xva's Profile
Send a PMJoined on: Jan 20, 2023
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emperor fan
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xva
For: I wanna find a Needle in a Haystack 2
For: I wanna find a Needle in a Haystack 2
Haystack 2 pulls off being messy and weird in a good way, so much so that it turns chaotic and absurd. unfortunately, Haystack 2's father-game of sorts - CN1, completely fails at this and just remains plainly messy, uncomfortable and really difficult. this game exhibits tons of strange jumps and a whole lot of odd and unusual movements that are most definitely different from anything you've previously played. this game has a unique atmosphere, having no music at all. while it's a brave design decision, I feel it fits the game, as I can't quite picture what the right soundtrack for this type of needle would be
there are several 'needle takes' as I like to call them. I'd define 'needle takes' as weird, unusual and crazy-looking jumps. a prime example of this would be the final screen of Haystack 1 - featuring CN1 floor 80.. with a double diamond at the end. this game features quite a few, none quite as crazy as that one, though. speaking of double diamonds, there's a save with essentially two double diamonds and more difficult needle in between (f29). f32 is notably bad as it contains the worst save in the game - an annoying, grindy (precision?) save. this one took by far the most deaths and I consider it the hardest save in the game, due to the sheer unsatisfying-ness of the jumps and their difficulty. that upwards platform jump isn't that fun either. however, the game immediately gets back on its feet with f34 and f35 which were both quite fun. f36 was rather weird and unfun due to the last 'segment' in the top left, which I choked numerous times. f41 is the strangest room I've ever seen in my entire life, it really makes you think. f45 is comical and very creative but easily cheesable if you know how. f47 is very hard and f48 is the best room in the entire game. legitimately one of my favorite rooms in any game ever. insanely fun and insanely good. this is peak Kale creativity, it truly shows how much one man can do with so little. the last room in the game, f51 is essentially one final deathrun with a bunch of gimmicks and stuff you've played before in the game. cycles, traps, gimmicks, cherries, classic needle, triggers, moving platforms. it's got it all in one screen. notably the last platform jump is quite hard and I don't really know what the last two platform corridors are about, I'm assuming one of them kills you though
overall a very mixed bag in every sense - anywhere from piss easy to very difficult; anywhere from really bad and unfun to extremely well-made and very fun
[0] Likes
there are several 'needle takes' as I like to call them. I'd define 'needle takes' as weird, unusual and crazy-looking jumps. a prime example of this would be the final screen of Haystack 1 - featuring CN1 floor 80.. with a double diamond at the end. this game features quite a few, none quite as crazy as that one, though. speaking of double diamonds, there's a save with essentially two double diamonds and more difficult needle in between (f29). f32 is notably bad as it contains the worst save in the game - an annoying, grindy (precision?) save. this one took by far the most deaths and I consider it the hardest save in the game, due to the sheer unsatisfying-ness of the jumps and their difficulty. that upwards platform jump isn't that fun either. however, the game immediately gets back on its feet with f34 and f35 which were both quite fun. f36 was rather weird and unfun due to the last 'segment' in the top left, which I choked numerous times. f41 is the strangest room I've ever seen in my entire life, it really makes you think. f45 is comical and very creative but easily cheesable if you know how. f47 is very hard and f48 is the best room in the entire game. legitimately one of my favorite rooms in any game ever. insanely fun and insanely good. this is peak Kale creativity, it truly shows how much one man can do with so little. the last room in the game, f51 is essentially one final deathrun with a bunch of gimmicks and stuff you've played before in the game. cycles, traps, gimmicks, cherries, classic needle, triggers, moving platforms. it's got it all in one screen. notably the last platform jump is quite hard and I don't really know what the last two platform corridors are about, I'm assuming one of them kills you though
overall a very mixed bag in every sense - anywhere from piss easy to very difficult; anywhere from really bad and unfun to extremely well-made and very fun
Rating: 6.0 60
Difficulty: 82 82
Jan 21, 2025
xva
For: I wanna TTB
For: I wanna TTB
extraordinarily fun pattern avoidance with some really good attack ideas and a great, classic song. it isn’t too lengthy, boring, ugly or unfun whatsoever - you’ll always have something to do, something to look at, something to dodge. you’ll never really be left waiting for any period of time. the only semi-boring attacks could be the ones found in the intro, but even they are engaging enough to keep you busy. this is very important since I never found myself getting bored for the entire 3 hours I put into this masterpiece
what I appreciate most is the difficulty of the game: not too high and not too low, to the point where it requires brain activation and not just mindless playing. some avoidances can feel like mind-numbing, boring grinds - be it barrage (i.e. I wanna be the S) or pattern (i.e. Common World Domination), both can be very boring. this game is the exact opposite. the patterns themselves aren’t repeated standstills and require you to move in unique and interesting ways. I can’t say the same for all pattern avoidances, unfortunately, as some can appear formulaic and generic. ouka’s always been a maker of beautiful-looking, intuitive and fun patterns, so no less is expected
the avoidance isn’t fully pattern though, there are barrage/RNG elements, most importantly at the end of the avoidance. the RNG attacks are quite difficult and make up the hardest attacks in the avoidance. there’s two difficult curving attacks - one at the 2nd chorus and one at final. they’re both difficult, but final truly sweeps in difficulty. quite dense, quite fast and quite hard to read, all at the very end. despite how evil this sounds, it’s a fairly skill-based attack where most deaths can be attributed to nerves or misreads. the attacks after it are pretty trivial, though. I doubt even nerves could make you die to something like the last attack in this avoidance. the other RNG attacks aren’t formulaic, uninteresting random(360)s and whatnot. everything is as creative as it can be and meshes perfectly with the patterns. a near-perfect balance of pattern + RNG while still staying on the pattern side.
highly recommended!!
