Xplayerlol's Profile
Send a PMJoined on: Feb 9, 2015
Bio:
Difficulty ratings are currently very up in the air. I'm trying to fix them, I promise, but you'll need to bear with some weird stuff for the next few *years (Like needle ratings being overinflated because I'm not updating them).
Youtube: https://www.youtube.com/channel/UCJdEw23kkyLRKMioQBABZ2A
I've submitted:
1433 Ratings!
1433 Reviews!
1698 Screenshots!
1433 Games
1433 Reviews
Xplayerlol
For: I wanna fall into the snow
For: I wanna fall into the snow
Pretty fun needle game. Plenty of creative jumps, really nice visuals with a cute snow effect, nice music and a pretty nice design.
That being said, it doesn't work very well as a beginner-oriented game, which seems like it was the idea. It's certainly easier than most of Infern0man's other games, but I'd hardly call it beginner-friendly. You can't really expect a beginner to know how walk-offs are supposed to work beforehand, or how touching the red lines (The ones that give you the good align for the jumps) is supposed to help them. Introducing platform jumps with a tricky jump and without explaining how are platform jumps supposed to work isn't really a good idea either.
Looking away from that aspect, the only other complaint I have is that the snow particles combined with the blood splatter can cause lag on certain computers, and there's no way to turn off the particles or remove the blood splatter or do anything that prevents the lag from happening at all.
Those issues don't really do much harm to the game's quality, though, and while I can't say it works very well as a beginner-friendly needle game, it's certainly pretty good as a normal needle game. Would recommend.
That being said, it doesn't work very well as a beginner-oriented game, which seems like it was the idea. It's certainly easier than most of Infern0man's other games, but I'd hardly call it beginner-friendly. You can't really expect a beginner to know how walk-offs are supposed to work beforehand, or how touching the red lines (The ones that give you the good align for the jumps) is supposed to help them. Introducing platform jumps with a tricky jump and without explaining how are platform jumps supposed to work isn't really a good idea either.
Looking away from that aspect, the only other complaint I have is that the snow particles combined with the blood splatter can cause lag on certain computers, and there's no way to turn off the particles or remove the blood splatter or do anything that prevents the lag from happening at all.
Those issues don't really do much harm to the game's quality, though, and while I can't say it works very well as a beginner-friendly needle game, it's certainly pretty good as a normal needle game. Would recommend.
Tagged as: Needle
[3] Likes
Rating: 8.1
Difficulty: 56
Jun 23, 2016
Xplayerlol
For: I wanna be the Nightmare
For: I wanna be the Nightmare
Rating based on the sweet old version.
Extremely difficult and really fun needle game. It consists of only eight saves, but each of these saves is a compilation of many curious and really difficult jumps. The jumps are mostly creative and different from each other, so understanding how each jump works and getting more and more consistent at them is actually pretty fun, which makes the massive grind worth it.
The first, the fifth and the last saves easily stand out as the hardest in the game, which could make the other saves boring and unrewarding to beat, but they are still challenging on their own way and fun to grind, so they end up being nice breaks between the bigger challenges instead.
The only part of the game I really despised was the third save. The first jump felt really blocky and annoying to pull off, and then slowing down to grab the align to do another weird jump, and having to redo everything every time I died at a later jump, was pretty infuriating, to say the least.
The rest of the game more than makes up for that save, though. The visuals are pretty cool, the music is nice and the death sound isn't a huge bother. And the most important feature in the game, you can press 'a' to get the right aligns for each jump, so that you don't have to find them out yourself.
It's certainly worth playing if you are a seasoned needle player. Highly recommended.
Side note as of 2022: I still stand by my rating for this guy. It's like triple the difficulty of Phonotaxis.
Extremely difficult and really fun needle game. It consists of only eight saves, but each of these saves is a compilation of many curious and really difficult jumps. The jumps are mostly creative and different from each other, so understanding how each jump works and getting more and more consistent at them is actually pretty fun, which makes the massive grind worth it.
