xva's Profile
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emperor fan B)
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xva
For: I Wanna be the Lime
For: I Wanna be the Lime
the other yoyo RNG avoidance, this time much easier. the contrast between Lime and Gel is massive - there’s a 12 difficulty gap between them and they’re both designed in vastly different ways. Gel is far more open and much faster, while this avoidance infamously locks you in a small cage where you’re forced to make very tight reads. there’s no super fast attacks, they’re all at a manageable speed. however, it has insane bullet density which often leads to something unavoidable (quite literally) - walls
walls can happen everywhere, it’s a fairly known fact. its just when the conditions are right, walls can happen more often. in this case, the conditions are ideal - high bullet density and a constricted movement area. you can easily get walled without it really being your fault, but that’s part of the experience whether you like it or not. the main offenders are the several very slow ‘creep’ attacks, where the cherries extremely slowly approach you. there’s a few of these, with one of them being the final attack. the final attack is very, very stressful. when likened to Gel - it’s final attack is a dense, insanely fast and extremely difficult series of bursts which often boil down to pure luck. on the other hand, Lime’s final is slow and infinitely scarier. in Gel, the band-aid is ripped right off - final ends before you notice it. in Lime, it feels like time slows down during final. it seems to go on, and on, and on. this isn’t a bad thing though, I quite like this idea actually. final attacks shouldn’t be brutal insane bursts or bullshit you can’t even hope to read or see coming in any way
my main complaint is a) the luck; but mainly b) the 4th attack, the one that stretches for about a minute with gravity-affected cherries that drop down from just above you. this attack just goes on for too long and walls you very often. I feel it kills the pacing (if this even had any). by this I mean there could’ve been more attacks in place of this one. otherwise, it’s designed in such a simple way that you can’t really criticise it for anything other than that. I won’t make an exact verdict if you should play this or not
walls can happen everywhere, it’s a fairly known fact. its just when the conditions are right, walls can happen more often. in this case, the conditions are ideal - high bullet density and a constricted movement area. you can easily get walled without it really being your fault, but that’s part of the experience whether you like it or not. the main offenders are the several very slow ‘creep’ attacks, where the cherries extremely slowly approach you. there’s a few of these, with one of them being the final attack. the final attack is very, very stressful. when likened to Gel - it’s final attack is a dense, insanely fast and extremely difficult series of bursts which often boil down to pure luck. on the other hand, Lime’s final is slow and infinitely scarier. in Gel, the band-aid is ripped right off - final ends before you notice it. in Lime, it feels like time slows down during final. it seems to go on, and on, and on. this isn’t a bad thing though, I quite like this idea actually. final attacks shouldn’t be brutal insane bursts or bullshit you can’t even hope to read or see coming in any way
my main complaint is a) the luck; but mainly b) the 4th attack, the one that stretches for about a minute with gravity-affected cherries that drop down from just above you. this attack just goes on for too long and walls you very often. I feel it kills the pacing (if this even had any). by this I mean there could’ve been more attacks in place of this one. otherwise, it’s designed in such a simple way that you can’t really criticise it for anything other than that. I won’t make an exact verdict if you should play this or not
Tagged as: Avoidance
[0] Likes
Rating: 5.7
Difficulty: 78
Dec 19, 2024
xva
For: I Wanna Garuda
For: I Wanna Garuda
not a fan of this balancing or these attack ideas - everything just sorta feels weird and bizarre. I don't like how it locks you to a 1D plane for some of the attacks, and for others I don't like how the bullets move in uncomfortable or unpredictable ways. it's balanced in such a way that the first attack is by far the hardest. this isn't fun at all, and mostly just leads to you getting stuck at the intro for well over half your playtime. even better - the 2nd attack is the 2nd hardest. thankfully this doesn't carry on for too long as it gets easier and easier as you go on. the later infinite jump attacks are alright though, they're fun
[0] Likes
Rating: 4.7
Difficulty: 51
Dec 16, 2024
xva
For: I wanna join the AA
For: I wanna join the AA
quite enjoyable and difficult colonel avoidance with some creative and fun attacks. this avoidance mainly focuses on aimed and compounding attacks - attacks where you need to focus on multiple separate things at the same time. for instance, the bouncing bursts - you have to watch out for the dots that burst out and the orbs that bounce. while generally having quite creative attack ideas, there's no attack that I would call bullshit except final. final seems to wall you or give you insane RNG at times, so that's something to watch out for.. that is if you even can. unfortunately the song is kinda lame, but this doesn't matter too much since it fits the avoidance somewhat
overall very fun and good, recommended
[1] Like
overall very fun and good, recommended
Rating: 8.5
Difficulty: 76
Dec 14, 2024
xva
For: I wanna be the medicine for good kids
For: I wanna be the medicine for good kids
