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310 Reviews
xva
For: i wanna be the Prometheus
For: i wanna be the Prometheus
good classic-style hades-like. fair mix of common hades-like jumps and more specific ones. there's only like two hard saves realistically, everything else can be sort of ran at and eventually passed. also has some hard 4.5s which I enjoyed.
game gets worse as you go on unfortunately, first 2 or so screens are good, while the other 2 aren't as good (especially the last one)
game gets worse as you go on unfortunately, first 2 or so screens are good, while the other 2 aren't as good (especially the last one)
Tagged as: Needle
Hades-like
[0] Likes
Rating: 7.1 71
Difficulty: 71 71
Oct 8, 2024
xva
For: I wanna be the Pandora
For: I wanna be the Pandora
memetic hazard
Tagged as: Needle
Hades-like
[1] Like
Rating: 5.0 50
Difficulty: 74 74
Oct 8, 2024
xva
For: I Wanna Get The Perfume+
For: I Wanna Get The Perfume+
very difficult barrage with a fair share of unfair attacks and just plain hard attacks. often you'll be put into dumb situations that range from hard to get out of to completely impossible to get out of. intro is gonna get somewhat annoying to play (especially the 3rd attack, the slow one) and final is gonna be supreme bullshittery half the time, until you get used to it at least. the middle of the avoidance is good though and is unfortunately the only good part
19 final deaths, once to last burst
not recommended unless you're really good at avoidance (or at least better than me)
[0] Likes
19 final deaths, once to last burst
not recommended unless you're really good at avoidance (or at least better than me)
Rating: 6.0 60
Difficulty: 83 83
Oct 5, 2024
xva
For: I wanna go go spike
For: I wanna go go spike
the game is intended to be played on hard, as it actually allows you to access all the areas in the game. hard doesn't reduce the amount of saves like it usually does, but actually buffs the needle itself (as far as I know)
as for the game itself, it's a mess. the game's filled with skips of various effectiveness - some allowing you to skip entire screens, some allowing you to skip like one difficult jump. this is mostly present in the stage with a custom spike shape, which isn't wide enough to fill an entire block, allowing you to stand on blocks with spikes on them and skip substantial parts of the stage.
it has a wide array of technical issues, having one of the worst engines I've ever seen. dying resizes your screen making it so you essentially have to keep mashing your f4 key every time you die. making the window larger doesn't work, since it just resizes the game back to 800x608. this is insanely annoying for anyone playing in fullscreen. you can stand on the corner pixels of blocks due to poor collision, allowing some minor skips throughout the game. the game lags randomly if the screen has a bunch of objects in it. this is most noticeable in the stage with the vhs vertical scroll effect. the game also has some suspect hitboxes in certain areas. there’s also a ton of miscellaneous general design issues that *could* boil down to personal opinion, so I won’t bash the game too much on something that could be affected by personal bias.
there's some annoying trap stage with Metamorphosis-like traps, except it's not as interesting or difficult as Metamorphosis. it just kinda boils down to repeated fuckery instead of actually creative or interesting traps. I suppose they're well-designed for what they're trying to do, but the problem is that.. what they're trying to do is to be a nuisance. btw even the hub itself looks like Metamorphosis lol.
the gravity area is likely the thing most worth playing in the game, as it's actually interesting the way it's non-euclidean, where you go back and forth but end up in different rooms each time. I find that quite interesting.
there's a few more stages that aren't too interesting. what's notable is that, upon collecting the secret item in each area, you gain access to extra variants of the presented stages. these are required for the full clear, so you'll want to get them. the EX variants are much better and more playable than their regular equivalents. again, gravity stage is really fun and interesting. final stage also has an EX variant with a good mix of interesting stuff in there. the EX half of this game is actually worth playing, despite the slop that comes before it
[0] Likes
as for the game itself, it's a mess. the game's filled with skips of various effectiveness - some allowing you to skip entire screens, some allowing you to skip like one difficult jump. this is mostly present in the stage with a custom spike shape, which isn't wide enough to fill an entire block, allowing you to stand on blocks with spikes on them and skip substantial parts of the stage.
it has a wide array of technical issues, having one of the worst engines I've ever seen. dying resizes your screen making it so you essentially have to keep mashing your f4 key every time you die. making the window larger doesn't work, since it just resizes the game back to 800x608. this is insanely annoying for anyone playing in fullscreen. you can stand on the corner pixels of blocks due to poor collision, allowing some minor skips throughout the game. the game lags randomly if the screen has a bunch of objects in it. this is most noticeable in the stage with the vhs vertical scroll effect. the game also has some suspect hitboxes in certain areas. there’s also a ton of miscellaneous general design issues that *could* boil down to personal opinion, so I won’t bash the game too much on something that could be affected by personal bias.
