xva's Profile
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emperor fan B)
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487 Reviews!
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xva
For: I wanna be the Green Moon
For: I wanna be the Green Moon
a short but enjoyable game. unfortunately I can't give it a higher rating on account of it feeling unfinished and otherwise being very short. there's some fun 32px trigger needle with some clever fakeouts/traps that you likely won't expect. bosses are quite simple, you'll likely recognize them if you've played K2; they're the guys in the 2nd boss that sit at the sides and throw bouncing rocks. kinda weird seeing them not using these rocks at all and just using cherries like most other fangame bosses
recommended, you'll likely beat this in under 30 minutes
[0] Likes
recommended, you'll likely beat this in under 30 minutes
Rating: 5.8
Difficulty: 36
Nov 23, 2024
xva
For: I wanna taste the Entrance
For: I wanna taste the Entrance
entirely miserable entrance fight with some of the worst balancing known to mankind. the curving code that is used in this game is the worst, most illogical, most braindead shit I've ever seen in my entire life. they randomly change speed and the way they're curving in such incomprehensibly stupid ways that they border on unreadability. the drop is where 95% of the difficulty lies, since the curving spam becomes so unbearably dumb and unreadable that you're just left hoping that nothing kills you. this essentially makes it so you repeatedly reach final and die. this will happen multiple times in a row and you'll just have to learn to deal with it. final is luck-based for two reasons: the bursts, which constrict your space to move way too much, allowing you to be walled by 1 cherry that curves the wrong way (granted they curve in the most utterly braindead way imaginable so expect this to happen more often than not). true final is nothing compared to the attacks before it and you likely won't die to it if you're semi-competent.
oh yeah and also the needle just exists, it's kinda lame and uninteresting. more importantly the music in it is pretty bad too
absolutely not recommended, very bad, poorly balanced and luck-based
[0] Likes
oh yeah and also the needle just exists, it's kinda lame and uninteresting. more importantly the music in it is pretty bad too
absolutely not recommended, very bad, poorly balanced and luck-based
Rating: 1.0
Difficulty: 72
Nov 23, 2024
xva
For: Non-Conforming Avoiance 3
For: Non-Conforming Avoiance 3
hope you find a way to fix the d key on you® keyboa®d (in my case the key between e and t is broken)
[2] Likes
Rating: 7.3
Difficulty: 12
Nov 22, 2024
xva
For: I wanna be the Dieary
For: I wanna be the Dieary
very interesting and old adventure game. something I really like about this game is its very unique and never-before-seen platforming, along with some standard bosses with equally good ideas thrown in
the game's generally yume nikki-styled, so some weird stuff is to be expected. the way you even access any of the stages in the game is to go to sleep until its nighttime, then go through the door at the top. most stages have secret items and a boss, where the stage outweighs the boss in difficulty pretty much every time. this game's difficulty is derived from like two main stages (purple and red trap-heavy areas) which both have the hardest platforming in the game not counting the last stage. the rainbowloid 9hp boss is my favorite, as it has quite a unique gimmick to it. it's something you'd expect to see in a game like Emperor (partially since Emperor has a boss that is rather similar to this - Reimu). the other bosses all have unique ideas or unique execution. a unique idea would be the bomb boss, while unique execution would be the wolf boss. what other bosses do you know of that shoot WWF logos at you and have two phases, of which the second is accessed by physically dropping down to the room below where the next phase begins. see what I mean?
