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 get the RYOTA's Heart
For: I wanna get the RYOTA's Heart
Kinda weird fangame where you must clear areas represented by the letters that spell the name "Ryota" in order. Some needle-ish areas, medley (I guess?) sections, one section with fake blocks and a few moving obstacles. Just nice platforming overall. The boss is also nice, consisting of two phases with few attacks each, all of which are just fair RNG.
Beneath the relative simplicity of this, there's a storyline that gives a deeper meaning to everything in the game. According to the ReadMe, every stage in the game represents a crucial stage in the life of Ryota (I'll probably never know if Ryota is a real person or just a well thought out character. Probably the former). Every now and then, there's a guy talking in the background. He might be narrating the story or voice acting as the Kid, or even both, I wouldn't know. There's a section where the talking is clearly overdone, as you have to stand still for quite a while listening to the guy before the path forward is unlocked, but it only happens once, so it's fine.
You could see it as a game with weird visuals and a guy in the background that just doesn't stop talking, or you could see it as a game with a neat, involving story, even though it's told in such a simplistic way (Which makes room for the more negative viewpoint. Language barrier doesn't help a lot). Either way, however, it's a fun game, worth checking out. Would recommend.
[2] Likes
Beneath the relative simplicity of this, there's a storyline that gives a deeper meaning to everything in the game. According to the ReadMe, every stage in the game represents a crucial stage in the life of Ryota (I'll probably never know if Ryota is a real person or just a well thought out character. Probably the former). Every now and then, there's a guy talking in the background. He might be narrating the story or voice acting as the Kid, or even both, I wouldn't know. There's a section where the talking is clearly overdone, as you have to stand still for quite a while listening to the guy before the path forward is unlocked, but it only happens once, so it's fine.
You could see it as a game with weird visuals and a guy in the background that just doesn't stop talking, or you could see it as a game with a neat, involving story, even though it's told in such a simplistic way (Which makes room for the more negative viewpoint. Language barrier doesn't help a lot). Either way, however, it's a fun game, worth checking out. Would recommend.
Rating: 6.5
Difficulty: 36
Aug 25, 2017
Xplayerlol
For: I wanna be the Game Terminator 2
For: I wanna be the Game Terminator 2
Rating based on hard-on mode, since it's the lowest difficulty that doesn't use Ez-mode blocks and looks the most like the "intended" difficulty to be played.
Somewhat long adventure thing. It consists of 8 linear, short stages, each of which with a special item (Which may be guarded by a secret boss/platforming area, pretty visible or even within the main route). The Boshy spikes give away what game inspired this thing (If the difficulty selection screen didn't already), but there's none of Boshy's amazing visual choices here: Almost every stage looks bad (Unfitting or just plain ugly backgrounds and tilesets) and the few stages that don't still look nice-ish at best. The platforming itself consists mostly of needle-ish jumps and generic traps (Flying spikes and fake blocks that don't disappear), with some really occasional gimmicks (Ice physics, vines, jump refreshers, and less orthodox stuff like a thing that works like a spring, but activates upon shooting instead of touching), and unwelcome visual effects like the fog in Stage 4 and the section where the screen keeps flipping upside-down in Stage 2. These gimmicks should be enough variety to fill 8 short stages, but most of them are used in a single save only, resulting in more than half of the game being just spam of generic needle jumps (Diagonals, gates) and traps that are just as generic. Meh. The bosses are reminiscent of Boshy/Time Machine, just long loops of attacks involving RNG and patterns, though, just like the platforming, they don't look great (That includes the bosses whose sprites were copy-pasted from Boshy, since their backgrounds are different and don't look so great). Quite a few of them focus their difficulty on a single attack, which may be a trickier pattern or wall-y RNG, but always takes some patience to stomach. Solgryn is a bit different, with a pattern phase that ends with an idiotic attack sequence, a filler phase that consists of a single attack and a choke phase in a ship, the last two being unnecessarily lengthy.
Once you beat the last linear stage, you are sent to a portal room of sorts where you can go back to any stage you want. Now this is where it gets really dumb. In order to progress, you must collect the items from each stage (Which you may not even notice, or simply think of as optional, so if you don't know about them being required beforehand, you're screwed). That is what the portal room is for. However, once you enter one of these stages, there's no shortcut back to the portal room. Basically, even if you only missed Stage 1's item, you'll have to beat the whole game again, including the bosses, as many times as it takes to collect the eight items. Fun.
Getting the items isn't very fun either. Most portals that lead to them are disguised as blocks, and one of them is completely invisible. The secret bosses have the same faults as the normal bosses, and stage 2's boss looks horrendous, with certain projectiles that blend with the background.
