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xva
For: I wanna be the Cloak
For: I wanna be the Cloak
barely considered a hadeslike due to screen count. also triple water invert :((
Tagged as: Needle
Hades-like
[0] Likes
Rating: 3.8 38
Difficulty: 61 61
Apr 10, 2024
xva
For: I Wanna Are These The World's Most Crispy Fries
For: I Wanna Are These The World's Most Crispy Fries
@p00ks127 my clear time is 0:04:58 #mogged
[1] Like
Rating: 3.6 36
Difficulty: 70 70
Apr 8, 2024
xva
For: I wanna be the Destination
For: I wanna be the Destination
amazing adventure game, rivaling the likes of Emperor, Lovetrap and Crimson. I won't do a detailed stage breakdown since I'm fairly sure someone's done it at some point. I think this game was intended to be played on hard, so I did exactly that. frankly the experience is still great and the game feels just the right difficulty. I'm not so sure about very hard, but I'll probably give that a shot too. a thing to note as well is that this game has one of my favorite avoidances (Len) and my absolute favorite boss (final boss).
my favorite carnival game, and probably my favorite adventure too. absolutely fantastic, carnival never misses
[0] Likes
my favorite carnival game, and probably my favorite adventure too. absolutely fantastic, carnival never misses
Rating: 10.0 100
Difficulty: 84 84
Apr 8, 2024
xva
For: I Wanna Be the Emperor
For: I Wanna Be the Emperor
to this day I hold the belief that Emperor is the greatest adventure game ever made, and will likely stay that way for a considerable amount of time. this game is the definition of a true classic, and nothing has even come close to surpassing it. every single inch of this game feels meticulously crafted to a specific standard I’ve yet to see another game match. clearing this game on the difficulty I did (that being hard) is easily one of the most challenging things I've ever done. this game is insanely good and only rarely has any hiccoughs that would bring down the experience. another important thing in this game is the ideas that are presented. the platforming is designed with such genius that it still massively holds up to this day. the unique gimmicks that are presented are simple, but are used to their maximum potential to craft the most difficult and amazing gameplay imaginable. this is truly Klein’s best work and a game really worth playing, no matter how much time it’d take to beat this.
now, I will give my thoughts on every single area in this game, since I've yet to see someone do it
ultimatum needle world (Stage 1) - has some tough platforming, i.e. forced 6fs, vplanes, the dplane, tons of Fs and other hard jumps. generally not the worst of this game in terms of difficulty and didn't give me quite the right taste of what was to come. the diamond trigger part was interesting and an overall good idea. the funny moving plane is, despite it being funny, actually not that bad of an idea or too difficult to pull off.
the boss is pretty lame admittedly, as it plays quite awkwardly and is generally not too difficult compared to the stage. you usually kill her in almost one cycle and that's all there is to it
detective world (Stage 2) - a puzzle at first, nothing too complicated. the platforming is fun but very easily chokable, leading to the first tilting screens of this game. dying far or on one of the orb cycles can cost a lot of time and sanity, which really tilted me. textbox part made me a bit confused since the text didn't load properly and I was just sorta left guessing.
the boss is an interesting concept once again. additionally, it’s fairly well executed. the gimmick made for some funny situations but I managed to persevere
space world (Stage 3) - the first instance where hard mode made a stage substantially more difficult and made me question if doing this on hard was even a remote possibility. this area has mostly traps and difficult needle (as is usual for Emperor). the required cancel/1f on the second screen felt like it never truly got consistent (this was before I could do cancels consistently). the climb segment is really good and interesting; even though the idea is reused again later in the game. after the climb, you reach a low gravity needle section. this was fun to figure out and I didn't mind the low gravity that much even after about half an hour of playing this part. aimed cherries + invisible blocks part was slightly problematic, but it didn't take too long to figure out. unfortunately, something similar to this would manifest in a much more annoying fashion later in the game.
boss is another good idea, despite the transitions being quite bad and often luck-based. this is going to be a trend that shows up a few times, as Klein sometimes doesn't understand how to make a properly difficult boss without it being complete bullshit. I'm not saying this is the case for Captain Jack, as it's far from the most difficult boss in the game, but the issues are apparent.
reversed world (Stage 4) - probably the best stage in the game and by far the most fun I've had in this game I think. a ton of classic screens that are often used in medleys, most prominently in Kamilia 3. despite being undoubtably easier than the K3 versions, I still found them quite fun. the perfect blend of traps and needle, making an amazing stage that's the perfect difficulty. not to mention how memorable they all are.
