cLOUDDEAD's Profile
Send a PMJoined on: Jul 8, 2019
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works in motion
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285 Ratings!
153 Reviews!
19 Screenshots!
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285 Games
153 Reviews
cLOUDDEAD
For: Google
For: Google
google summon sex
when did make iphone
mario defenestrate friday night funkin
mario send yobby to mp3
when did find ang get some iso
mario google cherry treehouse
do i make league of legends
mario wanna mario
google fix big chungus
how many times should i speedrun 19 dollar fortnite card
kill super monkey ball keygen
do i remix spongebob fangame marathon
when did make iphone
mario defenestrate friday night funkin
mario send yobby to mp3
when did find ang get some iso
mario google cherry treehouse
do i make league of legends
mario wanna mario
google fix big chungus
how many times should i speedrun 19 dollar fortnite card
kill super monkey ball keygen
do i remix spongebob fangame marathon
Tagged as: Psychological_Horror
[1] Like
Rating: N/A
Difficulty: 60 60
Aug 12, 2022
cLOUDDEAD
For: Renex Engine 1.4 Test
For: Renex Engine 1.4 Test
fairly simple gimmick needle using classic gimmicks from older needle games. Has a few annoying jumps but isn't that bad
[0] Likes
Rating: 5.5 55
Difficulty: 63 63
Aug 11, 2022
cLOUDDEAD
For: Stranded.
For: Stranded.
32px precision needle with 1 jump per save and no difficulty balance at all. The first jump of the lap around screen in extra took more deaths than the entirety of main game + 2 of the other extra stages combined. Some of the jumps are neat, but most are pretty simple and boring, being a completely linear jump that is merely a required frame height, with the jumps that do have weaves being mostly frame perfect turnarounds without any fluidity. If you just want some junk food needle to play while watching something else, it's serviceable.
Ratings include extra
[0] Likes
Ratings include extra
Rating: 4.5 45
Difficulty: 80 80
Aug 7, 2022
cLOUDDEAD
For: Prismatic Needle
For: Prismatic Needle
Has a lot of really great ideas, and uses triggers in really creative ways. Unfortunately, a lot of saves are brought down by precise jumps that feel out of place. It also felt that as the game went on, the difficulty progression comes in the form of shorter saves with less triggers and tighter jumps, which is pretty much the exact opposite of what I would want from a trigger needle game. It also felt to me that as the game went on, the creator started to run out of ideas and the movements became much more simple, and there were some sections I felt were a little too by-the-numbers to be fun or interesting. The worst offender of these problems was the pink screens, where both saves where very short, precise, and didn't really have anything interesting to offer and felt mostly like an annoying precision grind of throwing myself at a wall until i get let through.
Another problem I noticed is that there was a strict rule to have 2 saves per screen, but the screen space wasn't always used very efficiently and often the second save of a screen seemed desperate to make use of the space available despite there not being enough to work with and make something fun (this is most egregious on the bounce block screen and water screen).
Thankfully all of these issues were fixed in the white screen, which is only a single save and brings all the gimmicks together in a much better way than the pink screen and has a lot more interesting ideas and movements. If every screen was like this screen the game would be an easy 9.5/10 for me in terms of raw gameplay.
As far as other small nitpicks, I don't really like the visuals or music. The visuals are the same for every screen but with a different hue, and they are often a bit hard to look at for extended periods due to the high saturation. Additionally, a lot of the gimmicks have confusing sprites; the shoot refreshers have such a subtle change in colour that I didn't realize they even changed at all until they came back later in the game. The water stage has the opposite issue, where the water with triggers has a slightly different hue, which when combined with having 2 types of water (and those 2 colours being backwards from the jtool water colours), its gets very confusing to tell what water is what and whether it triggers something or not. For the music, it might be a petty nitpick, but I wish for a game this hard there would be more than just 1 song. It got very annoying fast listening to the same song for hours and hours across the entire game.
With all that said, this is still a great first release and there is a ton of potential here. The game is still ultimately pretty fun, I just think it maybe needing better testing, preferably from people closer in skill to the difficulty the game, rather than people with several needle HoF clears, as I notice a common trend in needle gods not having the keenest eye on what to nerf in saves that are far below their skill. If you enjoy trigger needle and want to see it used in more advanced ways than a simple turn around or forced speedrun, check this game out. I just personally found too many problems and annoyances to have a lot of fun with it.
[2] Likes
Another problem I noticed is that there was a strict rule to have 2 saves per screen, but the screen space wasn't always used very efficiently and often the second save of a screen seemed desperate to make use of the space available despite there not being enough to work with and make something fun (this is most egregious on the bounce block screen and water screen).
Thankfully all of these issues were fixed in the white screen, which is only a single save and brings all the gimmicks together in a much better way than the pink screen and has a lot more interesting ideas and movements. If every screen was like this screen the game would be an easy 9.5/10 for me in terms of raw gameplay.
As far as other small nitpicks, I don't really like the visuals or music. The visuals are the same for every screen but with a different hue, and they are often a bit hard to look at for extended periods due to the high saturation. Additionally, a lot of the gimmicks have confusing sprites; the shoot refreshers have such a subtle change in colour that I didn't realize they even changed at all until they came back later in the game. The water stage has the opposite issue, where the water with triggers has a slightly different hue, which when combined with having 2 types of water (and those 2 colours being backwards from the jtool water colours), its gets very confusing to tell what water is what and whether it triggers something or not. For the music, it might be a petty nitpick, but I wish for a game this hard there would be more than just 1 song. It got very annoying fast listening to the same song for hours and hours across the entire game.
With all that said, this is still a great first release and there is a ton of potential here. The game is still ultimately pretty fun, I just think it maybe needing better testing, preferably from people closer in skill to the difficulty the game, rather than people with several needle HoF clears, as I notice a common trend in needle gods not having the keenest eye on what to nerf in saves that are far below their skill. If you enjoy trigger needle and want to see it used in more advanced ways than a simple turn around or forced speedrun, check this game out. I just personally found too many problems and annoyances to have a lot of fun with it.
Rating: 6.0 60
Difficulty: 78 78
Aug 3, 2022
cLOUDDEAD
For: I wanna BE the HST
For: I wanna BE the HST
bizarre and kind of terrible, but also rather unique and interesting. unironically inspiring.
[0] Likes
Rating: 5.0 50
Difficulty: N/A
Jul 22, 2022
10 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
cLOUDDEAD.btb-RMXS_v82c.NDL | 68.0 | 7.0 | 2 |
I Wanna be the Fluoxetine | 68.1 | 5.3 | 9 |
I wanna fly out of this storm | 61.5 | 7.1 | 28 |
I Wanna Fly Through Vapor Trails | 70.1 | 6.9 | 21 |
I wanna get up, burst into motion, raise my finger say | 68.3 | 7.4 | 6 |
I Wanna Go The DotIris | 65.3 | 5.4 | 5 |
I wanna be the kirlian fumble | 70.5 | 7.9 | 14 |
I Wanna Melancholia | 55.8 | 6.2 | 11 |
I wanna thank a far away in a crimsonstack | 84.0 | 8.4 | 10 |
I wanna まだダメよ | 43.2 | 7.7 | 14 |
39 Favorite Games
171 Cleared Games