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 Take the L
For: I Wanna Take the L
decent easy L-game with jumps that are about as interesting as they can be for the difficulty it's at. nothing too special but it's entertaining enough. it's kinda fun I guess. the difficulty is too low for any interesting maneuvers to be possible
Tagged as: L_Game
[0] Likes
Rating: 6.0 60
Difficulty: 38 38
Feb 19, 2025
xva
For: Douyugan
For: Douyugan
basic but unfinished old-style floor game with some basic design. it's reminiscent of old 100f games in a sense. there is some glaring modern-ish design thrown in at times which can feel a little odd when contrasted with the super old look of the rest of the game
斗鱼竿
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斗鱼竿
Rating: 5.6 56
Difficulty: 25 25
Feb 19, 2025
xva
For: I wanna Sin
For: I wanna Sin
a pretty good Miku avoidance from a beloved maker that is kinda ruined by the RNG. most of it is somewhat fair, except for a select few attacks that at times just blatantly aren't. it feels like one of those "a large number of things in a row need to go right" kinds of avoidances. if you've played this sort of thing before you know exactly what I'm referring to - a long avoidance with a ton of different attacks, a large chunk of which have a slight chance to be complete bullshit. some examples of this type of thing in this avoidance are the gray cherry line attack, the entire 2nd chorus and the blue area aimed attack. these are the most egregious ones (i.e. the ones that most often go wrong). however, pretty much all the other attacks can be counted into this category depending on if they have any sort of RNG element. yes, I mean *any*. the slightest hint of bad RNG can somehow annihilate you in this avoidance and I have no idea why
surprisingly, it's balanced in an alright way. a lot of the difficulty boils down to chorus 2, the one fulljump-heavy attack after the infinite jump and the dreaded blue section - which are all right at the end. these are all pretty damn difficult all things considered, it's nothing to scoff at. I do think delfruit underrates this one by a considerable margin. one thing to keep in mind is to not get upset. there's something oddly tilting about this avoidance, and I can't really put my finger onto what it is. my best guess is the feeling that everything looks and feels dodgeable, but at times just isn't. that feeling of 'annoying helplessness' can be very irritating when experienced many times
[1] Like
surprisingly, it's balanced in an alright way. a lot of the difficulty boils down to chorus 2, the one fulljump-heavy attack after the infinite jump and the dreaded blue section - which are all right at the end. these are all pretty damn difficult all things considered, it's nothing to scoff at. I do think delfruit underrates this one by a considerable margin. one thing to keep in mind is to not get upset. there's something oddly tilting about this avoidance, and I can't really put my finger onto what it is. my best guess is the feeling that everything looks and feels dodgeable, but at times just isn't. that feeling of 'annoying helplessness' can be very irritating when experienced many times
Rating: 4.9 49
Difficulty: 76 76
Feb 19, 2025
xva
For: I wanna be the Koi
For: I wanna be the Koi
(rating based on avoidance, main game is ~30 difficulty)
I have no idea how to say this, but this game contains one of the the most luck-based avoidances on all of delfruit
I don't say this lightly at all. I say this having played it for about two and a half hours. it is legitimately one of the most unlikely, unfair and downright unfeasible things I've ever laid my eyes upon. I was initially dumbfounded at the luck factor in this game. I chalked it up to perhaps me lacking avoidance skill. however, I quickly began realizing that most deaths aren't avoidable, or simply require a reaction time of under 50ms. this all applies to the very end, though - the beginning is alright, despite being kind of annoying. it's all pretty learnable up until you get to the black background, which is the reason why this isn't 60 and is indeed 80+. final consists of a relentless series of the most unreadable attacks on this planet: luck check after luck check after luck check after luck check. there's tons of super fast patterns layered on top of tons of super unfair, super fast and insanely dense RNG that is most often completely unreadable
to give you some rough figures: in practice I had a total consistency at final of about 1 pass per an estimated 400 attempts, or about 0.25%. these odds are pitifully, painfully, *incredibly* low. in every single clear of the avoidance, the person playing seems to get extremely easy RNG where they don't need to make nearly any sort of difficult read/movement to survive. various clear times (in excess of 15 hours) also suggest a massive luck element
I don't know what the idea behind all of this is. I have a strange feeling I might not be playing the same game as everyone else. I've visually compared the RNG I get on some attacks with others' clear attempts and my RNG seems to be denser than most
[1] Like
I have no idea how to say this, but this game contains one of the the most luck-based avoidances on all of delfruit
I don't say this lightly at all. I say this having played it for about two and a half hours. it is legitimately one of the most unlikely, unfair and downright unfeasible things I've ever laid my eyes upon. I was initially dumbfounded at the luck factor in this game. I chalked it up to perhaps me lacking avoidance skill. however, I quickly began realizing that most deaths aren't avoidable, or simply require a reaction time of under 50ms. this all applies to the very end, though - the beginning is alright, despite being kind of annoying. it's all pretty learnable up until you get to the black background, which is the reason why this isn't 60 and is indeed 80+. final consists of a relentless series of the most unreadable attacks on this planet: luck check after luck check after luck check after luck check. there's tons of super fast patterns layered on top of tons of super unfair, super fast and insanely dense RNG that is most often completely unreadable