boss is weird, admittedly, and has a few awkward parts. green sort of just forces you to jump down as I found no consistent way to do green that involves staying in an area where you can still damage the boss. took a bit of patience as most things in this game do, eventually it just worked.
gimmick world (Stage 5) - some decent ideas mixed with one dogshit idea that unfortunately ruins most of the stage. the good ideas are the bouncing cherry shooting minigame thing and the trap sections, and the awful idea is the shooting death block idea. this is not fun to deal with and adds “artificial” difficulty (difficulty that doesn't feel like it really fits), making certain sections of the game a nightmare to play. I don't know how ninz does this stage's boss even semi-consistently. mind you, the "boss" of this area is actual trash, however this is only the second worst thing in this game.
deep cave world (Stage 6) - first save is terrible and requires quite a bit of waiting just to do a jump I never understood how to do. a moving double diamond is essentially what that is. you have to run at it when it's coming towards you and do the exact inputs for a double diamond, and it only works sometimes. you can try to numpad this, which gives it a slightly higher success rate from what I've seen, but don't count on it because it's still wildly inconsistent. that was probably the worst part of the entire stage and the rest of it was fun. climb section (the one similar to the one from stage 3) is fun yet again, this time even more with the addition of buttons and spikes and whatnot. the aimed cherries section near the end is interesting and I had fun figuring out where to stand in order to not die.
the boss is the worst boss in the game and is the most boring thing I've ever had to sit through in my entire life. I felt every living second scrape past during this garbage grind. this boss made me quit the game multiple times due to how insanely demotivating it was and how little fun I was having. this genuinely made me want to drop the game and cut my losses as I felt like this wasn't worth it. after dying to quite literally the last burst because I had nowhere to go and only getting walled about a septillion times throughout my whole ~6:40:00 grind, I finally beat one of my least favorite bosses in all of fangames. this is a complete and utter categorical failure of a boss and it serves no purpose in a game that is this otherwise great
reminiscence world (Stage 7) - essentially a medley segment featuring Klein's other games. as far as I know the screens are buffed quite a bit, and on hard this world has the most difficult needle save in the entire game - the 2nd screen of Marvelous. that save alone took 2.5 hours and was made insanely difficult due to the lack of practice or any real consistency that the screen has due to it's immaculate difficulty. to my surprise however, it then immediately dropped off.
boss 7-1 is just a bit weird to deal with, as there's, yet again in true Klein fashion, a phase near the end that is super difficult to understand and deal with. it's generally quite a simple pattern, but my god is it difficult to figure out.
immediately after boss 7-1, the next step screen made me sort of question what the fuck the game was going for because it felt like nothing that I played earlier. it felt sort of like a random amalgamation of weird platforming. meteor stream was a welcome surprise, as that game is generally considered good.
boss 7-2 is insanely fun, reminds me of those old flash games where you popped bubbles. idk I thought it was really fun despite being really easy.
after the splitting cherry boss, the needle world screen has one problem - the sphincters in the middle of the screen. these are very inconsistent, especially since on hard you have to do what is essentially a whole bunch of water gates to get to the part which you're going to otherwise repeatedly die to anyway. this is solely a hard mode issue, though. however, this issue reappears immediately, with off party 2 being followed by the trap tower screen with its weird aimed cherries gimmick. these two cherries are assholes and never ever cooperate with you, especially for the last corridor. I find that screen to be one of the most interesting and well thought-out screens in the entire game. it’s just designed so well, I genuinely love it.
boss 7-3 is quite bad due to the phase 3 attack being completely luck-based and makes no sense whatsoever unless you memorize the exact spots where to stand, based on no visual cues and pure memory alone. this is a really dumb way to make this boss a whole lot harder and is by far the worst example of artificial difficulty in this game. I can really only call that the official drawback of this game, as I don't find too many concrete issues with the platforming altogether.
the final boss is the most difficult part of the game and will take most of your playtime to clear. this boss is absurdly difficult compared to the entire game before it, and if you've never played any version of the emperor miku fight this could take a whole lot of time to beat initially. the main problem being the lack of any substantial way to practice any of the phases and you having to essentially learn the whole fight by heart. phase 1 is free, phase 2 is quite difficult, phase 3 is simple but the RNG can often annihilate you, phase 4 is quite simple and almost boils down to pattern, phase 5 is difficult, phase 6 can wall you extremely easily, phase 7 is a pattern which you just have to learn, phase 8 is extremely chokable and awkward to do with a high heartrate. overall, my phase stats before the clear were:
100x+ phase 5; 61x phase 6; 25x phase 7 (10x of which were 2nd half) and ONE dreaded phase 8 death, being three shots away from the clear.