The first, the fifth and the last saves easily stand out as the hardest in the game, which could make the other saves boring and unrewarding to beat, but they are still challenging on their own way and fun to grind, so they end up being nice breaks between the bigger challenges instead.
The only part of the game I really despised was the third save. The first jump felt really blocky and annoying to pull off, and then slowing down to grab the align to do another weird jump, and having to redo everything every time I died at a later jump, was pretty infuriating, to say the least.
The rest of the game more than makes up for that save, though. The visuals are pretty cool, the music is nice and the death sound isn't a huge bother. And the most important feature in the game, you can press 'a' to get the right aligns for each jump, so that you don't have to find them out yourself.
It's certainly worth playing if you are a seasoned needle player. Highly recommended.
Side note as of 2022: I still stand by my rating for this guy. It's like triple the difficulty of Phonotaxis.
Tagged as: Needle
[2] Likes
Rating: 8.5
Difficulty: 89
Jun 22, 2016
Xplayerlol
For: I wanna be the Destination
For: I wanna be the Destination
Fun and quite difficult adventure game that starts with a decent amount of difficulty and gets progressively harder and harder. The platforming is a perfect example of what Carnival's platforming looks like when it's not being hindered by tons of boring, poorly placed traps. Really cool design all around, plenty of variety obtained with just simple platforming and a couple gimmicks. There are traps but not too many of them and most aren't there to just kill you once, they actually add something to the platforming. Even parts that should be annoying, such as the weird red block maze, are designed in a way that makes them playable, and even interesting. Later parts of the game introduce some really tricky needle jumps.
Something really cool about this game is that it references many of Carnival's older games. Most have a specific stage referencing one of their stages (Picture, Heaven Trap, Crimson and others), but, to me, the one that really stood out was the reference to Meet the Ruka, which is a quite obscure reference. Basically, there are three secrets in the platforming, and a last one right before the boss (Which also happens to be a Luka avoidance) that you need to achieve in an unexpected way, exactly like in Meet the Ruka. The secrets are structured in a different way, though. The game literally tells you, through red arrows, where is each secret, to the point where you can't even call them 'secrets' at all. It's always nice to find secrets that don't force you to jump into every single wall and spike in the game while looking for them, although Meet the Ruka's secrets weren't bad originally either.
The bosses are mostly nice. The first three bosses are pretty fun and well-made, although one of them follows that annoying concept of getting harder as the fight progresses. The next boss is a Luka avoidance, which would also be pretty fun if it weren't for the two attacks with the chasing projectiles, whose RNG can ruin your attempt pretty easily, combined with the transition from the third to last attack to the second to last one, which involves some really annoying timing and plenty of practice. Focusing the difficulty of your avoidance at a couple attacks is always a bad idea. The next boss, Satan, is a nice test of patience that gets relatively unfair near the end of the fight. It's definitely not my kind of boss, but I can see people enjoying it.
The next two bosses are certainly much harder than anything else in the game (Rin and Len took me around 17 hours. The last boss took me around 12. The rest of the game took me less than 9), and hard for the wrong reasons. Rin and Len are straight up luck-based. There's literally no other way to describe some of their attacks, like the chasing yellow cherries combined with RNG blue cherries, or their third to last attack, which has no consistent strategy that doesn't depend on how much the boss is willing to let you win. Worse than that, filler attacks like the classic bananas have no reason to exist, and even worse than that, their last attacks are really annoying to figure out and take a fair share of practice to get right.