[0] Likes
what I appreciate most is the difficulty of the game: not too high and not too low, to the point where it requires brain activation and not just mindless playing. some avoidances can feel like mind-numbing, boring grinds - be it barrage (i.e. I wanna be the S) or pattern (i.e. Common World Domination), both can be very boring. this game is the exact opposite. the patterns themselves aren’t repeated standstills and require you to move in unique and interesting ways. I can’t say the same for all pattern avoidances, unfortunately, as some can appear formulaic and generic. ouka’s always been a maker of beautiful-looking, intuitive and fun patterns, so no less is expected
the avoidance isn’t fully pattern though, there are barrage/RNG elements, most importantly at the end of the avoidance. the RNG attacks are quite difficult and make up the hardest attacks in the avoidance. there’s two difficult curving attacks - one at the 2nd chorus and one at final. they’re both difficult, but final truly sweeps in difficulty. quite dense, quite fast and quite hard to read, all at the very end. despite how evil this sounds, it’s a fairly skill-based attack where most deaths can be attributed to nerves or misreads. the attacks after it are pretty trivial, though. I doubt even nerves could make you die to something like the last attack in this avoidance. the other RNG attacks aren’t formulaic, uninteresting random(360)s and whatnot. everything is as creative as it can be and meshes perfectly with the patterns. a near-perfect balance of pattern + RNG while still staying on the pattern side.
highly recommended!!
Rating: 9.7 97
Difficulty: 79 79
Jan 15, 2025
xva
For: I wanna be Sure in You
For: I wanna be Sure in You
extremely inoffensive and generic game with one interesting quirk about it. it isn't anything to do with the game itself or anything found within it, nor the game files. it has something to do with this page you're on right now
this game is currently the only known case I know of where a game has duplicate, entirely identical screenshots!!! the two screenshots submitted by tomomath (takino) are completely identical. don't remove this tho its kinda funny if it stays this way
this game is currently the only known case I know of where a game has duplicate, entirely identical screenshots!!! the two screenshots submitted by tomomath (takino) are completely identical. don't remove this tho its kinda funny if it stays this way
Tagged as: Needle
[0] Likes
Rating: 4.0 40
Difficulty: 36 36
Jan 15, 2025
xva
For: I wanna Suncherry
For: I wanna Suncherry
very poorly designed Sunspike-like with an insultingly awful boss at the end. the needle is semi-alright, however it has numerous unfun and downright miserable jumps the farther you get into the game. most notably, one of the strangest and most unfun jumps I've ever done is what looks like 8000 diagonals in one fell swoop. the music is nothing, the visuals are nothing and are greatly derivative of Sunspike with little to no interesting changes and the game overall has no atmosphere or anything too interesting about it
another thing that is quite intriguing is that this game also contains one of the worst avoidances I've ever had the displeasure of sitting through. a bunch of random, strange, laggy, unpredictable, sloppily-designed attacks that make no sense and are often unreadable and luck-based. the song is barely listenable, as it can more closely be attributed to noise than music. these aforementioned greatly unfun attacks also loop. they loop a lot. it really is the cherry on top to this entire malformed game
not recommended
[1] Like
another thing that is quite intriguing is that this game also contains one of the worst avoidances I've ever had the displeasure of sitting through. a bunch of random, strange, laggy, unpredictable, sloppily-designed attacks that make no sense and are often unreadable and luck-based. the song is barely listenable, as it can more closely be attributed to noise than music. these aforementioned greatly unfun attacks also loop. they loop a lot. it really is the cherry on top to this entire malformed game
not recommended
Rating: 1.8 18
Difficulty: 73 73
Jan 15, 2025
xva
For: AsTatine
For: AsTatine
decently well-made and a fitting sequel to PromethiuM. unfortunately, it capitalizes on PromethiuM's issues a bit too much - there's difficult offscreen jumps and various choke jumps which are more egregious than in PromethiuM due to the notably higher difficulty. save balance is slightly all over the place - some saves took 10-20 minutes while others I first-tried without thinking much of them. I like the visual style, music, sprites and overall idea of the game. to me, it's quite memorable and worth playing even if it isn't really your thing
PromethiuM-likes should be more of a thing, as I think various other makers could pull off the idea of a 3x3 room needle game with interesting pathing quite well
PromethiuM-likes should be more of a thing, as I think various other makers could pull off the idea of a 3x3 room needle game with interesting pathing quite well
Tagged as: Needle
Promethium-like
[0] Likes
Rating: 6.0 60
Difficulty: 66 66
Jan 15, 2025
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