me positively as well.
Rating: 8.5
Difficulty: 57
May 16, 2018
Xplayerlol
For: I wanna be the Crimson Needle
For: I wanna be the Crimson Needle
Really long and really challenging needle-themed floor game. Every set of three floors (With a few exceptions) uses visuals that reference a different needle game, some of which are relatively well-known, some...not as much. The similarities are only visual, though, as in most areas the platforming itself has little to nothing to do with the referenced games.
Anyway, there's plenty of variety to this game. Many different design styles for all sorts of tastes. There are short saves with complex, precise jumps, as well as longer saves with individually easier jumps that derive their difficulty from their length. Some screens have a pretty layout of blocks and spikes that makes them unique, while others look more clustered, without as much aesthetic care involved. Some saves are well balanced, consisting of jumps in the same difficulty range, while others focus their difficulty entirely on a single jump (Or in a small set of jumps). Some areas feature really pleasant visuals, while others are just painful to look at. Fun and creative jumps are slapped together with generic jumps and abominations that require stuttering or some other kind of irky maneuver. Overall, it's just a bunch of different styles of everything coming together in a single game.
And, well, that's this game's downfall too. There are some styles you just don't want to see around, and this game has plenty of these. Take Floor 80, for example, which looks super nice, with an interesting layout and jumps on the slightly more inventive side, and then it ends with that wrist-breaking choke-able jump that everybody hates (Which is not a bunnyhop, I stand corrected. Took me a while to fix this one). Or maybe the whole Archfoe area, which is a painful compilation of generic jumps with horrendous difficulty balance and individual save balance that looks like anything but an Archfoe game. But my favorite, of course, would have to be Floor 92, the only floor that borrows its design from the game it references as well.
Floor 92 is hell. I feel like the more time you spend in it, the less likely you are to get past it. Your senses start to get dull, your eyesight fails, and so do your fingers. You can take a break, but when you come back you really don't feel like doing this at all. And, as in a reverse grinding, you start to get LESS consistent with your attempts. I mean, everybody that got this far can do a gate jump with a decent consistency. But it's not a single gate jump. It's almost 100 gate jumps in a row, with 16 pixel gaps in between some of them (And a diamond at some point. And one of the rows of gates belongs to both screens of the floor, so you keep switching between screens and thus you can't even see what you're doing). And then you remember that there are only two right heights to get past a gate jump, and so many ways it could go wrong. Doing them like diamonds is tempting, because it's faster and it skips the 16 pixel gaps, but it's much harder to get consistent at diamond jumps, so you're bound to fail anyway. It sucks. Life sucks. Why even bother. Anyway, that save killed a considerable amount of my motivation to finish this game, so thanks for that, Floor 92 and whoever thought it was a good idea to make it (Or not).
Even ignoring Floor 92, whenever I think of this game, I mostly end up remembering the time I spent on its horrendous sections, rather than the time I spent playing the fun parts. I also just checked the readme file, it says "Even if you don't like the game I'm sure you'll get more enjoyment out of playing it than I did out of making it", and now I feel really bad for the maker. And I still don't get what was the point of using the tilesets referencing other games if the platforming itself doesn't reference anything. Maybe there wasn't any point. Who knows.
Anyway, it is undeniably a lengthy game with plenty of variety, so if you like how that sounds go ahead and have fun, but I would definitely not recommend it.
[14] Likes
Anyway, there's plenty of variety to this game. Many different design styles for all sorts of tastes. There are short saves with complex, precise jumps, as well as longer saves with individually easier jumps that derive their difficulty from their length. Some screens have a pretty layout of blocks and spikes that makes them unique, while others look more clustered, without as much aesthetic care involved. Some saves are well balanced, consisting of jumps in the same difficulty range, while others focus their difficulty entirely on a single jump (Or in a small set of jumps). Some areas feature really pleasant visuals, while others are just painful to look at. Fun and creative jumps are slapped together with generic jumps and abominations that require stuttering or some other kind of irky maneuver. Overall, it's just a bunch of different styles of everything coming together in a single game.
And, well, that's this game's downfall too. There are some styles you just don't want to see around, and this game has plenty of these. Take Floor 80, for example, which looks super nice, with an interesting layout and jumps on the slightly more inventive side, and then it ends with that wrist-breaking choke-able jump that everybody hates (Which is not a bunnyhop, I stand corrected. Took me a while to fix this one). Or maybe the whole Archfoe area, which is a painful compilation of generic jumps with horrendous difficulty balance and individual save balance that looks like anything but an Archfoe game. But my favorite, of course, would have to be Floor 92, the only floor that borrows its design from the game it references as well.
Floor 92 is hell. I feel like the more time you spend in it, the less likely you are to get past it. Your senses start to get dull, your eyesight fails, and so do your fingers. You can take a break, but when you come back you really don't feel like doing this at all. And, as in a reverse grinding, you start to get LESS consistent with your attempts. I mean, everybody that got this far can do a gate jump with a decent consistency. But it's not a single gate jump. It's almost 100 gate jumps in a row, with 16 pixel gaps in between some of them (And a diamond at some point. And one of the rows of gates belongs to both screens of the floor, so you keep switching between screens and thus you can't even see what you're doing). And then you remember that there are only two right heights to get past a gate jump, and so many ways it could go wrong. Doing them like diamonds is tempting, because it's faster and it skips the 16 pixel gaps, but it's much harder to get consistent at diamond jumps, so you're bound to fail anyway. It sucks. Life sucks. Why even bother. Anyway, that save killed a considerable amount of my motivation to finish this game, so thanks for that, Floor 92 and whoever thought it was a good idea to make it (Or not).
Even ignoring Floor 92, whenever I think of this game, I mostly end up remembering the time I spent on its horrendous sections, rather than the time I spent playing the fun parts. I also just checked the readme file, it says "Even if you don't like the game I'm sure you'll get more enjoyment out of playing it than I did out of making it", and now I feel really bad for the maker. And I still don't get what was the point of using the tilesets referencing other games if the platforming itself doesn't reference anything. Maybe there wasn't any point. Who knows.
Anyway, it is undeniably a lengthy game with plenty of variety, so if you like how that sounds go ahead and have fun, but I would definitely not recommend it.
Rating: 3.9
Difficulty: 88
May 13, 2018
Xplayerlol
For: I wanna be the 3lt@s4x9uo
For: I wanna be the 3lt@s4x9uo
It's a fun adventure game that, despite how simplistic it looks, is pretty fun. Simple gimmicks with plenty of interesting uses that are gradually displayed through the game, first introducing the gimmick and then doing a few twists and turns, always keeping the gameplay simple, but eventful.
Bosses use their stages' core gimmicks in various ways, and most fights are slow-paced, more about patience and understanding how are you supposed to use each gimmick to your advantage than about anything else. An exception is the last boss, a fun and short avoidance that, despite being somewhat slow-paced, still requires a bit more of focus to beat.
I had a good time with it. It's not really long, and there isn't a lot of content in it (Which doesn't mean that it's short, at all), but the content it has is pretty entertaining. Would recommend.
[6] Likes
Bosses use their stages' core gimmicks in various ways, and most fights are slow-paced, more about patience and understanding how are you supposed to use each gimmick to your advantage than about anything else. An exception is the last boss, a fun and short avoidance that, despite being somewhat slow-paced, still requires a bit more of focus to beat.
I had a good time with it. It's not really long, and there isn't a lot of content in it (Which doesn't mean that it's short, at all), but the content it has is pretty entertaining. Would recommend.
Rating: 8.5
Difficulty: 44
Feb 24, 2018
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