xva's Profile
Send a PMJoined on: Jan 20, 2023
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emperor fan B)
clear sheets
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585 Reviews!
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xva
For: I wanna be the clear
For: I wanna be the clear
having played the harder version before this, the differences aren't all too great. it's still the same generic-ish gimmickless line needle that's entertaining enough to get by. it's fun to run through and shouldn't pose all too much of a challenge. there are a whole ton of 16pxs though, so get used to that. lowjumps are still prevalent but nowhere near to the degree of the hard version
Tagged as: Needle
[0] Likes
Rating: 6.6 66
Difficulty: 52 52
Mar 29, 2025
xva
For: I wanna be the clear hard
For: I wanna be the clear hard
fun needle game that utilizes some line needle elements combined with regular-ish needle. nothing too special but it's a quick and fun clear. there are some required 1fs and a lot of lowjumps. if you can 1f easily this game will be a whole lot easier. you shouldn't be so quick to complain about this game's visuals, as a large point of the game is to be somewhat hard to see. the spikes are all transparent because that's the entire idea. there are 4 stages and about 20 screens if I had to guess. quite fun though
Tagged as: Needle
Visual_Challenge
[0] Likes
Rating: 7.6 76
Difficulty: 58 58
Mar 28, 2025
xva
For: I Wanna Be the Butterfly
For: I Wanna Be the Butterfly
an absolutely fantastic game by two great makers, collaborating to make something truly extraordinary. Klein and Rei outdid themselves, as per usual. Butterfly is nothing quite to the lengths of Emperor, but it's certainly close to it. it's far more varied than Emperor, which makes it more interesting to play for the average fangamer. importantly, the game is cleanly divided into two halves: the first half, which is made by Klein and the second half, which is made by Rei. both halves of the game have their own highlights and are about equally as good. Klein's area displays extremely fun needle design with some fun and simple gimmicks; while Rei's area displays a ton of minigames, more complex and gimmick-heavy platforming. Rei also made far more bosses than Klein, who only made one. to add to this further, this game isn't boss/avoidance heavy at all, so expect to play a lot of different platforming
the platforming is some classic Klein/Rei stuff. I actually think a lot of areas are quite original, even compared to Klein an Rei's various other works. it feels like they poured in more time than usual to think of ideas for this game, further designing things in a more proper and sophisticated fashion. the game has something like 4 hubs filled with stages. it's quite the long play, I wouldn't expect to finish it in one sitting. expect three to four quite long sittings if I had to guess. of course, this depends on your skill but I think if you're even considering playing this game you would be of a fairly high skill level already. the general feel of this game's platforming is quite nice. it's a rare feeling that is really hard to emulate nowadays without it feeling disingenuous. there just aren't many hard and old, classic-style adventure games to go around. this game is just at the lowest echelon of difficulty of what I'd consider the "very difficult old adventure games" group. games like LoveTrap, Emperor, Make it Breaking Out, Destination, Charr, Crimson, Kamilia 3, Noesis all have this same 'old adventure' feeling. it's quite magical and rare, and I really love it. the game is the most varied out of all of these, possessing the largest amount of ideas - perhaps only rivalled by the likes of Make it Breaking Out. fortunately, Butterfly is leagues upon leagues better than Make it Breaking Out, so this comparison is pretty much entirely impossible to make
the bosses aren't plentiful when it comes to Klein's section of the game. he made one boss which uniquely uses one gimmick which I quite enjoyed. it's not Klein's best work, but it's still quite memorable. this boss's stage is also one of my favorites in the entire game. the idea of going all around this large stage that loops into itself from nearly all directions is quite fun. I noticed I had a strangely fun time just exploring, not necessarily even trying to progress. the real bosses are located in the 2nd half of the game - the one designed by Rei. there are bosses sprinkled throughout Rei's section, but the most notable one is of course, the one and only vocaloid we all forget about - Meiko. or, as a wise man once said: "Have some fun with Meiko!". Meiko is the most notable, as it's a super fun and essentially serves as the flagship or hallmark boss of Butterfly. it's a few pattern-ish attacks early on followed by a ton of fun RNG stuff