And finally, the infamous last boss has a really cool concept, but unfortunately, it's at least as luck-based as Rin and Len. I feel like I'm using the word "luck-based" way too often recently, but there's no way I'm going to blame myself for getting the worst possible RNG in the second blue phase 9 times for each 10 attempts. Basically, the last boss has four guns/arms that you must destroy in order to unlock the white phase, widely known as the choke phase (Although it's nowhere near being an actual choke phase). These guns have independent HP bars and two phases, the second phase being unlocked when their HP is low and usually being a lot harder than the first one. They also have a fairly overwhelming amount of HP. Yellow 2 and Blue 2 are the ultimate specialists at ruining attempts with canceRNG. Yellow 1 is heavily based on your position, which makes it kinda of RNG too (Unless you can avoid every single attack at the same position) and more likely to ruin your attempts than you might expect. Red 1 is normally a fair attack, unless you were mid-air when the attack started, in which case, well...RIP. It's another position-based attack, in multiple ways. Purple 2 and Blue 1 are usually fair, but once in a while (Rarely) they feel like joining Blue 2 and Yellow 2 in the rankings of throwing projectiles exactly where you don't want them to be. Purple 1 is 100% pattern (Position-based, but still entirely possible to control regardless of where you are), it's tricky to learn but you certainly can't blame RNG if you die at it, and Red 2 is probably the only RNG attack in the fight I can call entirely fair (Except for the white phase, maybe. Didn't get enough attempts at it to form a solid opinion about it). Basically, it should be an extremely fun boss, but it's hard to have fun when you have RNG ruining almost every single of your attempts for hours in a row.
With that being said, I can still say that I enjoyed the vast majority of this game, even if most of my time was spent on the unpleasant parts. Would recommend, if anything you can just stop at the second avoidance.
[6] Likes
Something really cool about this game is that it references many of Carnival's older games. Most have a specific stage referencing one of their stages (Picture, Heaven Trap, Crimson and others), but, to me, the one that really stood out was the reference to Meet the Ruka, which is a quite obscure reference. Basically, there are three secrets in the platforming, and a last one right before the boss (Which also happens to be a Luka avoidance) that you need to achieve in an unexpected way, exactly like in Meet the Ruka. The secrets are structured in a different way, though. The game literally tells you, through red arrows, where is each secret, to the point where you can't even call them 'secrets' at all. It's always nice to find secrets that don't force you to jump into every single wall and spike in the game while looking for them, although Meet the Ruka's secrets weren't bad originally either.
The bosses are mostly nice. The first three bosses are pretty fun and well-made, although one of them follows that annoying concept of getting harder as the fight progresses. The next boss is a Luka avoidance, which would also be pretty fun if it weren't for the two attacks with the chasing projectiles, whose RNG can ruin your attempt pretty easily, combined with the transition from the third to last attack to the second to last one, which involves some really annoying timing and plenty of practice. Focusing the difficulty of your avoidance at a couple attacks is always a bad idea. The next boss, Satan, is a nice test of patience that gets relatively unfair near the end of the fight. It's definitely not my kind of boss, but I can see people enjoying it.
The next two bosses are certainly much harder than anything else in the game (Rin and Len took me around 17 hours. The last boss took me around 12. The rest of the game took me less than 9), and hard for the wrong reasons. Rin and Len are straight up luck-based. There's literally no other way to describe some of their attacks, like the chasing yellow cherries combined with RNG blue cherries, or their third to last attack, which has no consistent strategy that doesn't depend on how much the boss is willing to let you win. Worse than that, filler attacks like the classic bananas have no reason to exist, and even worse than that, their last attacks are really annoying to figure out and take a fair share of practice to get right.