there's also some weird doll room you can access by sleeping too much. it's just a jpg of a closeup of a hollow-eyed doll that slowly approaches you and kills you. I found that quite memorable for some reason, it kinda freaked me out when I first got to it by accident
overall good game, has some rough patches but is generally fun. recommended
[0] Likes
the game's generally yume nikki-styled, so some weird stuff is to be expected. the way you even access any of the stages in the game is to go to sleep until its nighttime, then go through the door at the top. most stages have secret items and a boss, where the stage outweighs the boss in difficulty pretty much every time. this game's difficulty is derived from like two main stages (purple and red trap-heavy areas) which both have the hardest platforming in the game not counting the last stage. the rainbowloid 9hp boss is my favorite, as it has quite a unique gimmick to it. it's something you'd expect to see in a game like Emperor (partially since Emperor has a boss that is rather similar to this - Reimu). the other bosses all have unique ideas or unique execution. a unique idea would be the bomb boss, while unique execution would be the wolf boss. what other bosses do you know of that shoot WWF logos at you and have two phases, of which the second is accessed by physically dropping down to the room below where the next phase begins. see what I mean?
there's also some weird doll room you can access by sleeping too much. it's just a jpg of a closeup of a hollow-eyed doll that slowly approaches you and kills you. I found that quite memorable for some reason, it kinda freaked me out when I first got to it by accident
overall good game, has some rough patches but is generally fun. recommended
Rating: 7.6
Difficulty: 63
Nov 22, 2024
xva
For: I wanna be the 500
For: I wanna be the 500
one of the most horrendous concepts for a game I've ever seen. this game is structured in just about the worst way imaginable, and I do not say that lightly. this game is very, very poorly made and you should not play it for any reason
the game boils down to one idea that, at its core, is an innately terrible idea and should've been shelved years ago at this game's conception. this idea is one trap-heavy stage with a 500-second timer. there's no restarting and dying causes you to be forced to wait about a second before being able to restart. this isn't that annoying of a gimmick, but the issues are derived from what comes after this platforming and the trap design itself. traps are relentless instagibs that just pile onto each other, and after this platforming segment, you have to play and beat a very boring and uninteresting Miku avoidance where you'll just die to the end repeatedly. the last attack is somewhat luck-based and makes little to no sense, you just stand in the middle and hope for the best. the Miku avoidance does suck, but it isn't anything too bad. the problem is - you have only like 5 attempts at this boss per every time you reach it. you know what that means? that means you'll have to rebeat the stage before this boss several times. you'll eventually get this shit down so much that you'll be doing it basically deathless, giving you essentially the maximum amount of time to clear Miku (around 430 seconds I think)
after beating Miku, you're thrown into this room where the countdown is removed but there's a new idea now. this one's not great either - go back to the beginning, no time limit this time, but find 4 secrets randomly strewn throughout the very "fun" trap stage you already beat like 10 times. these secrets are designed pretty much in the same exact way as the regular stage. more annoying instagib garbage, this time with the added fun of the saves being very long, therefore causing maximum time loss (time as in, the time you have left on this Earth) and maximum suffering. oh and you also have to fight a buffed, more annoying version of Miku. I'm pretty sure all poroniumu did was double the bullet density and call it a day, since the ending patterns seem to be entirely the same
complete and utter waste of time, this game is designed to cause nothing but pain and suffering. avoid this one at all costs
[0] Likes
the game boils down to one idea that, at its core, is an innately terrible idea and should've been shelved years ago at this game's conception. this idea is one trap-heavy stage with a 500-second timer. there's no restarting and dying causes you to be forced to wait about a second before being able to restart. this isn't that annoying of a gimmick, but the issues are derived from what comes after this platforming and the trap design itself. traps are relentless instagibs that just pile onto each other, and after this platforming segment, you have to play and beat a very boring and uninteresting Miku avoidance where you'll just die to the end repeatedly. the last attack is somewhat luck-based and makes little to no sense, you just stand in the middle and hope for the best. the Miku avoidance does suck, but it isn't anything too bad. the problem is - you have only like 5 attempts at this boss per every time you reach it. you know what that means? that means you'll have to rebeat the stage before this boss several times. you'll eventually get this shit down so much that you'll be doing it basically deathless, giving you essentially the maximum amount of time to clear Miku (around 430 seconds I think)
