xva's Profile
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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
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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
xva
For: I wanna be the GGM
For: I wanna be the GGM
im tempted to write like a ten thousand word review as a joke but im a lazy bastard and i wont do that
[0] Likes
Rating: 2.0 20
Difficulty: 12 12
Nov 18, 2024
xva
For: I wanna find a Needle in a Haystack
For: I wanna find a Needle in a Haystack
honestly? I really like this game, even though I should have no right to. with all the bad things I had to say about CN1 and how much I didn't enjoy it, you'd expect me to hate this game. it really shouldn't be any fun considering the entire game is just a bunch of buffed CN1 floors. however, there exist a ton of things that make this game quite special. for instance, I'll begin with a blanket statement: there's a lot of charm this game has, mostly in the way it buffs these screens. pretty much every single save in the entire game gives you that feeling of "holy shit that was close thank god I made it" that you'd only get in the late floors of CN1. despite the twists being quite subtle and/or only noticeable if you've played or beaten CN1, they still work extremely well and play as well as the original does at its peak. it perfectly revitalizes all 25 screens, making them feel fresh and new, even though they realistically shouldn't feel that way
this game was sort of like a walk down memory lane, remembering the floors of CN1 as I played through it. I'm typing this as if I beat CN1 years ago, but no, my clear of CN1 wasn't even a year ago. the fact this game can evoke this feeling is pretty much entirely thanks to the notoriety and fame that is attributed to Crimson Needle 1. it was a very memorable and unique game for its time, and I'm sure you know still is to this day. it's been remixed, remade, reimagined and rebuilt a million times before, each time in a way ever so slightly different from the last. this game was one of the first, if not *the* first remake of CN1. in a way that makes it quite special, as it likely started this trend of some sort - of remaking CN1 (or making CN1-like things) in unofficial and different ways. for the historical factor alone, this game should be remembered for years to come, as the first of many to come
highly recommended, it might not be for everyone but I'd recommend playing and clearing it just to say you did
[0] Likes
this game was sort of like a walk down memory lane, remembering the floors of CN1 as I played through it. I'm typing this as if I beat CN1 years ago, but no, my clear of CN1 wasn't even a year ago. the fact this game can evoke this feeling is pretty much entirely thanks to the notoriety and fame that is attributed to Crimson Needle 1. it was a very memorable and unique game for its time, and I'm sure you know still is to this day. it's been remixed, remade, reimagined and rebuilt a million times before, each time in a way ever so slightly different from the last. this game was one of the first, if not *the* first remake of CN1. in a way that makes it quite special, as it likely started this trend of some sort - of remaking CN1 (or making CN1-like things) in unofficial and different ways. for the historical factor alone, this game should be remembered for years to come, as the first of many to come
highly recommended, it might not be for everyone but I'd recommend playing and clearing it just to say you did
Rating: 8.2 82
Difficulty: 78 78
Nov 18, 2024
xva
For: I wanna be the Crimson ripoff
For: I wanna be the Crimson ripoff
this game somewhat fails to capture the feeling of CN1 in many ways, as it introduces a lot of things that would just plainly never be in CN1, the biggest one being jumprefreshers. along with them, there's also certain needle styles that appear that don't fit CN1, like the style of precision needle featured in this game. that precision needle example might be seen as nitpicking and I entirely understand that - after all, it's a ripoff, it's not exactly meant to be a masterpiece. despite the fact it is exactly that (a ripoff), it's not a bad game at all. there's a bunch of fun needle that has a much better difficulty curve than whatever the hell CN1 was doing. of course like in every game ever, there's misses. in this game, my least favorite area was the jumprefresher area somewhere around the middle of the game, and the Saturn tileset (F40-F42) which was just tilting. other than that, everything else was pretty fun to play. decent final floor, it isn't as disappointing as I was expecting it to be since CN1 F100 is quite lame
recommended, fun game
[0] Likes
recommended, fun game
Rating: 7.2 72
Difficulty: 67 67
Nov 17, 2024
xva
For: I wanna be the Lune Barrage
For: I wanna be the Lune Barrage
a somewhat low-effort and ugly barrage avoidance that focuses on being 100% RNG and having high projectile speed in every attack. it's quite fun to play mindlessly, especially since final is very luck-based. I cleared after about 9 final attempts with the 9th being the clear, so it's not absurdly luck-based. the issue with final is simple - there's a whole ton of shit just about everywhere and the cherries move at speeds in excess of Mach 10. music is probably the weakest point of the game, it's very lame and unfitting. I'd expect something a little faster and more hectic, but instead you get.. whatever it's meant to be
*valid warning: no relation to "I wanna be the Lune"
[0] Likes
*valid warning: no relation to "I wanna be the Lune"
Rating: 3.8 38
Difficulty: 66 66
Nov 17, 2024
xva
For: I wanna be the cliarurclui
For: I wanna be the cliarurclui
pretty sub-par game here, I suppose it's somewhat fun to mindlessly run through, since it really doesn't require much thought to play and beat. 100 floors of needle you've already played and bosses you've already beaten before at some point. notably, this game has 20 diamonds that you can collect to get the true ending. this, to my knowledge, grants you no extra content but just displays the amount of diamonds you've collected as 20 on the clear screen. mind you, these diamonds are a pain in the ass to get and most of the time you'll just end up skipping them anyway. in case you do skip them, say goodbye to that "true end" idea, since this game has some sort of anti-save-manipulation mechanism that prevents you from savehacking quite literally anywhere in the game. this is extremely annoying and pretty much pointless - savehacking isn't often used for skipping things that you find too hard. it's usually for going back for things you've missed or getting out of softlocks. this savehack protection is an awful idea and I firmly believe less games should do stupid things like this
an interesting thing about this game is that in the second half of the game, the platforming gets oddly more difficult, spamming lots of named jumps that teeter on the edge precision needle. there's inverts, double diamonds, a super F, planes, corners, etc. floor 84 is the best room in the game, it's reminiscent of I wanna be the Butterfly in a way, except you have to account for jump timings and cherry RNG, not just arbitrary timings. honestly it's a really fun screen and could maybe have been worth getting to - if not for the fact that the game's instantly gonna descend in quality the moment you exit 84
[0] Likes
an interesting thing about this game is that in the second half of the game, the platforming gets oddly more difficult, spamming lots of named jumps that teeter on the edge precision needle. there's inverts, double diamonds, a super F, planes, corners, etc. floor 84 is the best room in the game, it's reminiscent of I wanna be the Butterfly in a way, except you have to account for jump timings and cherry RNG, not just arbitrary timings. honestly it's a really fun screen and could maybe have been worth getting to - if not for the fact that the game's instantly gonna descend in quality the moment you exit 84
Rating: 4.0 40
Difficulty: 59 59
Nov 16, 2024
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