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 be the Fodomia
For: I wanna be the Fodomia
Really fun needle game. Plenty of interesting jumps and the generic ones aren't overused. Nice visuals, cool musics. The game starts with two warps, one of them leading to FailJGuy's stages (Blue and purple) while the other one leads to Goranclinton's stages (Green and yellow). Once you clear both, you unlock the last stage, which consists of four screens, two of them made by FailJGuy and two made by Goranclinton. The last stage is fairly harder than the other ones, requiring much higher amounts of grinding than the previous parts of the game, but it's equally as enjoyable.
It's a fun game. Would recommend.
It's a fun game. Would recommend.
Tagged as: Needle
[2] Likes
Rating: 7.5
Difficulty: 74
Apr 22, 2016
Xplayerlol
For: I Dun Wanna be Anything 2
For: I Dun Wanna be Anything 2
Rating based on version 1.0.
Really long and really fun game. Follows the first IDWBA's storyline, expanding it and solidifying it, taking itself fairly more seriously than its prequel (Although it still keeps a fair share of humor, specially in the ending). There are lots of differences from this game to its prequel, the vast majority of them being for the better.
The first main difference is the lack of traps. There is an annoying enemy that goes by the name of "Kamikaze" that works like a trap at some points, but he's exclusive of very few areas, isn't overused and hardly is unfairly placed (It's rare to see one of those near the end of saves, and usually it's possible to react to their sudden appearances and avoid them in time). This makes the platforming much more enjoyable, as your time will be spent on figuring out how to deal with each gimmick and each puzzle, rather than on remembering where is every single trap on the save you are at.
Another big difference is that now the Kid has an attributes system. You can raise your attack power, or your 'guts'. Your attack power determines how much damage your bullets deliver to your enemies, and increasing it becomes really useful as you progress through the game and the bosses get harder and tougher. Your guts are an RNG thing that, when triggered, grants the Kid a short period of invulnerability that you can use to skip some segments, or to save yourself from tight situations. The 'guts' have a low chance of being triggered each time an attack hits the Kid, and raising this attribute will increase the player's chance of triggering them. Also, your reset key is blocked while this ability is triggered, which is really useful, after all you wouldn't want to reset out of panic when the game is giving you a second chance. To upgrade these attributes, you need to find specific upgrade items that can be found scattered through the huge amounts of platforming screens. These items include attack and guts upgrades and coins that you can use at the Trading Corner.
There are multiple weapons that you can find through the game. Some of them are required to progress, while some are optional and only useful to help you with specific situations. Some enemies and bosses are weak against a specific weapon, and some weapons have different effects at specific objects (Breakable blocks, fire/ice totems, water and others).
The Trading Corner is also a lot more useful than in the first game. In the first game, most items you find in the trading corner are collectibles without much relevance for the gameplay, but here, you can exchange your coins for set unknown prizes that include attribute upgrades, weapon(s) that can't be obtained normally, extra ammunition for this/these weapon(s) and probably more.
The stages are all connected through specific paths, with lots of room for exploring. To ensure that the player can be transported quickly to distant locations, there are multiple teleporters scattered through the game. The stages have numerous themes, including a swamp, a tower, an underwater temple, a beehive and many others. The visuals are impressive (In a good way) and the musics are nice and fitting. To ensure that the player can't access areas that are probably too hard for him at the moment, some stages have specific requirements that the player needs to meet in order to unlock them, like amounts of Power Capsules (Usually found at the very end of an area) in order to measure how far you are into the game or specific weapons that you'll probably need to use inside the stage too.
Another huge difference from the original are the bosses. The bosses in this game use a set pattern, which makes the player focus more on learning the fight instead of focusing on getting lucky. They are usually quite creative, forcing the player to adapt to entirely different styles of fight. There are some exceptions, like the dragon, which is basically all about finding safe spots while you either, take forever to kill him with normal bullets, or kill him within 5 hits with ice bullets, and the spider, which is a huge RNG festival that would probably fit better in the prequel, but most bosses are fun and really creative, or at least decent.
