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phgQED
For: I wanna be the tL
For: I wanna be the tL
An incredibly by-the-numbers series of old-school needle screens of below-beginner difficulty, followed by a weird monotonous boss rush, a short vocaloid avoidance finisher, and what appears to be an EX room that was never finished? I'm counting it as the clear screen since you can't go anywhere after.
All in all I have no idea why I played this. I wouldn't really recommend it to anyone, though the avoidance at the very very end was a little bit fun.
[0] Likes
All in all I have no idea why I played this. I wouldn't really recommend it to anyone, though the avoidance at the very very end was a little bit fun.
Rating: 3.0 30
Difficulty: 15 15
Oct 5, 2022
phgQED
For: I wanna be the your friends
For: I wanna be the your friends
This game affected me emotionally in a way I'm not sure how to describe or reconcile. It was not in a positive way. While I did feel a sense of satisfaction upon completing it, I was much more enveloped by overwhelming relief that I was done punishing myself. I think most of the attacks in this avoidance are fun, including the sort of learny star pattern at the end. But the random burst at the VERY end was not my cup of tea, in the same sense that there are many things that are not physically or literally a cup of tea, such as a brick, a bag of oatmeal, or a ravenous komodo dragon.
In any case, if you are interested, and more emotionally resilient, this might be up your alley. I don't know what to rate it.
In any case, if you are interested, and more emotionally resilient, this might be up your alley. I don't know what to rate it.
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: 35 35
Oct 4, 2022
phgQED
For: I wanna elk
For: I wanna elk
This kind of hyper precise single-jump setup needle seems like a type of flavour I have been searching after for a while. One of the peculiarities of needle to me in particular is how skewed the different types of 'precision' can be--while consistency needle leans more into gimmicks and innovation in the raw desing of the jumps, 'technical' needle is a litany of approaches towards different versions of the same thesis: this is difficult, and it is also (perhaps therefore) fun.
It's challenging, for example, to compare a butterfly-like to a goner-like: yes, they're both difficult, and yes, they both have relative freedom after some soft guidelines in terms of tileset and jump types, but they're likely to play completely differently, and articulating why that might be is proving a challenge that might require a lifetime to fully sort out.
What you have in Elk is a combination of full distance corners and planes, mostly. Almost every single jump, when setup properly, will just 'work', which often just means holding a direction and full-jumping at the right time. As intellectually bankrupt as this might be in practice, it is highly gratifying on an emotional level to see the tiny little kid slip through gaps that seem impossible just because he mashed his face on a green block. Specifically, the sparseness of gimmicks and single-jump nature of each save tell me that this creator has sensibilities similar to my own, mostly in terms of squeezing the absolute last pixel out of every jump. Very frequently it will happen during testing of a map, especially a 32px snap screen, where a jump seems like it should be possible but in practice is just barely out of reach. You look at it from afar and the components are so inoccent there's no way they could be impossible; something like two naked spikes there and there, and what would otherwise be the max distance possible horizontally. But, oh, now there's just those two spikes in the way, so your first jump is height limited by just a frame.
It's been a while since my playthru and my review, but I have fond memories of this game, and would recommend it to fans of precision needle.
[0] Likes
It's challenging, for example, to compare a butterfly-like to a goner-like: yes, they're both difficult, and yes, they both have relative freedom after some soft guidelines in terms of tileset and jump types, but they're likely to play completely differently, and articulating why that might be is proving a challenge that might require a lifetime to fully sort out.
What you have in Elk is a combination of full distance corners and planes, mostly. Almost every single jump, when setup properly, will just 'work', which often just means holding a direction and full-jumping at the right time. As intellectually bankrupt as this might be in practice, it is highly gratifying on an emotional level to see the tiny little kid slip through gaps that seem impossible just because he mashed his face on a green block. Specifically, the sparseness of gimmicks and single-jump nature of each save tell me that this creator has sensibilities similar to my own, mostly in terms of squeezing the absolute last pixel out of every jump. Very frequently it will happen during testing of a map, especially a 32px snap screen, where a jump seems like it should be possible but in practice is just barely out of reach. You look at it from afar and the components are so inoccent there's no way they could be impossible; something like two naked spikes there and there, and what would otherwise be the max distance possible horizontally. But, oh, now there's just those two spikes in the way, so your first jump is height limited by just a frame.
It's been a while since my playthru and my review, but I have fond memories of this game, and would recommend it to fans of precision needle.
Rating: 6.7 67
Difficulty: 60 60
Oct 4, 2022
phgQED
For: I wanna be the flower considered explicitly
For: I wanna be the flower considered explicitly
An avoidance that didn't seem appealing initially due to the 20~ish second intro, but that grew on me as I went thru just due to the sheer graphical charm of some of the attacks. I think my favorite was the falling stars.
Tagged as: Avoidance
[0] Likes
Rating: 6.2 62
Difficulty: 20 20
Oct 4, 2022
phgQED
For: I Wanna be the Zeus
For: I Wanna be the Zeus
A hades-like I found significantly more enjoyable than the original hades, thanks mostly to the increase in tidiness in both jumps and tileset. It was also mercifully short, with the last save being the hardest one, so very well balanced in that sense.
[0] Likes
Rating: 6.3 63
Difficulty: 65 65
Oct 4, 2022
11 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna be the (mis)Nomer | 67.9 | 4.9 | 12 |
I Wanna be the AIW | 56.0 | 6.9 | 25 |
I Wanna be the Fleeting Flower Forever | 71.8 | 7.0 | 8 |
Heart-Shaped Triangle | 61.8 | 7.6 | 10 |
I Wanna Meet the Oracle at Delphi | 65.2 | 5.8 | 10 |
I Wanna One Day Wonder | 44.6 | 7.5 | 11 |
Stranded. | 67.9 | 6.6 | 10 |
Suffering | N/A | 6.5 | 4 |
I Wanna [VERB] the [ADJECTIVE] [NOUN] | 67.9 | 6.3 | 11 |
I Wanna – | 61.3 | 5.9 | 8 |
I Wanna — | 55.3 | 7.6 | 12 |
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