after beating Miku, you're thrown into this room where the countdown is removed but there's a new idea now. this one's not great either - go back to the beginning, no time limit this time, but find 4 secrets randomly strewn throughout the very "fun" trap stage you already beat like 10 times. these secrets are designed pretty much in the same exact way as the regular stage. more annoying instagib garbage, this time with the added fun of the saves being very long, therefore causing maximum time loss (time as in, the time you have left on this Earth) and maximum suffering. oh and you also have to fight a buffed, more annoying version of Miku. I'm pretty sure all poroniumu did was double the bullet density and call it a day, since the ending patterns seem to be entirely the same
complete and utter waste of time, this game is designed to cause nothing but pain and suffering. avoid this one at all costs
Rating: 0.6
Difficulty: 47
Nov 21, 2024
xva
For: I Wanna be the Scapegoat
For: I Wanna be the Scapegoat
fairly long adventure game with a bunch of content. I found it quite enjoyable and well-made, despite dagger being well-known for recycling a whole ton of assets for his games. I'd say that every room is well designed and unique, with the exception of a few that have unfun gimmicks that are either poorly implemented, aren't fun to work with, or are impeded by my difficulty of choice - that being hard. my other complaint is that this game could've done with some more unique spritework in particular areas. as I said, dagger doesn't only derive gimmicks and design from his other games, he does the same with sprites. I'm more so surprised there's no Hades spikes in this entire massive game
there's 6 areas, all with a bunch of stages within them and a boss. these stages usually cycle around one simple gimmick that isn't all too hard to grasp. there's a whole lot of them, like 15+ unique gimmick ideas I'd like to think. the stage design on its own is very good, utilizing some interesting pathing and mild puzzle solving, like in the stage with the gimmick that makes you collect these blue fire things that slow you down, where collecting too many make some jumps impossible. bosses are very easy compared to the stages, however this could be yet again a consequence of playing on hard. either way, the most notable bosses are Miku for having some pretty tough patterns for the difficulty I expected it to be, and the final boss for which I can say the same. final boss is also by far the most difficult one, but isn't anything too crazy. I beat it within about 20-30 minutes, since all I needed to figure out was the blue cherry pattern at the end
recommended
[0] Likes
there's 6 areas, all with a bunch of stages within them and a boss. these stages usually cycle around one simple gimmick that isn't all too hard to grasp. there's a whole lot of them, like 15+ unique gimmick ideas I'd like to think. the stage design on its own is very good, utilizing some interesting pathing and mild puzzle solving, like in the stage with the gimmick that makes you collect these blue fire things that slow you down, where collecting too many make some jumps impossible. bosses are very easy compared to the stages, however this could be yet again a consequence of playing on hard. either way, the most notable bosses are Miku for having some pretty tough patterns for the difficulty I expected it to be, and the final boss for which I can say the same. final boss is also by far the most difficult one, but isn't anything too crazy. I beat it within about 20-30 minutes, since all I needed to figure out was the blue cherry pattern at the end
recommended
Rating: 6.7
Difficulty: 68
Nov 21, 2024
xva
For: I wanna end the rainbow miku
For: I wanna end the rainbow miku
rare example of a game that essentially requires you to clear another game to be able to clear this one (that game being I wanna be the rainbow MIKU). thankfully, if you know all the patterns this isn't that difficult
last miku is lowkey worth waiting half an hour for
[0] Likes
last miku is lowkey worth waiting half an hour for
Rating: 4.5
Difficulty: 68
Nov 20, 2024
xva
For: I wanna be the rainbow MIKU
For: I wanna be the rainbow MIKU
this game is extremely varied in almost every aspect - half the Miku fights are sub-par, long and boring; while the other half are better, more fun and more intuitively designed than the rest. it doesn't really matter in which order you beat the bosses (as per usual), but do have in mind that you have a roughly 50% chance to get an unfun and boring Miku fight rather than a fun and enjoyable one. the bosses themselves are all fairly long but aren't individually all too difficult. most of the difficulty comes from the EX boss (or whatever the red warp boss is called). this is legitimately one of, if not **THE** most boring thing ever created. it's like a 6 minute fight that has the slowest Miku song imaginable. I don't think any of the cherries move anywhere above 6 velocity, so you'll be bored out of your mind. just try not to fall asleep as you do need to occasionally dodge things.