The main issue I have with this game regards its open world nature. In a game where you can basically go wherever you want to (Kinda), you'd expect to know where exactly you want to go, so that you can spend your time exploring the areas, rather than, uh, finding them. It took me forever to find some specific areas because they were hidden at places where I'd expect to find a secret item, not a stage. Even better than that, the Lost Manor (An annoying stage consisting of a maze of warps) has two correct paths, each of them leading to a different stage. How is anyone supposed to find out that the Lost Manor leads to two different stages? You have to explore every corner and hope for it to be a new area, instead of a secret coin or upgrade, otherwise you'll have wasted a fair share of your time just redoing a part of a stage you've already played until you reach the next teleporter. Even better than that, the path to the last stages is blocked by a weird kind of barrier and there's no real way to know when you unlocked it, specially because there's no way to know that that's the path to the last stages until you enter it. There's a reason for maps and hints to exist in video games, and that reason is usually to show the player where can he go and where should he go, so that the optional paths can honor their name and BE optional, and so that the player KNOWS that they are optional.
The vast majority of the gimmicks is greatly improved. The platforming still has a lot of variety, and there are still plenty of gimmicks, but I can only recall two annoying gimmicks: The honey gimmick, which slows down the player and makes him jump lower (It's used in an interesting way, but makes the platforming way too slow), and the invisible/fake block maze thing (The save with shiny green blocks where you can't step at the visible blocks, although they can still block your way horizontally, and the blocks you can step at are invisible until you get REALLY close to them). The rest of them is quite interesting and fun to use.
The only real complaint I have about this game is the lack of a system that allows the player to know what is optional and what is required, which is a pretty basic feature in games with extra content. I really liked the platforming, the bosses and the style of the game overall. Would recommend.
[4] Likes
Really long and really fun game. Follows the first IDWBA's storyline, expanding it and solidifying it, taking itself fairly more seriously than its prequel (Although it still keeps a fair share of humor, specially in the ending). There are lots of differences from this game to its prequel, the vast majority of them being for the better.
The first main difference is the lack of traps. There is an annoying enemy that goes by the name of "Kamikaze" that works like a trap at some points, but he's exclusive of very few areas, isn't overused and hardly is unfairly placed (It's rare to see one of those near the end of saves, and usually it's possible to react to their sudden appearances and avoid them in time). This makes the platforming much more enjoyable, as your time will be spent on figuring out how to deal with each gimmick and each puzzle, rather than on remembering where is every single trap on the save you are at.
Another big difference is that now the Kid has an attributes system. You can raise your attack power, or your 'guts'. Your attack power determines how much damage your bullets deliver to your enemies, and increasing it becomes really useful as you progress through the game and the bosses get harder and tougher. Your guts are an RNG thing that, when triggered, grants the Kid a short period of invulnerability that you can use to skip some segments, or to save yourself from tight situations. The 'guts' have a low chance of being triggered each time an attack hits the Kid, and raising this attribute will increase the player's chance of triggering them. Also, your reset key is blocked while this ability is triggered, which is really useful, after all you wouldn't want to reset out of panic when the game is giving you a second chance. To upgrade these attributes, you need to find specific upgrade items that can be found scattered through the huge amounts of platforming screens. These items include attack and guts upgrades and coins that you can use at the Trading Corner.
There are multiple weapons that you can find through the game. Some of them are required to progress, while some are optional and only useful to help you with specific situations. Some enemies and bosses are weak against a specific weapon, and some weapons have different effects at specific objects (Breakable blocks, fire/ice totems, water and others).
The Trading Corner is also a lot more useful than in the first game. In the first game, most items you find in the trading corner are collectibles without much relevance for the gameplay, but here, you can exchange your coins for set unknown prizes that include attribute upgrades, weapon(s) that can't be obtained normally, extra ammunition for this/these weapon(s) and probably more.
The stages are all connected through specific paths, with lots of room for exploring. To ensure that the player can be transported quickly to distant locations, there are multiple teleporters scattered through the game. The stages have numerous themes, including a swamp, a tower, an underwater temple, a beehive and many others. The visuals are impressive (In a good way) and the musics are nice and fitting. To ensure that the player can't access areas that are probably too hard for him at the moment, some stages have specific requirements that the player needs to meet in order to unlock them, like amounts of Power Capsules (Usually found at the very end of an area) in order to measure how far you are into the game or specific weapons that you'll probably need to use inside the stage too.