And finally, the infamous last boss has a really cool concept, but unfortunately, it's at least as luck-based as Rin and Len. I feel like I'm using the word "luck-based" way too often recently, but there's no way I'm going to blame myself for getting the worst possible RNG in the second blue phase 9 times for each 10 attempts. Basically, the last boss has four guns/arms that you must destroy in order to unlock the white phase, widely known as the choke phase (Although it's nowhere near being an actual choke phase). These guns have independent HP bars and two phases, the second phase being unlocked when their HP is low and usually being a lot harder than the first one. They also have a fairly overwhelming amount of HP. Yellow 2 and Blue 2 are the ultimate specialists at ruining attempts with canceRNG. Yellow 1 is heavily based on your position, which makes it kinda of RNG too (Unless you can avoid every single attack at the same position) and more likely to ruin your attempts than you might expect. Red 1 is normally a fair attack, unless you were mid-air when the attack started, in which case, well...RIP. It's another position-based attack, in multiple ways. Purple 2 and Blue 1 are usually fair, but once in a while (Rarely) they feel like joining Blue 2 and Yellow 2 in the rankings of throwing projectiles exactly where you don't want them to be. Purple 1 is 100% pattern (Position-based, but still entirely possible to control regardless of where you are), it's tricky to learn but you certainly can't blame RNG if you die at it, and Red 2 is probably the only RNG attack in the fight I can call entirely fair (Except for the white phase, maybe. Didn't get enough attempts at it to form a solid opinion about it). Basically, it should be an extremely fun boss, but it's hard to have fun when you have RNG ruining almost every single of your attempts for hours in a row.
With that being said, I can still say that I enjoyed the vast majority of this game, even if most of my time was spent on the unpleasant parts. Would recommend, if anything you can just stop at the second avoidance.
Rating: 7.0
Difficulty: 79
May 6, 2016
Xplayerlol
For: I Wanna Break The Series Z
For: I Wanna Break The Series Z
Well, I can't say that this was entirely bad. The beginning of the game was alright-ish. The first stage was almost entirely uninteresting, with some particularly bad screen choices (Why would you want THAT screen from Best Guy in your game?), but the next three stages introduce some decent/nice screen choices (Tribute, Heady and Color, to name some). The poor screen choices are still there (Game Terminator 2, Don't wanna be the gay and Kill the Guy are some of the most visible ones), but they're bearable for the most part.
I'm starting to get flashbacks here, though, because Stage 5 is where this game starts to downgrade, and it downgrades really quickly. There's nothing wrong with some needle screens in your medley game, but when the vast majority of a stage in your game is filled with needle screens, and you actually took the time to include generic and bland needle screens such as 1map, 2map and, specially, Test my Control (Again, why would you want THAT in your game?), you should definitely rethink your screen choices. It's like the maker didn't know of any hard and creative screens that he could use at Stages 5 and 6, so he just spammed needle screens and hoped for it to work. And many of these screens were the classic screens with hard jumps and many saves, the particular kind of screen that you shouldn't overuse because they get old really quickly. Even the non-needle screens were mostly bland (Love Trap, Catastrophe and King were probably the worst choices). I also find it amusing that you can skip a fair share of GR's screen because there aren't save blockers. Stage 5 and Stage 6 were just a disaster overall.
The bosses aren't very different. The first three bosses are decent, and actually fun to learn. Their patterns are easy to understand and to follow, and most harder attacks can be made easier with the use of specific tactics. Among the next four bosses, however, only one of them is playable: The other ones are a massive disaster.
The fourth boss is Dark Boshy, from Kill the Guy. You shouldn't be able to ruin Dark Boshy, but this game does exactly that. First off, the background looks horrible. It's a scrolling question mark grid that moves awfully quickly, being distracting and painful to the eyes at the same time. But this is a minor issue, compared to the boss itself. Awfully luck-based RNG attacks and pattern attacks that go on for too long with the sole purpose of wasting the player's time are bad by themselves, but when combined they become much worse. There's simply no way to understand the lightnings at the beginning of the fight, they simply kill you whenever they feel like it. The banana has a bad habit of walling the player. The shurikens go on for way too long, and their timing is horrible to learn. The attacks in the platform phase aren't too bad by themselves, but their projectiles are awful to see because they are too tiny (Specially the red dots) and the background is way too confusing. Combine that with glitchy platforms that can get the player stuck on them and push him to the edge of the screen if he touches their sides, and that sometimes simply don't allow the player to jump (Which is perfect, since the hardest part of the boss is exactly the platform phase), and you have the massive disaster that is the fourth boss.
