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It's all Kefit's fault.
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561 Games
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moogy
For: Irkara Needle
For: Irkara Needle
Rating includes all platforming in the main game (including all stages of the needle rush), as well as the final boss.
Supremely difficult needle game, suitable only for highly experienced players who are prepared for a grind. Not even a needle god is coming out of this game with less than a five digit death count.
Irkara begins innocuously enough; the production values are nice and it eases you into the game with some more basic screens, as X floor games are wont to do. I feel like there's a nice, steady upward progression of difficulty through floor 49, and indeed that floors 1-49 by themselves would be a satisfying challenge for a less experienced player looking to break into harder needle, as they never exceed the 70-75 range of difficulty.
Unfortunately, I'm not going to be talking about the reasonable part of the game.
At floor 50, Irkara Needle abruptly undergoes an absolutely *staggering* spike in difficulty, with the majority of saves demanding sustained precision on the frame level and essentially mandating that the player be capable of sussing out setups to make jumps even possible, let alone reasonable. While there's certainly some creative design on display throughout, I have to say that honestly a great many of the saves in the latter half of the game are simply not fun to play at all due to the amount of truly frame-perfect jumps Irkara has peppered throughout the entirety of the latter half with reckless abandon. The game would still be very difficult even if the majority of these jumps were nerfed, and as-is, it's simply a grind fest. Like, yes, designing jumps this way certainly makes the game *harder*, but it doesn't make it any more *fun*.
That's not to say I absolutely hated everything, though. Floors 59-61 are incredibly creative and an absolute blast to play - I'd say they're quite possibly the best needle I've played, period. The floors designed around longer saves, such as 68 and 76, also tend to be much more reasonable than much of the rest of the game, simply due to lacking any jumps that require ridiculous nonsense like, say, doing a 4f + left simultaneous input and then rejumping on a specific frame... which is something actually required to get past one of the jumps in the needle rush (said jump was buffed to its current state in 1.0x).
The needle rush itself is generally fun, given that it's a medley sort of thing with screens taken from other games... Some of the buffs are just plain stupid, though. Unless you want the achievement for clearing every needle rush screen, I would really suggest skipping the Arcfox screen, because the buffs to it in 1.0x make it absolutely ridiculous, and IMO the hardest save in the main game.
I also really enjoyed the final Guy Tower climb; there's some very fun usage of jump refreshers and triple jump here. I'd love to see Irkara explore this sort of design further, especially because it doesn't assail the player with frame-precise jumps.
And surprisingly, I actually had a good deal of fun with the final boss, a Crimson variant, as well. I'm not really a fan of how the green deva's passive effect is healing the rest of the devas, as it really just limits your options by making you want to take its health down first no matter what, but the rest of the fight encourages strategizing and allows for a lot of room for SICK dodges by granting the player triple jump. Good fight, and not terribly difficult, either - it only took me around 4 hours, and I absolutely suck at bosses/avoidances.
In summation, I'd say that Irkara is a game that I respect more than I enjoy. It's certainly the most difficult and comprehensive X floor game, with production values to match, but much of the design seems to have been tweaked to simply be as hard as possible with no regard for how this impacted the flow of individual saves or the game's overall difficulty curve. It felt hugely satisfying to finally beat the game after ~40000 deaths and ~57 hours of playtime, but I really don't see myself going back to it any time soon. I would recommend it to people who want to experience truly *extreme* needle design without diving off the deep end completely, but anyone who isn't prepared to grind individual saves for significant periods of time and devise new setups left and right should stay far, far away.
I'll probably do the extra stage at some point, will update this review if/when that happens.
[5] Likes
Supremely difficult needle game, suitable only for highly experienced players who are prepared for a grind. Not even a needle god is coming out of this game with less than a five digit death count.
Irkara begins innocuously enough; the production values are nice and it eases you into the game with some more basic screens, as X floor games are wont to do. I feel like there's a nice, steady upward progression of difficulty through floor 49, and indeed that floors 1-49 by themselves would be a satisfying challenge for a less experienced player looking to break into harder needle, as they never exceed the 70-75 range of difficulty.