there's some annoying trap stage with Metamorphosis-like traps, except it's not as interesting or difficult as Metamorphosis. it just kinda boils down to repeated fuckery instead of actually creative or interesting traps. I suppose they're well-designed for what they're trying to do, but the problem is that.. what they're trying to do is to be a nuisance. btw even the hub itself looks like Metamorphosis lol.
the gravity area is likely the thing most worth playing in the game, as it's actually interesting the way it's non-euclidean, where you go back and forth but end up in different rooms each time. I find that quite interesting.
there's a few more stages that aren't too interesting. what's notable is that, upon collecting the secret item in each area, you gain access to extra variants of the presented stages. these are required for the full clear, so you'll want to get them. the EX variants are much better and more playable than their regular equivalents. again, gravity stage is really fun and interesting. final stage also has an EX variant with a good mix of interesting stuff in there. the EX half of this game is actually worth playing, despite the slop that comes before it
Rating: 4.7 47
Difficulty: 59 59
Oct 2, 2024
xva
For: I Wanna End the Blood Festival
For: I Wanna End the Blood Festival
I’ll start off by saying I’m biased towards this game for several reasons. I love adventure games, and I love old adventure games at that. the more non-linear the better. I also love when games throw in random shit in general. I’m definitely in the minority in the opinion on this game, as most people seem to view it as an antiquated and not well-playtested game.
this game is quite iconic to me, it holds a special place in my heart for several reasons. there’s so much in this game that I enjoy for the simple fact it’s interesting. unfortunately the game starts off somewhat weak, with some of the warps in the first hub being notably less interesting. the water area (for instance) has some rough jumps, odd design choices and an early abundance of something this game excels in - traps. this game
has some of the most ruthless trap design, rivalling the likes of Emperor and Metamorphosis. they’re omnipresent in this game and are almost always entirely unpredictable. later on in the game, the traps will force you to do laps around certain sections of screens repeatedly. this is kind of lazy at times but I feel this game doesn’t do this as egregiously as some other games do.
as for the actual areas themselves, they’re all very unique. the save area, despite looking pretty bad, is very memorable in its design. same goes for the red and blue area, the shooting spikes area, the blood forest area, and most notably the blood festival area (as I like to call it), with its representative bright, painful red blocks and spikes. that area is likely the one most people remember and know from this game; this is for good reason though - these are good, classic rooms. the screen that made it into Kamilia 2 isn’t even the best screen from this particular area. it may be a great one, but it pales in comparison to the one 2 screens directly after it. hell, even the last screen is a good one, with only the 2nd screen being substantially weaker. the secret area here is also quite memorable. I still remember being a bit confused as to where I was supposed to go and what I was supposed to do. speaking of, this game has secrets. admittedly, they’re nothing too special. I guess it’s interesting how the hub itself has a secret item you need in order to progress. let’s not dwell too long on this and let’s move on to a more controversial topic, the thing this game is known for.
Blood Festival Miku is the most polarizing part of this game - you either hate it or you at least like it. there’s mostly no option of loving it though, which puts me in a rough position considering the fact I Iove this boss. I don’t find it that boring, personally I’ve played much worse. I love the song, I love the simplistic aesthetic, and I love the simple elegance of the attacks and patterns. this mostly stems from me just liking classic/old games. to someone who doesn’t share this opinion, I probably sound like one of those people who listen to classical music and think it’s more “intellectually stimulating” or “soulful than today’s music”.. or some shit. I’m trying not to though, since I really think there is something within this game that is worth playing. I will also mention the really interesting way you even access Miku. this game, the rude fuck it is, essentially asks you some sort of question solely made to make fun of you, seemingly locking away the boss from even being accessed. you have to do.. something…? it’s kinda convoluted to figure out on your own, so I suggest looking it up
the bosses are unfortunately sub-par in the first hub up until Miku. they are somehow more reminsicent of even older games than this one, like some early Cyber creations or similar. they leave a lot to be desired, hell if they were all miku avoidances I would’ve felt better playing them. the bosses have okay premises, but will eventually turn to be quite difficult and annoying later on in EX.
Miku is the regular clear condition, I think, so this next portion of the review is about extra.
Miku is followed by this game’s extra boss rush. this boss rush has variants of all of the hub bosses excluding miku, so 6 bosses. they’re all buffed in their own similar ways, usually more bullet density or faster bullets or more hp, etc. this is admittedly, yet again, not a great part of the game. these could’ve been done better and with more effort. past this, you reach one of the last areas in the game, and one of my overall favorites. the purple castle area is where the game takes all the previous bullshittery it’s pulled on you, and then does it all over again from the bottom. there’s some not very notable boss after a few screens, but he’s not that interesting or hard for that matter (except for some questionable rng moments, but that’s a given at this point).
then begins “the climb”, into the last area of the game - the final frontier. there’s a good amount of traps and a good amount of fairly difficult jumps. main thing to do here is not get tilted, since it’s gonna make everything a lot harder than it usually is. the tileset’s gonna turn reddish and some speed change and jump change gimmicks are gonna get randomly introduced in the rooms leading up to the actual final boss of
this game.