that mainly focuses on density and not speed all too often. you have infinite jump which gives the fight a whole lot more depth. don't think I'll forget to mention the long and boring intro. I can't defend it, honestly. I have no idea why it's in the game and it should be absolutely removed. I'm thankful PDPlayer removed it pretty much entirely in this boss's Last Z variant. it's fairly easy to learn after figuring out the atom pattern at the beginning. now, if Butterfly had a real final boss, it should've been Meiko. it would've made for a much nicer ending, to be fair. however, I won't argue the ending of the game isn't bad per se. I find it super iconic - the way the white fades in as you walk right to the end of the game. it's one of my favorite endings of any fangame yet. the credits are also very beautiful, with the true clear screen being quite nice, but rather unknown. it's a simple logo design but I quite enjoy it, it isn't often talked about
this game has a glaring, massive issue to many people. Butterfly has a ton of ideas in it. some are good, some are not so good. to me, it's more so about the greater picture. I have a massive soft spot for Klein's games and I will often give them the benefit of the doubt any time I can. any time any section of the game feels unfair, bad or too difficult, I always try to think about how it fits in to the entire game. isolating the bad areas will only make them feel worse, but fitting them into the entire game will make them feel a lot better. Rei's section of Butterfly contains a lot of unfair and difficult minigames that aren't easy to master and often require luck. on it's own, this may seem like poor design. but if you look at it differently, the minigames were clearly meant to reach a target difficulty of 70+ which was hardly achievable without making them this difficult/luck-based. to be clear, they're not all so bullshit and luck-based, there are genuinely good, skill-based and fun ones. Butterfly in general is very diverse and has a lot of different gimmicks, minigames, puzzles and general gameplay ideas. you will have to expect some wild, wacky and insane stuff you wouldn't quite expect. you will have to also expect some of these aforementioned sections/ideas not to be fun. going into this game as open-minded as possible will greatly improve your experience with it. no matter how stupid something you encounter may seem, try to give the game the benefit of the doubt. you may begin to see that this game is quite the masterpiece. of course, I could be completely wrong and your mileage may greatly vary. I can see why so many people dislike this game, but there's one key idea that you have to grasp when you're evaluating your overall enjoyment of a game: the slope effect, as I like to call it. this 'slope effect' is, to put it in Layman terms: once something goes particularly wrong in a game, everything may begin to seem horrible about it. let's say you're stuck on a save or area for upwards of several hours. if you begin hating this save, it will make the rest of the game arbitrarily look a lot worse even if it isn't. this effect rarely works the other way around, where bad areas are outshined by better areas. or rather, it takes a marginally whole lot better area to outshine an even somewhat bad area. this might depend on a lot of things, but I've observed this happen several times throughout my fangame career. in my opinion, it's important not to let this influence how you think about a game, as it may cloud your judgement
Butterfly has one of the most egregious cases of this effect, where a bad area can absolutely ruin the rest of the game for you. I've seen this happen a few times and it's honestly quite sad, as those people who experienced this have little to no fond memories of Butterfly
I personally will have fond memories of this game, simply because I love it so much. it's the closest we'll ever get to a second Emperor. Klein isn't making any games anymore, nor is Rei. their influence on the world of fangames will forever be felt and that's the most we can ask for
highly recommended
[0] Likes