Every item you collect unlocks a stage in the second part of the portal room. The item stages, directly themed after Boshy's stages, are way better than the main game. Multiple gimmicks that are explored to a proper extent, actually good visuals, nice amounts of variety. Actually looks like a good game. But most bosses are still bad, with the same issues of focusing their difficulty on a single attack. And then there's Item 6's stage, which is just absolute trash, with ugly visuals, bland platforming and the classic platforming section before the boss I haven't seen since Boshy, here taking the shape of two screens of pits filled with fake blocks that don't disappear and lead to a death pit, followed by another screen of nothing. Basically, there's no save before the boss, so you have to do the entire platforming section every time you die. It doesn't help that the boss is learn-heavy, with bizarre patterns that take more than a few attempts to understand. Just a disgusting stage all around.
So, cleared all the item stages? Guess how you get to the next section. Maybe there's a portal leading to it in the portal room? Nah, that's too simple. Maybe the portal is hidden within one of the main stages? No way, this is not IWBTPlus. Maybe you need to kneel near a wall with a red crystal equipped, then wait for a tornado to take you to the last stage? Nah, you just press '2'. Definitely the first thing anyone thinks of when they want to progress in a game. Anyway, pressing '2' will lead you to a corridor towards the last stage, which you can access from the beginning, but there's a bunch of barriers blocking the way that will gradually disappear as you progress through the game. There's not much to it, just a few sections of triggers and a gimmick where some blocks gradually disappear when you step on them. Nothing special, not horrible (Despite one save filled with nothing that ends with a choke jump and a wind gimmick that shows up out of nowhere and will most likely kill unsuspecting players). And that's it. A bland last stage and no boss. As anticlimactic as it gets.
If you care, the Ez-mode adds a bunch of save points and helpful blocks that avoid/nerf some trickier sections, as well as reducing the HP of each boss by half. It makes the game more bland than it already is, but at least nothing looks like much of a chore in it. Also, would you believe me if I told you that even Ez-mode doesn't have a save before Item 6's boss? Yeah, that's right.
It's mostly just somewhere between uninteresting and bad, with actually good sections later in it, but then the game's structure comes as a huge middle finger up the player's feelings, first with the required items and then with the path towards the last stage, and just makes the game reach a whole new level of bad. The only reason why I didn't rate this lower is because of the item stages, but these can only do so much for the game's quality, specially given that they are almost the last part of the game. Definitely wouldn't recommend.
[3] Likes
Somewhat long adventure thing. It consists of 8 linear, short stages, each of which with a special item (Which may be guarded by a secret boss/platforming area, pretty visible or even within the main route). The Boshy spikes give away what game inspired this thing (If the difficulty selection screen didn't already), but there's none of Boshy's amazing visual choices here: Almost every stage looks bad (Unfitting or just plain ugly backgrounds and tilesets) and the few stages that don't still look nice-ish at best. The platforming itself consists mostly of needle-ish jumps and generic traps (Flying spikes and fake blocks that don't disappear), with some really occasional gimmicks (Ice physics, vines, jump refreshers, and less orthodox stuff like a thing that works like a spring, but activates upon shooting instead of touching), and unwelcome visual effects like the fog in Stage 4 and the section where the screen keeps flipping upside-down in Stage 2. These gimmicks should be enough variety to fill 8 short stages, but most of them are used in a single save only, resulting in more than half of the game being just spam of generic needle jumps (Diagonals, gates) and traps that are just as generic. Meh. The bosses are reminiscent of Boshy/Time Machine, just long loops of attacks involving RNG and patterns, though, just like the platforming, they don't look great (That includes the bosses whose sprites were copy-pasted from Boshy, since their backgrounds are different and don't look so great). Quite a few of them focus their difficulty on a single attack, which may be a trickier pattern or wall-y RNG, but always takes some patience to stomach. Solgryn is a bit different, with a pattern phase that ends with an idiotic attack sequence, a filler phase that consists of a single attack and a choke phase in a ship, the last two being unnecessarily lengthy.
Once you beat the last linear stage, you are sent to a portal room of sorts where you can go back to any stage you want. Now this is where it gets really dumb. In order to progress, you must collect the items from each stage (Which you may not even notice, or simply think of as optional, so if you don't know about them being required beforehand, you're screwed). That is what the portal room is for. However, once you enter one of these stages, there's no shortcut back to the portal room. Basically, even if you only missed Stage 1's item, you'll have to beat the whole game again, including the bosses, as many times as it takes to collect the eight items. Fun.
Getting the items isn't very fun either. Most portals that lead to them are disguised as blocks, and one of them is completely invisible. The secret bosses have the same faults as the normal bosses, and stage 2's boss looks horrendous, with certain projectiles that blend with the background.