in conclusion, Emperor is an immaculate and timeless game that will probably forever be regarded as one of the great classics. I fucking love this game with all of my heart, it’s so insanely good and I’d recommend it to anyone who has the skill to beat it. this game will likely push you to your limit, as there’s a whole lot of fucked up shit that is really hard to figure out on your own/on your first playthrough. I’ve recommended this game to many, many people. it’s just a shame that most people have beaten it and entirely moved on, having forgotten even playing this masterpiece. on the flipside, there’s new players who would much rather play K3 or similarly difficult games, while paying no attention to the other super difficult adventures similar to K3.
Time: 79:56:03
Deaths: 14884
[2] Likes
now, I will give my thoughts on every single area in this game, since I've yet to see someone do it
ultimatum needle world (Stage 1) - has some tough platforming, i.e. forced 6fs, vplanes, the dplane, tons of Fs and other hard jumps. generally not the worst of this game in terms of difficulty and didn't give me quite the right taste of what was to come. the diamond trigger part was interesting and an overall good idea. the funny moving plane is, despite it being funny, actually not that bad of an idea or too difficult to pull off.
the boss is pretty lame admittedly, as it plays quite awkwardly and is generally not too difficult compared to the stage. you usually kill her in almost one cycle and that's all there is to it
detective world (Stage 2) - a puzzle at first, nothing too complicated. the platforming is fun but very easily chokable, leading to the first tilting screens of this game. dying far or on one of the orb cycles can cost a lot of time and sanity, which really tilted me. textbox part made me a bit confused since the text didn't load properly and I was just sorta left guessing.
the boss is an interesting concept once again. additionally, it’s fairly well executed. the gimmick made for some funny situations but I managed to persevere
space world (Stage 3) - the first instance where hard mode made a stage substantially more difficult and made me question if doing this on hard was even a remote possibility. this area has mostly traps and difficult needle (as is usual for Emperor). the required cancel/1f on the second screen felt like it never truly got consistent (this was before I could do cancels consistently). the climb segment is really good and interesting; even though the idea is reused again later in the game. after the climb, you reach a low gravity needle section. this was fun to figure out and I didn't mind the low gravity that much even after about half an hour of playing this part. aimed cherries + invisible blocks part was slightly problematic, but it didn't take too long to figure out. unfortunately, something similar to this would manifest in a much more annoying fashion later in the game.
boss is another good idea, despite the transitions being quite bad and often luck-based. this is going to be a trend that shows up a few times, as Klein sometimes doesn't understand how to make a properly difficult boss without it being complete bullshit. I'm not saying this is the case for Captain Jack, as it's far from the most difficult boss in the game, but the issues are apparent.
reversed world (Stage 4) - probably the best stage in the game and by far the most fun I've had in this game I think. a ton of classic screens that are often used in medleys, most prominently in Kamilia 3. despite being undoubtably easier than the K3 versions, I still found them quite fun. the perfect blend of traps and needle, making an amazing stage that's the perfect difficulty. not to mention how memorable they all are.
boss is weird, admittedly, and has a few awkward parts. green sort of just forces you to jump down as I found no consistent way to do green that involves staying in an area where you can still damage the boss. took a bit of patience as most things in this game do, eventually it just worked.
gimmick world (Stage 5) - some decent ideas mixed with one dogshit idea that unfortunately ruins most of the stage. the good ideas are the bouncing cherry shooting minigame thing and the trap sections, and the awful idea is the shooting death block idea. this is not fun to deal with and adds “artificial” difficulty (difficulty that doesn't feel like it really fits), making certain sections of the game a nightmare to play. I don't know how ninz does this stage's boss even semi-consistently. mind you, the "boss" of this area is actual trash, however this is only the second worst thing in this game.
deep cave world (Stage 6) - first save is terrible and requires quite a bit of waiting just to do a jump I never understood how to do. a moving double diamond is essentially what that is. you have to run at it when it's coming towards you and do the exact inputs for a double diamond, and it only works sometimes. you can try to numpad this, which gives it a slightly higher success rate from what I've seen, but don't count on it because it's still wildly inconsistent. that was probably the worst part of the entire stage and the rest of it was fun. climb section (the one similar to the one from stage 3) is fun yet again, this time even more with the addition of buttons and spikes and whatnot. the aimed cherries section near the end is interesting and I had fun figuring out where to stand in order to not die.