If the fourth boss is horrible because of the extreme RNG, however, the fifth boss, the Cheetahman, is awful for the exact opposite reason. He's a pattern-heavy boss with a fair share of uneventful attacks that make it extremely boring. There's absolutely no reason for Big Kid's attack to take longer than 10 seconds. Actually, there's no reason for Big Kid's attack to exist at all. Every attack up to Big Kid is simple pattern that can be learned within a few attempts, but the attack that comes right after Big Kid is simply horrible to learn. It doesn't help that the attack is placed so far into the fight, and every time you die you must do over 30 seconds of boring pattern before you can get another chance to try it. Once you get past this pattern attack, you'll have to kill the Cheetahman, which also takes way too long for no reason at all, since there's absolutely no challenge in this part of the fight. And once you 'kill' the Cheetahman, a huge Cheetahman appears, starting the only part of the fight that has actual RNG...And it's also horrible, because those hurricanes can spawn at really inconvenient places and this phase takes way too long.
Stage 6's boss is the only playable boss of the group. It's a simple avoidance, and the only bad thing about it is that it uses a music that definitely doesn't work well with avoidances.
So, before we move on to the last boss, there's a thing that needs to be said about this game. Series Z games, in general, are heavily influenced by the Kamilia series, and it's not too hard to notice that: The similarities and references are extremely visible. This one was heavily influenced by both, K1 and K2, and as such, the last boss of this game tried to be a mixture of both, K1 and K2's last bosses, using the structure of the first Kamilia but with the kind of attacks you'd see in the second Kamilia. The idea wasn't bad, but the execution was horrible. The first three phases are alright-ish, but the fourth phase is awfully luck-based, and the fifth phase is even worse. The next phase has a really annoyingly timed pattern attack that really shouldn't be there, followed by a weird RNG-pattern combination thing that can wall you once in a while. It feels a lot like Blood Festival's Miku, but on a minor scale, where you have to wait through simple intro attacks that are there just to waste your time, then get lucky with the RNG attacks and finally die a lot at the pattern attacks until you learn them (Don't forget that every time you die at the pattern, you have to go back to the beginning and waste more time at the intro attacks before you can get another chance to get past the luck-based RNG attacks, and only then have another guess at how is that pattern attack supposed to work. It's probably the worst structure for a boss you can use). I actually liked the last phase, though, although the last 10 seconds are just fillers and have no reason to be there.
There's some interesting stuff in this game, but for the most part, it's just awful and simply not worth the effort. Wouldn't recommend.
I'm starting to get flashbacks here, though, because Stage 5 is where this game starts to downgrade, and it downgrades really quickly. There's nothing wrong with some needle screens in your medley game, but when the vast majority of a stage in your game is filled with needle screens, and you actually took the time to include generic and bland needle screens such as 1map, 2map and, specially, Test my Control (Again, why would you want THAT in your game?), you should definitely rethink your screen choices. It's like the maker didn't know of any hard and creative screens that he could use at Stages 5 and 6, so he just spammed needle screens and hoped for it to work. And many of these screens were the classic screens with hard jumps and many saves, the particular kind of screen that you shouldn't overuse because they get old really quickly. Even the non-needle screens were mostly bland (Love Trap, Catastrophe and King were probably the worst choices). I also find it amusing that you can skip a fair share of GR's screen because there aren't save blockers. Stage 5 and Stage 6 were just a disaster overall.
The bosses aren't very different. The first three bosses are decent, and actually fun to learn. Their patterns are easy to understand and to follow, and most harder attacks can be made easier with the use of specific tactics. Among the next four bosses, however, only one of them is playable: The other ones are a massive disaster.