there's also platforming in the game that is kinda hard but also very unique. yellow stage in particular had some fun platforming, along with orange, but not green. green is just annoying, especially since I died to the last two jumps 7 times in total. that is by far one of the unluckiest things to happen to me and I will forever stand by that
one important thing about the yellow Miku fight that you should know: dont look up dont look up dont look up dont look up dont look up dont look up dont look up
[0] Likes
there's also platforming in the game that is kinda hard but also very unique. yellow stage in particular had some fun platforming, along with orange, but not green. green is just annoying, especially since I died to the last two jumps 7 times in total. that is by far one of the unluckiest things to happen to me and I will forever stand by that
one important thing about the yellow Miku fight that you should know: dont look up dont look up dont look up dont look up dont look up dont look up dont look up
Rating: 4.5
Difficulty: 68
Nov 20, 2024
xva
For: I wanna die to the Spike
For: I wanna die to the Spike
one of the most generic and unmemorable needle games to ever exist. it's like some K3 fanboy opened up jtool and started just placing shit at random, just to the point where he couldn't beat it. I suppose it's not AIDS, as all the jumps make some sort of sense at least. I really don't have much else to say other than.. I guess the visuals are nice? the falling screen is the most interesting one despite it having a very bad maneuver in the middle (the area where you need to doublejump to get through). that's like the only screen I remember. oh and also, the last save is miserable due to the first drop being really annoying. entire save is just kinda grindy and boring
...sort of like the entire game
[1] Like
...sort of like the entire game
Rating: 4.9
Difficulty: 78
Nov 19, 2024
xva
For: I wanna be the Color
For: I wanna be the Color
rating based on hard + all secrets
a few important things to know about this game before I begin the actual review:
- the first 3 stages all have secrets that are all difficult to figure out and are substantially harder than the platforming found within the stage (with the exception of the top stage's secret)
- the last stage does not have secrets
- there is no extra, the game ends at the credits
- the iframes on all bosses refresh if they don't run out, so don't mash
now, onto the review:
very good game, certainly a classic. despite it's age, it clearly shows that people were still capable of making fun and intuitive trap gameplay more than a decade ago. a lot of people speak about the bosses in this game kinda sucking and being RNG-dependant or "luck-based". I entirely disagree with this, there's maybe only one boss that's somewhat luck-based in the whole entire game and that's the buffed Mr. Game & Watch boss. everything else can be done pretty regularly without much difficulty if you're somewhat skilled and have half-decent reaction time.
while on the topic of bosses, there are few and far between. most notable is the Death boss, which functions kinda like a 4-key rhythm game of some sort. "functions" is a generous word because the cherries are choreographed poorly and you'll end up pressing the wrong key and dying half the time. I'm pretty sure it's RNG as well, it's slightly different every time. fortunately, what makes this not really a rhythm game is that a) it's not synced to the music at all; and b) you can move around and dodge the cherries that are coming at you. I recommend alternating between your movement keys and pressing the DFJK keys at the same time. doing these inputs in bursts of 2-3 (or even 4) every time you see four unique colors anywhere in your peripheral vision for a long enough period is eventually going to lead to clearing this boss. it's an endurance fight, you don't have to clear up all the cherries, as I'm pretty sure it's just a certain amount of time that needs to pass in order for the clear condition to be met. the rest of the bosses range from alright to pretty fun. the buffed kid boss is notably difficult but, as I said earlier: not unfair. final boss/avoidance is fun, but not anywhere near difficult enough for where it's at in the game. the lovetrap pattern in it is laughably easy but still satisfying to execute. idk, I like how these patterns look, especially with all the colors and whatnot
platforming is great and of decent length too. the creator never seems like he's running out of ideas and manages to make unique and fun trap gameplay all throughout. there is some raw needle too, it isn't all pure trap gameplay. most notable is the top stage, as it has the most fun design and the most traps. the traps aren't bullshit unreactable unpredictable instagibs, but are usually traps that make you somewhat entertained since you didn't expect them. final stage, only accessible by obtaining all secrets, is made substantially harder with the addition of playing on hard instead of medium. there are multiple instances of shorter and much more difficult precision-based saves that get lumped together with longer consistency saves, forming insane chokejumps like the falling sphincter in one of the early screens. the setup I found for this is a bit of a nightmare and includes a falling frame-perfect 1f. however, this is likely not the only setup and realistically wasn't that hard to pull off since the needle before it is quite simple
overall great classic adventure game, highly recommended!