Every item you collect unlocks a stage in the second part of the portal room. The item stages, directly themed after Boshy's stages, are way better than the main game. Multiple gimmicks that are explored to a proper extent, actually good visuals, nice amounts of variety. Actually looks like a good game. But most bosses are still bad, with the same issues of focusing their difficulty on a single attack. And then there's Item 6's stage, which is just absolute trash, with ugly visuals, bland platforming and the classic platforming section before the boss I haven't seen since Boshy, here taking the shape of two screens of pits filled with fake blocks that don't disappear and lead to a death pit, followed by another screen of nothing. Basically, there's no save before the boss, so you have to do the entire platforming section every time you die. It doesn't help that the boss is learn-heavy, with bizarre patterns that take more than a few attempts to understand. Just a disgusting stage all around.
So, cleared all the item stages? Guess how you get to the next section. Maybe there's a portal leading to it in the portal room? Nah, that's too simple. Maybe the portal is hidden within one of the main stages? No way, this is not IWBTPlus. Maybe you need to kneel near a wall with a red crystal equipped, then wait for a tornado to take you to the last stage? Nah, you just press '2'. Definitely the first thing anyone thinks of when they want to progress in a game. Anyway, pressing '2' will lead you to a corridor towards the last stage, which you can access from the beginning, but there's a bunch of barriers blocking the way that will gradually disappear as you progress through the game. There's not much to it, just a few sections of triggers and a gimmick where some blocks gradually disappear when you step on them. Nothing special, not horrible (Despite one save filled with nothing that ends with a choke jump and a wind gimmick that shows up out of nowhere and will most likely kill unsuspecting players). And that's it. A bland last stage and no boss. As anticlimactic as it gets.
If you care, the Ez-mode adds a bunch of save points and helpful blocks that avoid/nerf some trickier sections, as well as reducing the HP of each boss by half. It makes the game more bland than it already is, but at least nothing looks like much of a chore in it. Also, would you believe me if I told you that even Ez-mode doesn't have a save before Item 6's boss? Yeah, that's right.
It's mostly just somewhere between uninteresting and bad, with actually good sections later in it, but then the game's structure comes as a huge middle finger up the player's feelings, first with the required items and then with the path towards the last stage, and just makes the game reach a whole new level of bad. The only reason why I didn't rate this lower is because of the item stages, but these can only do so much for the game's quality, specially given that they are almost the last part of the game. Definitely wouldn't recommend.
Rating: 1.5
Difficulty: 62
Aug 24, 2017
Xplayerlol
For: I wanna happy birthday to a17
For: I wanna happy birthday to a17
Fun fangame consisting of two stages. The first one is built around long sections of triggers with easier needle-ish jumps and occasionally some other stuff in-between. The moving platforms are painfully slow, but they are a minor part of the platforming, so that's usually not a problem (Except for the second screen, where you need to ride one of these for a decent while twice). Ignoring those, it's a pretty enjoyable stage. The second stage consists of needle mixed with RNG cherries that are used in multiple ways (Falling out of the ceiling, for example). It's enjoyable, and there's nothing bad about it. Once you beat both stages, a "Thank you for playing" screen shows up, but if you go to the right, there's still an avoidance you can play. It's pretty slow-paced and not very likeable, as most of its attacks are fillers, only the last few being a somewhat decent challenge for newcomers (The song is lovely, though). Really nice visuals, chill musics and there's cake to whoever beats the avoidance ^^.
It's a pretty nice way of spending a couple minutes. Would recommend.
[0] Likes
It's a pretty nice way of spending a couple minutes. Would recommend.
Rating: 7.6
Difficulty: 39
Aug 21, 2017
Xplayerlol
For: I Wanna Break The Title Card
For: I Wanna Break The Title Card
Rating doesn't include extra content, and is based on version 1.21.
Interesting needle game consisting of five stages, each of which is themed on a specific medley game. The catch here is that the entire game is played inside title screens, while the rest of the game's screen is covered by a random background. These title screens work exactly like any those you can see in almost any medley game: Quickly showing up on the top right corner of the screen, then slowly fading away, the difference being that, instead of a game's title screen, it contains either, a needle trials screen or a joke avoidance (The stage's "boss"). The first stage works as an introduction to the core gimmick of the game, featuring straight needle only, and then the next stages introduce their own minor gimmicks, like water, dotkid segments and facescrapper segments, the last stage reuniting the previous stages' gimmicks with its own. It's a decent amount of variety that keeps the game fresh, despite its relatively extensive length.