fairly simple and well-made pattern avoidance with quite a bit of waiting and one very annoying and difficult part. these issues aren't addressed all too well - the Miku section (that part being the very annoying and difficult part) is notably much more difficult than the entire avoidance up to it and isn't easily learnable due to being about a minute deep into the avoidance. there's so much crazy wacky unpredictable stuff going on that it becomes difficult to play, especially for someone who is at the skill level this game is intended for
the waiting isn't so much an issue, you have lots of pretty shaders/effects to look at with some cool camera controls and whatnot. visually very impressive and nice. the song strangely somewhat fits, but that might be confirmation bias towards me wanting this game to be better than it is. unfortunately, the main issue is the Miku area, which entirely breaks up the flow of this game and makes it somewhat annoying to play. other than that, everything's fine
the waiting isn't so much an issue, you have lots of pretty shaders/effects to look at with some cool camera controls and whatnot. visually very impressive and nice. the song strangely somewhat fits, but that might be confirmation bias towards me wanting this game to be better than it is. unfortunately, the main issue is the Miku area, which entirely breaks up the flow of this game and makes it somewhat annoying to play. other than that, everything's fine
Tagged as: Avoidance
[0] Likes
Rating: 5.9
Difficulty: 55
Dec 13, 2024
xva
For: I wanna DiVA Gold
For: I wanna DiVA Gold
four-stage collab game, sort of reminiscent of some "defeat the X makers" games. if I needed to sum up this entire game with one sentence, it'd be something like:
you know it's bad when PDplayer's stage is the best one
I suppose the other stages aren't terrible, but they are just unbalanced and filled with 1fs and cancels. there's a lot of named jumps too, especially stuff like corners and sphincters. there's a dplane somewhere in there too, however it isn't all too hard. the game suffers from poor balancing. some saves are littered with chokejumps making them a lot harder than all the others. these saves occur pretty commonly throughout, you'll notice them pretty much instantly. this exact scenario will play out several times in this game: you'll be playing a save you just reached, then in the middle of it you'll look ahead and see some horrible jump that looks really difficult or strange. then you'll proceed to die to this jump a bunch of times and whatever jumps are past it if there are any. this formula of chokejumps is very annoying to deal with, especially if there are several in a row. some particularly egregious examples are the several very difficult sphincters, a triple corner, some ridiculous diamond jump requiring a 6f and a 5f/6f (this is funnily after one of those aforementioned 'very difficult sphincters', so it's made much worse), a few forced 2fs/3fs, etc. mind you, without these jumps this game wouldn't be nearly as difficult as it is
for a short opinion on each stage:
- top left (purple warp) is the most fun and likely the easiest
- bottom left (dark gray warp) is the least fun and most difficult, having quite poor balancing and needle overall
- top right (gray warp) is a similar story as the other gray warp, except this one's easier
- bottom right (teal warp) has the most creative needle, is about as fun as PDplayer's area. somewhat difficult but I'd put it below both the gray warps
it's fun to play mindlessly, so it's not the worst thing in the world. nothing would be too absurd or difficult for a player who is good at common jumps, 1fs and cancels (to some degree)
[0] Likes
you know it's bad when PDplayer's stage is the best one
I suppose the other stages aren't terrible, but they are just unbalanced and filled with 1fs and cancels. there's a lot of named jumps too, especially stuff like corners and sphincters. there's a dplane somewhere in there too, however it isn't all too hard. the game suffers from poor balancing. some saves are littered with chokejumps making them a lot harder than all the others. these saves occur pretty commonly throughout, you'll notice them pretty much instantly. this exact scenario will play out several times in this game: you'll be playing a save you just reached, then in the middle of it you'll look ahead and see some horrible jump that looks really difficult or strange. then you'll proceed to die to this jump a bunch of times and whatever jumps are past it if there are any. this formula of chokejumps is very annoying to deal with, especially if there are several in a row. some particularly egregious examples are the several very difficult sphincters, a triple corner, some ridiculous diamond jump requiring a 6f and a 5f/6f (this is funnily after one of those aforementioned 'very difficult sphincters', so it's made much worse), a few forced 2fs/3fs, etc. mind you, without these jumps this game wouldn't be nearly as difficult as it is
for a short opinion on each stage:
- top left (purple warp) is the most fun and likely the easiest
- bottom left (dark gray warp) is the least fun and most difficult, having quite poor balancing and needle overall
- top right (gray warp) is a similar story as the other gray warp, except this one's easier
- bottom right (teal warp) has the most creative needle, is about as fun as PDplayer's area. somewhat difficult but I'd put it below both the gray warps
it's fun to play mindlessly, so it's not the worst thing in the world. nothing would be too absurd or difficult for a player who is good at common jumps, 1fs and cancels (to some degree)
Rating: 5.3
Difficulty: 78
Dec 13, 2024
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