The fourth boss is Dark Boshy, from Kill the Guy. You shouldn't be able to ruin Dark Boshy, but this game does exactly that. First off, the background looks horrible. It's a scrolling question mark grid that moves awfully quickly, being distracting and painful to the eyes at the same time. But this is a minor issue, compared to the boss itself. Awfully luck-based RNG attacks and pattern attacks that go on for too long with the sole purpose of wasting the player's time are bad by themselves, but when combined they become much worse. There's simply no way to understand the lightnings at the beginning of the fight, they simply kill you whenever they feel like it. The banana has a bad habit of walling the player. The shurikens go on for way too long, and their timing is horrible to learn. The attacks in the platform phase aren't too bad by themselves, but their projectiles are awful to see because they are too tiny (Specially the red dots) and the background is way too confusing. Combine that with glitchy platforms that can get the player stuck on them and push him to the edge of the screen if he touches their sides, and that sometimes simply don't allow the player to jump (Which is perfect, since the hardest part of the boss is exactly the platform phase), and you have the massive disaster that is the fourth boss.
If the fourth boss is horrible because of the extreme RNG, however, the fifth boss, the Cheetahman, is awful for the exact opposite reason. He's a pattern-heavy boss with a fair share of uneventful attacks that make it extremely boring. There's absolutely no reason for Big Kid's attack to take longer than 10 seconds. Actually, there's no reason for Big Kid's attack to exist at all. Every attack up to Big Kid is simple pattern that can be learned within a few attempts, but the attack that comes right after Big Kid is simply horrible to learn. It doesn't help that the attack is placed so far into the fight, and every time you die you must do over 30 seconds of boring pattern before you can get another chance to try it. Once you get past this pattern attack, you'll have to kill the Cheetahman, which also takes way too long for no reason at all, since there's absolutely no challenge in this part of the fight. And once you 'kill' the Cheetahman, a huge Cheetahman appears, starting the only part of the fight that has actual RNG...And it's also horrible, because those hurricanes can spawn at really inconvenient places and this phase takes way too long.
Stage 6's boss is the only playable boss of the group. It's a simple avoidance, and the only bad thing about it is that it uses a music that definitely doesn't work well with avoidances.
So, before we move on to the last boss, there's a thing that needs to be said about this game. Series Z games, in general, are heavily influenced by the Kamilia series, and it's not too hard to notice that: The similarities and references are extremely visible. This one was heavily influenced by both, K1 and K2, and as such, the last boss of this game tried to be a mixture of both, K1 and K2's last bosses, using the structure of the first Kamilia but with the kind of attacks you'd see in the second Kamilia. The idea wasn't bad, but the execution was horrible. The first three phases are alright-ish, but the fourth phase is awfully luck-based, and the fifth phase is even worse. The next phase has a really annoyingly timed pattern attack that really shouldn't be there, followed by a weird RNG-pattern combination thing that can wall you once in a while. It feels a lot like Blood Festival's Miku, but on a minor scale, where you have to wait through simple intro attacks that are there just to waste your time, then get lucky with the RNG attacks and finally die a lot at the pattern attacks until you learn them (Don't forget that every time you die at the pattern, you have to go back to the beginning and waste more time at the intro attacks before you can get another chance to get past the luck-based RNG attacks, and only then have another guess at how is that pattern attack supposed to work. It's probably the worst structure for a boss you can use). I actually liked the last phase, though, although the last 10 seconds are just fillers and have no reason to be there.
There's some interesting stuff in this game, but for the most part, it's just awful and simply not worth the effort. Wouldn't recommend.
Tagged as: Medley
[6] Likes
Rating: 3.1
Difficulty: 64
Apr 24, 2016
Xplayerlol
For: I wanna kill the Potana
For: I wanna kill the Potana
Rating includes extra, and is based on version 0.82, since it's the most recent one so far. The game is currently incomplete (It ends after BJEaref's area), but since there isn't an update ever since 2014, the odds of this being updated aren't very high.
Fangame structured as a collection of guest areas, similar to Kamilia 3's stage 5. Some of them are actually fun, some are simply terrible and some are just playable. The visuals and musics are nice.