Another huge difference from the original are the bosses. The bosses in this game use a set pattern, which makes the player focus more on learning the fight instead of focusing on getting lucky. They are usually quite creative, forcing the player to adapt to entirely different styles of fight. There are some exceptions, like the dragon, which is basically all about finding safe spots while you either, take forever to kill him with normal bullets, or kill him within 5 hits with ice bullets, and the spider, which is a huge RNG festival that would probably fit better in the prequel, but most bosses are fun and really creative, or at least decent.
The main issue I have with this game regards its open world nature. In a game where you can basically go wherever you want to (Kinda), you'd expect to know where exactly you want to go, so that you can spend your time exploring the areas, rather than, uh, finding them. It took me forever to find some specific areas because they were hidden at places where I'd expect to find a secret item, not a stage. Even better than that, the Lost Manor (An annoying stage consisting of a maze of warps) has two correct paths, each of them leading to a different stage. How is anyone supposed to find out that the Lost Manor leads to two different stages? You have to explore every corner and hope for it to be a new area, instead of a secret coin or upgrade, otherwise you'll have wasted a fair share of your time just redoing a part of a stage you've already played until you reach the next teleporter. Even better than that, the path to the last stages is blocked by a weird kind of barrier and there's no real way to know when you unlocked it, specially because there's no way to know that that's the path to the last stages until you enter it. There's a reason for maps and hints to exist in video games, and that reason is usually to show the player where can he go and where should he go, so that the optional paths can honor their name and BE optional, and so that the player KNOWS that they are optional.
The vast majority of the gimmicks is greatly improved. The platforming still has a lot of variety, and there are still plenty of gimmicks, but I can only recall two annoying gimmicks: The honey gimmick, which slows down the player and makes him jump lower (It's used in an interesting way, but makes the platforming way too slow), and the invisible/fake block maze thing (The save with shiny green blocks where you can't step at the visible blocks, although they can still block your way horizontally, and the blocks you can step at are invisible until you get REALLY close to them). The rest of them is quite interesting and fun to use.
The only real complaint I have about this game is the lack of a system that allows the player to know what is optional and what is required, which is a pretty basic feature in games with extra content. I really liked the platforming, the bosses and the style of the game overall. Would recommend.
Rating: 8.8
Difficulty: 75
Apr 20, 2016
Xplayerlol
For: I dun wanna be Anything
For: I dun wanna be Anything
Rating based on the easiest possible setting (Normal mode, many saves) because it's the most reasonable one.
Really long adventure game with lots of cool stuff and lots of awful stuff as well. Let's start with the good parts. The visuals are incredibly good, with very few exceptions (Including a stage where the tiles show some ugly line divisions and, obviously, areas with the mostly unfitting gray spikes), and so are the musics. The death sound isn't annoying, and the musics don't restart. There's a lot of variety in the platforming, with huge amounts of unique gimmicks and obstacles scattered through the stages, one of these gimmicks being a really well-designed space shooter segment that is probably my favorite part of the game. There's an actual tutorial that teaches new players about the basics of fangames. There's also a really nice and quite funny storyline, as well as extra collectible items, plenty of achievements and some funny jokes here and there (The ending and the credits made me laugh a lot).
However, even a game with so many amazing details and interesting stuff can still be easily ruined by poor design choices, and that's exactly what happens in this game. The first issue we have in the game are the bosses. Some of them are incredibly hard to damage, like Magna Centipede, which can spend huge amounts of time in the ceiling, shooting stuff at you while you can't even damage him at all, or the Beholder, which can only be damaged when he uses a specific attack. Bosses like Yellow Devil and Magna Centipede can corner you really easily with their constant movement (Yellow Devil's jumps and Magna Centipede's teleporting), and then finish you off with another attack that can't be avoided at short range. Some can use the classic RNG attacks of shooting stuff everywhere, like the Emperor of Delicious Fruit or the Tower of Creation, while you can only hope that none of the projectiles hits you because they are way too fast, spawn way too close to you or simply don't give you a gap to dodge at all. Some can create shields, like Centaurman, or become invulnerable for absurd amounts of time, like Celsius and Yellow Devil, for no reason at all other than wasting your time while you're trying to learn the other attacks (And maybe killing you once or twice while they are at it). And many of them combine some of these annoying factors, or even all of them, into a single fight where you still have to learn how to dodge the dodgeable attacks. Imagine a luck-based boss that is hard to damage, with plenty of attacks that are hard to learn. Such is the case of bosses like the Yellow Devil and Magna Centipede.