Additionally, it also features achievements, if you want to go for those (None that sounds very exciting to go for, but they are optional anyway), and a low-nausea mode for people that want to play the needle but don't feel very excited about the core gimmick (Constantly paying attention to a screen that keeps scrolling in and out all the time isn't very healthy to the eyesight, after all), two extras that expand the game in different ways (One by amplifying the audience it caters to, and the other one by increasing the length of the game with optional content). And finally, I really like how many references each stage has towards their theme game, it shows an amount of effort you don't see a lot of in meme games like this (Or even among more serious fangames).
With that being said, it does have a few drawbacks. The main gimmick of the game makes the player rush through every single room, but the minor gimmicks of each stage usually require some time for the player to get used to them, a time that the game doesn't give you. The facescrapper gimmick, particularly, takes quite a while to get used to, due to its weird hitbox. The result is the feeling of frustration and the lack of fun that quite a few players have experienced. There isn't much that could be done to avoid that while keeping the game's roots intact, but it's still a drawback nevertheless, and a pretty big one. Some minor drawbacks are the wonky difficulty curve (Quite a few individual saves that are way harder than the average difficulty of the stage they belong in) and the somewhat loud death sound some stages have (Namely the ones that use Kamilia 3's death sound, which is already awful by itself).
It's a pretty nice needle game overall. Fun platforming with a decent amount of variety, an interesting main gimmick and a handful of neat minor details. The core gimmick makes it way grindier than it should be, but if you don't mind that, you probably will have a good time (Specially if you know the games it references). Would recommend.
[4] Likes
Interesting needle game consisting of five stages, each of which is themed on a specific medley game. The catch here is that the entire game is played inside title screens, while the rest of the game's screen is covered by a random background. These title screens work exactly like any those you can see in almost any medley game: Quickly showing up on the top right corner of the screen, then slowly fading away, the difference being that, instead of a game's title screen, it contains either, a needle trials screen or a joke avoidance (The stage's "boss"). The first stage works as an introduction to the core gimmick of the game, featuring straight needle only, and then the next stages introduce their own minor gimmicks, like water, dotkid segments and facescrapper segments, the last stage reuniting the previous stages' gimmicks with its own. It's a decent amount of variety that keeps the game fresh, despite its relatively extensive length.
Additionally, it also features achievements, if you want to go for those (None that sounds very exciting to go for, but they are optional anyway), and a low-nausea mode for people that want to play the needle but don't feel very excited about the core gimmick (Constantly paying attention to a screen that keeps scrolling in and out all the time isn't very healthy to the eyesight, after all), two extras that expand the game in different ways (One by amplifying the audience it caters to, and the other one by increasing the length of the game with optional content). And finally, I really like how many references each stage has towards their theme game, it shows an amount of effort you don't see a lot of in meme games like this (Or even among more serious fangames).
With that being said, it does have a few drawbacks. The main gimmick of the game makes the player rush through every single room, but the minor gimmicks of each stage usually require some time for the player to get used to them, a time that the game doesn't give you. The facescrapper gimmick, particularly, takes quite a while to get used to, due to its weird hitbox. The result is the feeling of frustration and the lack of fun that quite a few players have experienced. There isn't much that could be done to avoid that while keeping the game's roots intact, but it's still a drawback nevertheless, and a pretty big one. Some minor drawbacks are the wonky difficulty curve (Quite a few individual saves that are way harder than the average difficulty of the stage they belong in) and the somewhat loud death sound some stages have (Namely the ones that use Kamilia 3's death sound, which is already awful by itself).
It's a pretty nice needle game overall. Fun platforming with a decent amount of variety, an interesting main gimmick and a handful of neat minor details. The core gimmick makes it way grindier than it should be, but if you don't mind that, you probably will have a good time (Specially if you know the games it references). Would recommend.
Rating: 7.3
Difficulty: 58
Aug 19, 2017
Xplayerlol
For: I wanna be the Virtualance
For: I wanna be the Virtualance
Cute, extremely slow-paced avoidance that derives its difficulty from the amount of projectiles it keeps on screen. Due to how slow it is, every single of its patterns can be figured out on your first attempt (Even the more complex ones) and the RNG attacks are all properly readable and dodgeable regardless of how clustered the screen is, which makes it a very fair fight. The difficulty is kept constant through the whole fight, and the different attacks coming from all directions force the player to constantly move around, so it's just lots of fun all around. Cute visuals, lovely music, not too lengthy or too short.
There's pretty much nothing wrong with it, and everything right about it. Highly recommended (Unless you particularly dislike slow-paced avoidances for some reason).
There's pretty much nothing wrong with it, and everything right about it. Highly recommended (Unless you particularly dislike slow-paced avoidances for some reason).
Tagged as: Avoidance
[5] Likes
Rating: 8.7
Difficulty: 42
Aug 15, 2017
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