Unfortunately, I'm not going to be talking about the reasonable part of the game.
At floor 50, Irkara Needle abruptly undergoes an absolutely *staggering* spike in difficulty, with the majority of saves demanding sustained precision on the frame level and essentially mandating that the player be capable of sussing out setups to make jumps even possible, let alone reasonable. While there's certainly some creative design on display throughout, I have to say that honestly a great many of the saves in the latter half of the game are simply not fun to play at all due to the amount of truly frame-perfect jumps Irkara has peppered throughout the entirety of the latter half with reckless abandon. The game would still be very difficult even if the majority of these jumps were nerfed, and as-is, it's simply a grind fest. Like, yes, designing jumps this way certainly makes the game *harder*, but it doesn't make it any more *fun*.
That's not to say I absolutely hated everything, though. Floors 59-61 are incredibly creative and an absolute blast to play - I'd say they're quite possibly the best needle I've played, period. The floors designed around longer saves, such as 68 and 76, also tend to be much more reasonable than much of the rest of the game, simply due to lacking any jumps that require ridiculous nonsense like, say, doing a 4f + left simultaneous input and then rejumping on a specific frame... which is something actually required to get past one of the jumps in the needle rush (said jump was buffed to its current state in 1.0x).
The needle rush itself is generally fun, given that it's a medley sort of thing with screens taken from other games... Some of the buffs are just plain stupid, though. Unless you want the achievement for clearing every needle rush screen, I would really suggest skipping the Arcfox screen, because the buffs to it in 1.0x make it absolutely ridiculous, and IMO the hardest save in the main game.
I also really enjoyed the final Guy Tower climb; there's some very fun usage of jump refreshers and triple jump here. I'd love to see Irkara explore this sort of design further, especially because it doesn't assail the player with frame-precise jumps.
And surprisingly, I actually had a good deal of fun with the final boss, a Crimson variant, as well. I'm not really a fan of how the green deva's passive effect is healing the rest of the devas, as it really just limits your options by making you want to take its health down first no matter what, but the rest of the fight encourages strategizing and allows for a lot of room for SICK dodges by granting the player triple jump. Good fight, and not terribly difficult, either - it only took me around 4 hours, and I absolutely suck at bosses/avoidances.
In summation, I'd say that Irkara is a game that I respect more than I enjoy. It's certainly the most difficult and comprehensive X floor game, with production values to match, but much of the design seems to have been tweaked to simply be as hard as possible with no regard for how this impacted the flow of individual saves or the game's overall difficulty curve. It felt hugely satisfying to finally beat the game after ~40000 deaths and ~57 hours of playtime, but I really don't see myself going back to it any time soon. I would recommend it to people who want to experience truly *extreme* needle design without diving off the deep end completely, but anyone who isn't prepared to grind individual saves for significant periods of time and devise new setups left and right should stay far, far away.
I'll probably do the extra stage at some point, will update this review if/when that happens.
Rating: 7.5 75
Difficulty: 85 85
Dec 5, 2018
moogy
For: I Wanna Uhuhu Spike 2
For: I Wanna Uhuhu Spike 2
idk why I replayed this but I did. It's Uhuhu.
[1] Like
Rating: 6.0 60
Difficulty: 40 40
Dec 1, 2018
moogy
For: I wanna go across the Rainbow
For: I wanna go across the Rainbow
Still probably the best game for newcomers. Honestly playing it again in 2018 I didn't think Madoka was that bad.
[0] Likes
Rating: 7.5 75
Difficulty: 40 40
Nov 27, 2018
moogy
For: I wanna Fun Jumps
For: I wanna Fun Jumps
Decent needle with clean visuals and good music.
[0] Likes
Rating: 6.0 60
Difficulty: 45 45
Nov 26, 2018
moogy
For: I wanna be the Angel Needle
For: I wanna be the Angel Needle
Kinda fun pseudo-L game, worth a play if you're bored and somewhat decent at needle.
The second BGM is unbelievably loud holy shit
[0] Likes
The second BGM is unbelievably loud holy shit
Rating: 6.5 65
Difficulty: 59 59
Nov 24, 2018
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