the platforming is some classic Klein/Rei stuff. I actually think a lot of areas are quite original, even compared to Klein an Rei's various other works. it feels like they poured in more time than usual to think of ideas for this game, further designing things in a more proper and sophisticated fashion. the game has something like 4 hubs filled with stages. it's quite the long play, I wouldn't expect to finish it in one sitting. expect three to four quite long sittings if I had to guess. of course, this depends on your skill but I think if you're even considering playing this game you would be of a fairly high skill level already. the general feel of this game's platforming is quite nice. it's a rare feeling that is really hard to emulate nowadays without it feeling disingenuous. there just aren't many hard and old, classic-style adventure games to go around. this game is just at the lowest echelon of difficulty of what I'd consider the "very difficult old adventure games" group. games like LoveTrap, Emperor, Make it Breaking Out, Destination, Charr, Crimson, Kamilia 3, Noesis all have this same 'old adventure' feeling. it's quite magical and rare, and I really love it. the game is the most varied out of all of these, possessing the largest amount of ideas - perhaps only rivalled by the likes of Make it Breaking Out. fortunately, Butterfly is leagues upon leagues better than Make it Breaking Out, so this comparison is pretty much entirely impossible to make
the bosses aren't plentiful when it comes to Klein's section of the game. he made one boss which uniquely uses one gimmick which I quite enjoyed. it's not Klein's best work, but it's still quite memorable. this boss's stage is also one of my favorites in the entire game. the idea of going all around this large stage that loops into itself from nearly all directions is quite fun. I noticed I had a strangely fun time just exploring, not necessarily even trying to progress. the real bosses are located in the 2nd half of the game - the one designed by Rei. there are bosses sprinkled throughout Rei's section, but the most notable one is of course, the one and only vocaloid we all forget about - Meiko. or, as a wise man once said: "Have some fun with Meiko!". Meiko is the most notable, as it's a super fun and essentially serves as the flagship or hallmark boss of Butterfly. it's a few pattern-ish attacks early on followed by a ton of fun RNG stuff that mainly focuses on density and not speed all too often. you have infinite jump which gives the fight a whole lot more depth. don't think I'll forget to mention the long and boring intro. I can't defend it, honestly. I have no idea why it's in the game and it should be absolutely removed. I'm thankful PDPlayer removed it pretty much entirely in this boss's Last Z variant. it's fairly easy to learn after figuring out the atom pattern at the beginning. now, if Butterfly had a real final boss, it should've been Meiko. it would've made for a much nicer ending, to be fair. however, I won't argue the ending of the game isn't bad per se. I find it super iconic - the way the white fades in as you walk right to the end of the game. it's one of my favorite endings of any fangame yet. the credits are also very beautiful, with the true clear screen being quite nice, but rather unknown. it's a simple logo design but I quite enjoy it, it isn't often talked about
this game has a glaring, massive issue to many people. Butterfly has a ton of ideas in it. some are good, some are not so good. to me, it's more so about the greater picture. I have a massive soft spot for Klein's games and I will often give them the benefit of the doubt any time I can. any time any section of the game feels unfair, bad or too difficult, I always try to think about how it fits in to the entire game. isolating the bad areas will only make them feel worse, but fitting them into the entire game will make them feel a lot better. Rei's section of Butterfly contains a lot of unfair and difficult minigames that aren't easy to master and often require luck. on it's own, this may seem like poor design. but if you look at it differently, the minigames were clearly meant to reach a target difficulty of 70+ which was hardly achievable without making them this difficult/luck-based. to be clear, they're not all so bullshit and luck-based, there are genuinely good, skill-based and fun ones. Butterfly in general is very diverse and has a lot of different gimmicks, minigames, puzzles and general gameplay ideas. you will have to expect some wild, wacky and insane stuff you wouldn't quite expect. you will have to also expect some of these aforementioned sections/ideas not to be fun. going into this game as open-minded as possible will greatly improve your experience with it. no matter how stupid something you encounter may seem, try to give the game the benefit of the doubt. you may begin to see that this game is quite the masterpiece. of course, I could be completely wrong and your mileage may greatly vary. I can see why so many people dislike this game, but there's one key idea that you have to grasp when you're evaluating your overall enjoyment of a game: the slope effect, as I like to call it. this 'slope effect' is, to put it in Layman terms: once something goes particularly wrong in a game, everything may begin to seem horrible about it. let's say you're stuck on a save or area for upwards of several hours. if you begin hating this save, it will make the rest of the game arbitrarily look a lot worse even if it isn't. this effect rarely works the other way around, where bad areas are outshined by better areas. or rather, it takes a marginally whole lot better area to outshine an even somewhat bad area. this might depend on a lot of things, but I've observed this happen several times throughout my fangame career. in my opinion, it's important not to let this influence how you think about a game, as it may cloud your judgement