the boss is the worst boss in the game and is the most boring thing I've ever had to sit through in my entire life. I felt every living second scrape past during this garbage grind. this boss made me quit the game multiple times due to how insanely demotivating it was and how little fun I was having. this genuinely made me want to drop the game and cut my losses as I felt like this wasn't worth it. after dying to quite literally the last burst because I had nowhere to go and only getting walled about a septillion times throughout my whole ~6:40:00 grind, I finally beat one of my least favorite bosses in all of fangames. this is a complete and utter categorical failure of a boss and it serves no purpose in a game that is this otherwise great
reminiscence world (Stage 7) - essentially a medley segment featuring Klein's other games. as far as I know the screens are buffed quite a bit, and on hard this world has the most difficult needle save in the entire game - the 2nd screen of Marvelous. that save alone took 2.5 hours and was made insanely difficult due to the lack of practice or any real consistency that the screen has due to it's immaculate difficulty. to my surprise however, it then immediately dropped off.
boss 7-1 is just a bit weird to deal with, as there's, yet again in true Klein fashion, a phase near the end that is super difficult to understand and deal with. it's generally quite a simple pattern, but my god is it difficult to figure out.
immediately after boss 7-1, the next step screen made me sort of question what the fuck the game was going for because it felt like nothing that I played earlier. it felt sort of like a random amalgamation of weird platforming. meteor stream was a welcome surprise, as that game is generally considered good.
boss 7-2 is insanely fun, reminds me of those old flash games where you popped bubbles. idk I thought it was really fun despite being really easy.
after the splitting cherry boss, the needle world screen has one problem - the sphincters in the middle of the screen. these are very inconsistent, especially since on hard you have to do what is essentially a whole bunch of water gates to get to the part which you're going to otherwise repeatedly die to anyway. this is solely a hard mode issue, though. however, this issue reappears immediately, with off party 2 being followed by the trap tower screen with its weird aimed cherries gimmick. these two cherries are assholes and never ever cooperate with you, especially for the last corridor. I find that screen to be one of the most interesting and well thought-out screens in the entire game. it’s just designed so well, I genuinely love it.
boss 7-3 is quite bad due to the phase 3 attack being completely luck-based and makes no sense whatsoever unless you memorize the exact spots where to stand, based on no visual cues and pure memory alone. this is a really dumb way to make this boss a whole lot harder and is by far the worst example of artificial difficulty in this game. I can really only call that the official drawback of this game, as I don't find too many concrete issues with the platforming altogether.
the final boss is the most difficult part of the game and will take most of your playtime to clear. this boss is absurdly difficult compared to the entire game before it, and if you've never played any version of the emperor miku fight this could take a whole lot of time to beat initially. the main problem being the lack of any substantial way to practice any of the phases and you having to essentially learn the whole fight by heart. phase 1 is free, phase 2 is quite difficult, phase 3 is simple but the RNG can often annihilate you, phase 4 is quite simple and almost boils down to pattern, phase 5 is difficult, phase 6 can wall you extremely easily, phase 7 is a pattern which you just have to learn, phase 8 is extremely chokable and awkward to do with a high heartrate. overall, my phase stats before the clear were:
100x+ phase 5; 61x phase 6; 25x phase 7 (10x of which were 2nd half) and ONE dreaded phase 8 death, being three shots away from the clear.
in conclusion, Emperor is an immaculate and timeless game that will probably forever be regarded as one of the great classics. I fucking love this game with all of my heart, it’s so insanely good and I’d recommend it to anyone who has the skill to beat it. this game will likely push you to your limit, as there’s a whole lot of fucked up shit that is really hard to figure out on your own/on your first playthrough. I’ve recommended this game to many, many people. it’s just a shame that most people have beaten it and entirely moved on, having forgotten even playing this masterpiece. on the flipside, there’s new players who would much rather play K3 or similarly difficult games, while paying no attention to the other super difficult adventures similar to K3.
Time: 79:56:03
Deaths: 14884
Rating: 10.0 100
Difficulty: 88 88
Mar 31, 2024
xva
For: I wanna be the Kantoku Needle
For: I wanna be the Kantoku Needle
extremely fun 100f precision needle game. this game is very very fun and I didn't feel the balancing issues that hard. highly recommend if you like 100f games and precision needle!!
[0] Likes
Rating: 8.5 85
Difficulty: 73 73
Mar 25, 2024
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