to give you some rough figures: in practice I had a total consistency at final of about 1 pass per an estimated 400 attempts, or about 0.25%. these odds are pitifully, painfully, *incredibly* low. in every single clear of the avoidance, the person playing seems to get extremely easy RNG where they don't need to make nearly any sort of difficult read/movement to survive. various clear times (in excess of 15 hours) also suggest a massive luck element
I don't know what the idea behind all of this is. I have a strange feeling I might not be playing the same game as everyone else. I've visually compared the RNG I get on some attacks with others' clear attempts and my RNG seems to be denser than most
Rating: 0.3 3
Difficulty: 83 83
Feb 17, 2025
xva
For: I wanna Lap Around
For: I wanna Lap Around
extremely fun and well-designed FTFA-like that spawned its own subgenre of needle games. it’s safe to say it’s one of the most influential, if not the most influential FTFA-like ever made. having a darker theme and sleeker, objectively nicer looking visuals than FTFA, it excels in many ways over the original. similarly, it’s also considered much harder than FTFA, having jumps that are more precise and require more technical knowledge. this only extends to certain align grabs which happen to be more intricate than FTFA’s. you can extend this idea of ‘additional intricacy’ to some valign tricks and more complex setups.
about the jumps themselves, there are often forced high framecount jumps (i.e. forced 20f 18f from the right pixel) which are quite difficult. saves which require several of these are considered the hardest. the ones that come to mind are save 8 and 17. they’re the least fun parts of the game since most of the time you can’t really intuitvely tell what you did wrong. the jumps can feel a bit RNG-based, where you either get them or you don’t. this is merely a skill issue and I feel if I had more needle skill this wouldn’t be an issue. there aren’t any 1fs or cancels unless you want to use them to make very specific sections easier. a very useful cancel in particular is used in save 14 after the ledge to give you a larger frame window (about 2 frames) to doublejump through the diagonal. other than that, cancels and other similar needle tech aren’t useful here
every jump is crafted in a surprisingly unique way, where no two jumps play quite the same. considering the game’s notable length (18 saves), this is very impressive. it has its own style without sticking to a formula which is an important distinction to make. it’s stylistic, not formulaic. this detail is beautiful and I truly noticed how well-made this game was when I first noticed it. the theming of this game is also very nice and sleek: no crazy visuals, black blocks, white spikes; and something not often seen up until this game’s release - the inclusion of white shoes to help with setups. these truly do you a lot of good, you’ll really notice when you’re playing another FTFA-like and they’re gone
overall a fantastic game, but unfortunately the last two saves are balanced pretty horribly and are really unfun. it leaves a bit of a sour taste at the end. the game isn’t poorly balanced at all up until the very end. perhaps poorly is a strong word, I just have strong negative feelings about the last two saves
highly recommended!!
[1] Like
about the jumps themselves, there are often forced high framecount jumps (i.e. forced 20f 18f from the right pixel) which are quite difficult. saves which require several of these are considered the hardest. the ones that come to mind are save 8 and 17. they’re the least fun parts of the game since most of the time you can’t really intuitvely tell what you did wrong. the jumps can feel a bit RNG-based, where you either get them or you don’t. this is merely a skill issue and I feel if I had more needle skill this wouldn’t be an issue. there aren’t any 1fs or cancels unless you want to use them to make very specific sections easier. a very useful cancel in particular is used in save 14 after the ledge to give you a larger frame window (about 2 frames) to doublejump through the diagonal. other than that, cancels and other similar needle tech aren’t useful here
every jump is crafted in a surprisingly unique way, where no two jumps play quite the same. considering the game’s notable length (18 saves), this is very impressive. it has its own style without sticking to a formula which is an important distinction to make. it’s stylistic, not formulaic. this detail is beautiful and I truly noticed how well-made this game was when I first noticed it. the theming of this game is also very nice and sleek: no crazy visuals, black blocks, white spikes; and something not often seen up until this game’s release - the inclusion of white shoes to help with setups. these truly do you a lot of good, you’ll really notice when you’re playing another FTFA-like and they’re gone
overall a fantastic game, but unfortunately the last two saves are balanced pretty horribly and are really unfun. it leaves a bit of a sour taste at the end. the game isn’t poorly balanced at all up until the very end. perhaps poorly is a strong word, I just have strong negative feelings about the last two saves
highly recommended!!
Rating: 9.6 96
Difficulty: 84 84
Feb 12, 2025
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