[0] Likes
a few important things to know about this game before I begin the actual review:
- the first 3 stages all have secrets that are all difficult to figure out and are substantially harder than the platforming found within the stage (with the exception of the top stage's secret)
- the last stage does not have secrets
- there is no extra, the game ends at the credits
- the iframes on all bosses refresh if they don't run out, so don't mash
now, onto the review:
very good game, certainly a classic. despite it's age, it clearly shows that people were still capable of making fun and intuitive trap gameplay more than a decade ago. a lot of people speak about the bosses in this game kinda sucking and being RNG-dependant or "luck-based". I entirely disagree with this, there's maybe only one boss that's somewhat luck-based in the whole entire game and that's the buffed Mr. Game & Watch boss. everything else can be done pretty regularly without much difficulty if you're somewhat skilled and have half-decent reaction time.
while on the topic of bosses, there are few and far between. most notable is the Death boss, which functions kinda like a 4-key rhythm game of some sort. "functions" is a generous word because the cherries are choreographed poorly and you'll end up pressing the wrong key and dying half the time. I'm pretty sure it's RNG as well, it's slightly different every time. fortunately, what makes this not really a rhythm game is that a) it's not synced to the music at all; and b) you can move around and dodge the cherries that are coming at you. I recommend alternating between your movement keys and pressing the DFJK keys at the same time. doing these inputs in bursts of 2-3 (or even 4) every time you see four unique colors anywhere in your peripheral vision for a long enough period is eventually going to lead to clearing this boss. it's an endurance fight, you don't have to clear up all the cherries, as I'm pretty sure it's just a certain amount of time that needs to pass in order for the clear condition to be met. the rest of the bosses range from alright to pretty fun. the buffed kid boss is notably difficult but, as I said earlier: not unfair. final boss/avoidance is fun, but not anywhere near difficult enough for where it's at in the game. the lovetrap pattern in it is laughably easy but still satisfying to execute. idk, I like how these patterns look, especially with all the colors and whatnot
platforming is great and of decent length too. the creator never seems like he's running out of ideas and manages to make unique and fun trap gameplay all throughout. there is some raw needle too, it isn't all pure trap gameplay. most notable is the top stage, as it has the most fun design and the most traps. the traps aren't bullshit unreactable unpredictable instagibs, but are usually traps that make you somewhat entertained since you didn't expect them. final stage, only accessible by obtaining all secrets, is made substantially harder with the addition of playing on hard instead of medium. there are multiple instances of shorter and much more difficult precision-based saves that get lumped together with longer consistency saves, forming insane chokejumps like the falling sphincter in one of the early screens. the setup I found for this is a bit of a nightmare and includes a falling frame-perfect 1f. however, this is likely not the only setup and realistically wasn't that hard to pull off since the needle before it is quite simple
overall great classic adventure game, highly recommended!
Rating: 8.4
Difficulty: 66
Nov 19, 2024
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