The last boss deserves a special topic, because she's a bit different from the other ones. You have a HP bar, and you're going to need it. It's one of those bosses with two phases whose first phase's only objective is to waste your time (And HP) while the second phase kills you over and over. The first phase is all about learning attacks, and in this phase she has 4 different attacks that allow her to fly. And guess what? You can't damage her while she's flying. And she can COMBINE three of these attacks to fly for as long as she wants to. More than once, I've seen her fly for more than 5 attacks in a row, and these attacks are quite long. It's awfully boring. The second phase features some wonders like an attack where she grabs you and throws you outside the map, instantly killing you and the whole purpose of the HP bar, and a triple wall of fire that I wonder if you can even get through without taking damage at all.
Leaving the bosses aside and heading for the platforming, there are a couple funny traps, but there are also some really stupid generic traps. They aren't too bad for the most part, but some stages like the desert stage really overuse them, and some place them at really unpleasant points. Worse than the traps, however, are some of the gimmicks. Variety doesn't mean quality, and this game shows that very well. Gimmicks like the falling Megamen (Awfully luck-based), the quicksand (Requires an awful amount of mashing if you want to go up), the balloon duck (Controlling that thing is horrible), and others, are things that simply shouldn't exist. As if that wasn't enough, even gimmicks that aren't really bad at all are ruined by the way the game uses them. A good example is the 'don't jump' sign in the RPG stage, which isn't bad by itself, but becomes one of the most annoying parts of the game when combined with horribly slow moving platforms and really precise movements. Another great example of terrible use of a decent gimmick is the mirror segment, where you have to look at both halves of the mirror because some obstacles can only be seen at the top half or at the lower half. Not a bad idea at all, but the design of this segment makes it so that you can't react to some of the obstacles unless you know about them beforehand, which turns it into a memory game where you just die over and over while you try to learn how to dodge every obstacle. The Dark Kid's trials work in a similar way, and are almost as boring.
I wanted to like this game, but I can't bring myself to. The terrible parts outweigh the great ones by far, to the point where the great parts are hardly worth playing for. Wouldn't recommend.
[5] Likes
Really long adventure game with lots of cool stuff and lots of awful stuff as well. Let's start with the good parts. The visuals are incredibly good, with very few exceptions (Including a stage where the tiles show some ugly line divisions and, obviously, areas with the mostly unfitting gray spikes), and so are the musics. The death sound isn't annoying, and the musics don't restart. There's a lot of variety in the platforming, with huge amounts of unique gimmicks and obstacles scattered through the stages, one of these gimmicks being a really well-designed space shooter segment that is probably my favorite part of the game. There's an actual tutorial that teaches new players about the basics of fangames. There's also a really nice and quite funny storyline, as well as extra collectible items, plenty of achievements and some funny jokes here and there (The ending and the credits made me laugh a lot).
However, even a game with so many amazing details and interesting stuff can still be easily ruined by poor design choices, and that's exactly what happens in this game. The first issue we have in the game are the bosses. Some of them are incredibly hard to damage, like Magna Centipede, which can spend huge amounts of time in the ceiling, shooting stuff at you while you can't even damage him at all, or the Beholder, which can only be damaged when he uses a specific attack. Bosses like Yellow Devil and Magna Centipede can corner you really easily with their constant movement (Yellow Devil's jumps and Magna Centipede's teleporting), and then finish you off with another attack that can't be avoided at short range. Some can use the classic RNG attacks of shooting stuff everywhere, like the Emperor of Delicious Fruit or the Tower of Creation, while you can only hope that none of the projectiles hits you because they are way too fast, spawn way too close to you or simply don't give you a gap to dodge at all. Some can create shields, like Centaurman, or become invulnerable for absurd amounts of time, like Celsius and Yellow Devil, for no reason at all other than wasting your time while you're trying to learn the other attacks (And maybe killing you once or twice while they are at it). And many of them combine some of these annoying factors, or even all of them, into a single fight where you still have to learn how to dodge the dodgeable attacks. Imagine a luck-based boss that is hard to damage, with plenty of attacks that are hard to learn. Such is the case of bosses like the Yellow Devil and Magna Centipede.