The first area is Anhimdm's stage, which is just a compilation of mostly generic and quite repetitive jumps. At some point in the stage, there are spikes that you can destroy by shooting, a gimmick whose only purpose is to make the platforming look harder than it actually is. Meh. Boring.
The second area is Hasi's stage, which features a screen structured around invisible blocks and some screens featuring some gimmicks that make the screen spin under different circumstances. The gimmicks are actually kinda creative and fun to use, although the platforming itself is quite uninteresting. It's a decent stage, I guess.
The third area is Go to Hell, which is just one save where you have to get through a simple-ish drop jump. There isn't too much to say about it, it's simply way too short to be anything at all.
The fourth area is PDPlayer's stage, and probably the only one I kinda enjoyed. It's designed in a creative way, mixing needle with triggers and simple platforming. The last screen is the only part of the stage that I didn't like. There, you have to avoid bullets while you get through simple needle jumps, but at some parts there's no room to avoid the projectiles, so it's easy to get walled. It ends up being just an annoying luck-based screen. Once you get past that screen, there's the first boss, Polonel, which is basically a nerfed version of Kamilia 3's Colonel that gives you dotkid hitbox. It's fun.
And the last stage is BJEaref's stage, which is easily the worst stage in the whole game. A couple screens of needle, some of them are 'original' and some were picked from other games and modified. It's clearly trying to be annoying, and it's easy to see that when there's stuff like two choke jumps after a downwards plane, and one of the most annoying jumps in the game is used two times in a row because why not. The boss is a nerfed version of Bye the Entrance's avoidance, and just like Polonel, it gives you dotkid hitbox. It's kinda fun, at least when compared to the platforming that precedes it.
It has some interesting stuff, but hardly anything worth playing for. Wouldn't recommend.
[3] Likes
Fangame structured as a collection of guest areas, similar to Kamilia 3's stage 5. Some of them are actually fun, some are simply terrible and some are just playable. The visuals and musics are nice.
The first area is Anhimdm's stage, which is just a compilation of mostly generic and quite repetitive jumps. At some point in the stage, there are spikes that you can destroy by shooting, a gimmick whose only purpose is to make the platforming look harder than it actually is. Meh. Boring.
The second area is Hasi's stage, which features a screen structured around invisible blocks and some screens featuring some gimmicks that make the screen spin under different circumstances. The gimmicks are actually kinda creative and fun to use, although the platforming itself is quite uninteresting. It's a decent stage, I guess.
The third area is Go to Hell, which is just one save where you have to get through a simple-ish drop jump. There isn't too much to say about it, it's simply way too short to be anything at all.
The fourth area is PDPlayer's stage, and probably the only one I kinda enjoyed. It's designed in a creative way, mixing needle with triggers and simple platforming. The last screen is the only part of the stage that I didn't like. There, you have to avoid bullets while you get through simple needle jumps, but at some parts there's no room to avoid the projectiles, so it's easy to get walled. It ends up being just an annoying luck-based screen. Once you get past that screen, there's the first boss, Polonel, which is basically a nerfed version of Kamilia 3's Colonel that gives you dotkid hitbox. It's fun.
And the last stage is BJEaref's stage, which is easily the worst stage in the whole game. A couple screens of needle, some of them are 'original' and some were picked from other games and modified. It's clearly trying to be annoying, and it's easy to see that when there's stuff like two choke jumps after a downwards plane, and one of the most annoying jumps in the game is used two times in a row because why not. The boss is a nerfed version of Bye the Entrance's avoidance, and just like Polonel, it gives you dotkid hitbox. It's kinda fun, at least when compared to the platforming that precedes it.
It has some interesting stuff, but hardly anything worth playing for. Wouldn't recommend.
Rating: 4.5
Difficulty: 74
Apr 22, 2016
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112 Favorite Games
1412 Cleared Games