Sanae Kochiya puts up a decent fight but is overall still dwarfed by Miku. this is before Splatter Fate after all, so it might not be a fair comparison. the boss is mostly okay, in fact I’d say it’s good for this game’s usual standards. I liked the transition into this boss, I still remember it to this day, and I beat this game months ago.
overall, very underrated and memorable game. however, I wouldn’t recommend it unless you’re down for.. a polarizing experience?
[2] Likes
this game is quite iconic to me, it holds a special place in my heart for several reasons. there’s so much in this game that I enjoy for the simple fact it’s interesting. unfortunately the game starts off somewhat weak, with some of the warps in the first hub being notably less interesting. the water area (for instance) has some rough jumps, odd design choices and an early abundance of something this game excels in - traps. this game
has some of the most ruthless trap design, rivalling the likes of Emperor and Metamorphosis. they’re omnipresent in this game and are almost always entirely unpredictable. later on in the game, the traps will force you to do laps around certain sections of screens repeatedly. this is kind of lazy at times but I feel this game doesn’t do this as egregiously as some other games do.
as for the actual areas themselves, they’re all very unique. the save area, despite looking pretty bad, is very memorable in its design. same goes for the red and blue area, the shooting spikes area, the blood forest area, and most notably the blood festival area (as I like to call it), with its representative bright, painful red blocks and spikes. that area is likely the one most people remember and know from this game; this is for good reason though - these are good, classic rooms. the screen that made it into Kamilia 2 isn’t even the best screen from this particular area. it may be a great one, but it pales in comparison to the one 2 screens directly after it. hell, even the last screen is a good one, with only the 2nd screen being substantially weaker. the secret area here is also quite memorable. I still remember being a bit confused as to where I was supposed to go and what I was supposed to do. speaking of, this game has secrets. admittedly, they’re nothing too special. I guess it’s interesting how the hub itself has a secret item you need in order to progress. let’s not dwell too long on this and let’s move on to a more controversial topic, the thing this game is known for.
Blood Festival Miku is the most polarizing part of this game - you either hate it or you at least like it. there’s mostly no option of loving it though, which puts me in a rough position considering the fact I Iove this boss. I don’t find it that boring, personally I’ve played much worse. I love the song, I love the simplistic aesthetic, and I love the simple elegance of the attacks and patterns. this mostly stems from me just liking classic/old games. to someone who doesn’t share this opinion, I probably sound like one of those people who listen to classical music and think it’s more “intellectually stimulating” or “soulful than today’s music”.. or some shit. I’m trying not to though, since I really think there is something within this game that is worth playing. I will also mention the really interesting way you even access Miku. this game, the rude fuck it is, essentially asks you some sort of question solely made to make fun of you, seemingly locking away the boss from even being accessed. you have to do.. something…? it’s kinda convoluted to figure out on your own, so I suggest looking it up
the bosses are unfortunately sub-par in the first hub up until Miku. they are somehow more reminsicent of even older games than this one, like some early Cyber creations or similar. they leave a lot to be desired, hell if they were all miku avoidances I would’ve felt better playing them. the bosses have okay premises, but will eventually turn to be quite difficult and annoying later on in EX.
Miku is the regular clear condition, I think, so this next portion of the review is about extra.
Miku is followed by this game’s extra boss rush. this boss rush has variants of all of the hub bosses excluding miku, so 6 bosses. they’re all buffed in their own similar ways, usually more bullet density or faster bullets or more hp, etc. this is admittedly, yet again, not a great part of the game. these could’ve been done better and with more effort. past this, you reach one of the last areas in the game, and one of my overall favorites. the purple castle area is where the game takes all the previous bullshittery it’s pulled on you, and then does it all over again from the bottom. there’s some not very notable boss after a few screens, but he’s not that interesting or hard for that matter (except for some questionable rng moments, but that’s a given at this point).
then begins “the climb”, into the last area of the game - the final frontier. there’s a good amount of traps and a good amount of fairly difficult jumps. main thing to do here is not get tilted, since it’s gonna make everything a lot harder than it usually is. the tileset’s gonna turn reddish and some speed change and jump change gimmicks are gonna get randomly introduced in the rooms leading up to the actual final boss of
this game.
Sanae Kochiya puts up a decent fight but is overall still dwarfed by Miku. this is before Splatter Fate after all, so it might not be a fair comparison. the boss is mostly okay, in fact I’d say it’s good for this game’s usual standards. I liked the transition into this boss, I still remember it to this day, and I beat this game months ago.
overall, very underrated and memorable game. however, I wouldn’t recommend it unless you’re down for.. a polarizing experience?
Rating: 6.8 68
Difficulty: 65 65
Oct 1, 2024
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