Butterfly has one of the most egregious cases of this effect, where a bad area can absolutely ruin the rest of the game for you. I've seen this happen a few times and it's honestly quite sad, as those people who experienced this have little to no fond memories of Butterfly
I personally will have fond memories of this game, simply because I love it so much. it's the closest we'll ever get to a second Emperor. Klein isn't making any games anymore, nor is Rei. their influence on the world of fangames will forever be felt and that's the most we can ask for
highly recommended
Rating: 10.0 100
Difficulty: 74 74
Mar 28, 2025
xva
For: I Wanna Kill The Kamilia 2: Legacy Extra
For: I Wanna Kill The Kamilia 2: Legacy Extra
a strange continuation of K2, where instead of going the main path to the final boss in K2 M-stage, you continue upward to the DEMO block area (which is now no longer blocked off in this game). this leads you to three screens of subpar needle followed by a buffed version of the final boss of Salt. I have no idea why this exists or the story behind this game at all. it just seems like a couple of strange ideas strewn together. I suppose the boss is kinda fun, but that's hardly Kamilia's doing
[1] Like
Rating: 4.1 41
Difficulty: 69 69
Mar 28, 2025
xva
For: I wanna be the Butterfly Nova
For: I wanna be the Butterfly Nova
Butterfly Nova is a truly revolutionary game that opened a whole new horizon of possibilities in precision. it's a super old precision game which, to my knowledge, contains the two oldest cactus jumps ever created. this on it's own is a very notable quality, and despite all this: it still holds up quite well nowadays. it's quite a fun and interesting precision game. it has some unique maneuvers that use some strange mechanics that you won't really see anywhere else, even in games of this genre. however, I do believe there are games that do this genre of needle better. it's just that I haven't played many of them
the highlight (or lowlight depending on the player) of the game are the two required cactus jumps. one of the cactuses is very lenient and can be done in several ways, while the second is far, far more difficult. a 5+7 into a 4f cancel is one of the meanest, most painful and annoying maneuvers I've ever had to do in any precision game. this is in part due to the fact I'm not great at cactusing, and I'm sure this would've been less difficult if I were better. I have trouble with any cactuses requiring secondary releases in excess of +5, so it wasn't a very fun maneuver. at least it was satisfying as all hell to pull off at the end. additionally, as a nice cherry on top, the last save is insultingly easy compared to the insane bullshit you had to go through right before it
the game itself is legendary and still quite fun to this day. the non-cactus saves are nothing to scoff at and require some strange and unorthodox maneuvers that you haven't seen in any other game before. this is considered unique even nowadays - but think about how unique and avant-garde this game was back when it was first released. I can't quite recommend it, but it sure is a classic
the highlight (or lowlight depending on the player) of the game are the two required cactus jumps. one of the cactuses is very lenient and can be done in several ways, while the second is far, far more difficult. a 5+7 into a 4f cancel is one of the meanest, most painful and annoying maneuvers I've ever had to do in any precision game. this is in part due to the fact I'm not great at cactusing, and I'm sure this would've been less difficult if I were better. I have trouble with any cactuses requiring secondary releases in excess of +5, so it wasn't a very fun maneuver. at least it was satisfying as all hell to pull off at the end. additionally, as a nice cherry on top, the last save is insultingly easy compared to the insane bullshit you had to go through right before it
the game itself is legendary and still quite fun to this day. the non-cactus saves are nothing to scoff at and require some strange and unorthodox maneuvers that you haven't seen in any other game before. this is considered unique even nowadays - but think about how unique and avant-garde this game was back when it was first released. I can't quite recommend it, but it sure is a classic
Tagged as: Needle
NeedleButterfly-like
[0] Likes
Rating: 6.7 67
Difficulty: 79 79
Mar 28, 2025
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