The last boss deserves a special topic, because she's a bit different from the other ones. You have a HP bar, and you're going to need it. It's one of those bosses with two phases whose first phase's only objective is to waste your time (And HP) while the second phase kills you over and over. The first phase is all about learning attacks, and in this phase she has 4 different attacks that allow her to fly. And guess what? You can't damage her while she's flying. And she can COMBINE three of these attacks to fly for as long as she wants to. More than once, I've seen her fly for more than 5 attacks in a row, and these attacks are quite long. It's awfully boring. The second phase features some wonders like an attack where she grabs you and throws you outside the map, instantly killing you and the whole purpose of the HP bar, and a triple wall of fire that I wonder if you can even get through without taking damage at all.
Leaving the bosses aside and heading for the platforming, there are a couple funny traps, but there are also some really stupid generic traps. They aren't too bad for the most part, but some stages like the desert stage really overuse them, and some place them at really unpleasant points. Worse than the traps, however, are some of the gimmicks. Variety doesn't mean quality, and this game shows that very well. Gimmicks like the falling Megamen (Awfully luck-based), the quicksand (Requires an awful amount of mashing if you want to go up), the balloon duck (Controlling that thing is horrible), and others, are things that simply shouldn't exist. As if that wasn't enough, even gimmicks that aren't really bad at all are ruined by the way the game uses them. A good example is the 'don't jump' sign in the RPG stage, which isn't bad by itself, but becomes one of the most annoying parts of the game when combined with horribly slow moving platforms and really precise movements. Another great example of terrible use of a decent gimmick is the mirror segment, where you have to look at both halves of the mirror because some obstacles can only be seen at the top half or at the lower half. Not a bad idea at all, but the design of this segment makes it so that you can't react to some of the obstacles unless you know about them beforehand, which turns it into a memory game where you just die over and over while you try to learn how to dodge every obstacle. The Dark Kid's trials work in a similar way, and are almost as boring.
I wanted to like this game, but I can't bring myself to. The terrible parts outweigh the great ones by far, to the point where the great parts are hardly worth playing for. Wouldn't recommend.
Rating: 5.0
Difficulty: 76
Apr 8, 2016
Xplayerlol
For: I wanna be the Shrine maiden
For: I wanna be the Shrine maiden
Terrible Touhou-themed fangame. It's extremely long, and extremely repetitive. Stage after stage of bland platforming that features a LOT of flying spikes and invisible blocks, with some fake blocks here and there to add more variety to the game. Actually, the majority of the game is all about fake blocks and flying spikes. The amount of screens that the game dedicates specifically to those two things is absurd. The design is just as repetitive, many screens look almost exactly the same because their structure is exactly the same. I lost track of how many horizontal chase segments with traps and invisible blocks are there in the game.
That doesn't mean that the non-repetitive segments are any better. Actually, many of them are even worse. Stage-specific wonders include an annoying, confusing invisible block maze with blocks that don't appear when you touch them (With visuals that make it even more confusing), a screen where you have to wait for like 20 seconds for an extremely slow moving platform to come towards you and then ride on it through a path filled with invisible blocks, and an extremely tedious vertical platforming segment that includes an invisible spike, a trap involving this invisible spike, the standard invisible blocks, and killing a LOT of annoying fairies with plenty of HP that try to chase you. There's also a horribly done spotlight stage, saves where you can easily softlock yourself and a trap that comes right after you kill one of the bosses (Obviously, placed before you can reach any save). And if that's not enough, you jump with the space bar, which feels a lot more awkward than it seems like. At least the physics aren't bad. Musics are alright, and the stages that aren't joke stages have some nice visuals, but it's hard to give the maker any credit for these when the rest of the game is so awful. Also, the musics restart, and the death sound is really annoying.
The bosses are at least as bad as the platforming. I have to give the maker some credit for actually making the bosses feel different from each other, despite the fact that every single of them only uses one attack, which happens to be throwing aimed projectiles at the player, while their underlings (Which you can't kill) also throw their aimed projectiles at the player. Interesting to know, yet it doesn't change the fact that the bosses are terrible. There's no HP bar, and many of those bosses either, have huge amounts of HP, or are really hard to damage, or both. The last boss, particularly, is hard to damage, has an absurd amount of HP that makes you wonder if you're even dealing any damage at all, and can wall you with extreme ease due to the confusing amount of projectiles that are thrown at you. It also features fast moving platforms that can easily screw you up by pulling you up when you really don't want to jump, or by pushing you down when you clearly don't want to fall. Easily the worst boss I've fought against in a long while.
And finally, when you defeat the last boss, your reward is yet another save of bland platforming and invisible blocks that ends with a portal that kills you and then sends you to the title screen. Brilliant.
The best part is that I'm pretty sure that I'm forgetting to mention a fair share of the bad stuff in this game thanks to the huge amounts of repetitive screens. It's simply terrible. Highly not recommended.
[7] Likes
That doesn't mean that the non-repetitive segments are any better. Actually, many of them are even worse. Stage-specific wonders include an annoying, confusing invisible block maze with blocks that don't appear when you touch them (With visuals that make it even more confusing), a screen where you have to wait for like 20 seconds for an extremely slow moving platform to come towards you and then ride on it through a path filled with invisible blocks, and an extremely tedious vertical platforming segment that includes an invisible spike, a trap involving this invisible spike, the standard invisible blocks, and killing a LOT of annoying fairies with plenty of HP that try to chase you. There's also a horribly done spotlight stage, saves where you can easily softlock yourself and a trap that comes right after you kill one of the bosses (Obviously, placed before you can reach any save). And if that's not enough, you jump with the space bar, which feels a lot more awkward than it seems like. At least the physics aren't bad. Musics are alright, and the stages that aren't joke stages have some nice visuals, but it's hard to give the maker any credit for these when the rest of the game is so awful. Also, the musics restart, and the death sound is really annoying.
The bosses are at least as bad as the platforming. I have to give the maker some credit for actually making the bosses feel different from each other, despite the fact that every single of them only uses one attack, which happens to be throwing aimed projectiles at the player, while their underlings (Which you can't kill) also throw their aimed projectiles at the player. Interesting to know, yet it doesn't change the fact that the bosses are terrible. There's no HP bar, and many of those bosses either, have huge amounts of HP, or are really hard to damage, or both. The last boss, particularly, is hard to damage, has an absurd amount of HP that makes you wonder if you're even dealing any damage at all, and can wall you with extreme ease due to the confusing amount of projectiles that are thrown at you. It also features fast moving platforms that can easily screw you up by pulling you up when you really don't want to jump, or by pushing you down when you clearly don't want to fall. Easily the worst boss I've fought against in a long while.
And finally, when you defeat the last boss, your reward is yet another save of bland platforming and invisible blocks that ends with a portal that kills you and then sends you to the title screen. Brilliant.
The best part is that I'm pretty sure that I'm forgetting to mention a fair share of the bad stuff in this game thanks to the huge amounts of repetitive screens. It's simply terrible. Highly not recommended.
Rating: 0.1
Difficulty: 67
Mar 26, 2016
Xplayerlol
For: I wanna be the Vector
For: I wanna be the Vector
Rating includes extra.
Really fun needle game split into two stages followed by an extra stage. Lots of interesting jumps through most of the game, and while the first extra screen is a bit too corner-heavy, most corners are used decently (I have some complaints about the second save, though). Cool visuals, nice musics (Despite the annoying death sound), not too long or too short. I enjoyed it. Would recommend.
Really fun needle game split into two stages followed by an extra stage. Lots of interesting jumps through most of the game, and while the first extra screen is a bit too corner-heavy, most corners are used decently (I have some complaints about the second save, though). Cool visuals, nice musics (Despite the annoying death sound), not too long or too short. I enjoyed it. Would recommend.
Tagged as: Needle
[1] Like
Rating: 8.0
Difficulty: 78
Mar 24, 2016
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112 Favorite Games
1412 Cleared Games