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xva
For: I wanna fly the Far away
For: I wanna fly the Far away
FTFA is a game commonly awarded with the title of "true classic". it's a pioneer of multiple genres, and for good reason. it's an otherwise unsuspecting game that was revolutionary at release, spawning a very large amount of new and unique games vaguely following in its footsteps. this game is very versatile, a whole ton can be done with it, and so a whole ton has been done over the years. everyone's seen FTFA-likes, FTFA remakes, remixed and remade FTFA screens in various games - but few decide to actually play the original. I understand why, it's not exactly a very friendly game. it wastes no time making it clear that this game doesn't fuck around in the slightest. no music, no unique sprites, no unique death animation, just raw needle and nothing but the sound of your own jumps and deaths to accompany you. the game is painfully, deafeningly quiet. it feels like there's something slightly poetic in that. however, on a more serious note, the game is insanely overrated and is nowhere near the current delfruit difficulty estimate (85.5/100). maybe it's since a lot of the jumps are very commonly known and the setups aren't entirely foreign to me (and everyone else for that matter), but I just didn't find this game anywhere near 85+
in short: the actual needle is very good with one exception, that being screen 4
in long: FTFA-like games never really interested me, I saw them as carbon copies of one another. at the time of writing this review, I had only beaten one FTFA-like. it lands somewhere in the ballpark of 60 - 65 difficulty - directly being one of the easiest games in the entire FTFA-like genre. something that is often brought up is the balancing: every screen/save is defined by a few 'hard jumps' as they're called. every screen has a few unique ones, with screen 4 having the most, and is by community-wide consensus considered the hardest screen in the game. every screen up to screen 4 is fair and fun, while screen 4 is unfair and unfun. I had a nightmarishly bad experience with screen 4. it took 42 minutes to reach screen 4, and after 10 deaths to the final jump, my final playtime was just over 3 hours. I had next to no fun playing screen 4, as I just didn't end up finding it fun. it's just bad water jumps galore, along with one notably strange but oddly consistent valign setup. screens 1-3 didn't have a large amount of chokes, in fact I only died to the last jump of screen 3 three times. I feel it's important to mention that I didn't practice much of the game in jtool, I only looked up setups and jtooled two jumps - one in screen two, and one in screen three. of course, screen 4 was jtooled, but that didn't feel like it did much anyway. screen 4 is also the reason the game is in the 80-84 range and not 75-79
in short: the actual needle is very good with one exception, that being screen 4
in long: FTFA-like games never really interested me, I saw them as carbon copies of one another. at the time of writing this review, I had only beaten one FTFA-like. it lands somewhere in the ballpark of 60 - 65 difficulty - directly being one of the easiest games in the entire FTFA-like genre. something that is often brought up is the balancing: every screen/save is defined by a few 'hard jumps' as they're called. every screen has a few unique ones, with screen 4 having the most, and is by community-wide consensus considered the hardest screen in the game. every screen up to screen 4 is fair and fun, while screen 4 is unfair and unfun. I had a nightmarishly bad experience with screen 4. it took 42 minutes to reach screen 4, and after 10 deaths to the final jump, my final playtime was just over 3 hours. I had next to no fun playing screen 4, as I just didn't end up finding it fun. it's just bad water jumps galore, along with one notably strange but oddly consistent valign setup. screens 1-3 didn't have a large amount of chokes, in fact I only died to the last jump of screen 3 three times. I feel it's important to mention that I didn't practice much of the game in jtool, I only looked up setups and jtooled two jumps - one in screen two, and one in screen three. of course, screen 4 was jtooled, but that didn't feel like it did much anyway. screen 4 is also the reason the game is in the 80-84 range and not 75-79
Tagged as: Needle
[1] Like
Rating: 7.8 78
Difficulty: 82 82
Jan 7, 2025
xva
For: Terrible Needle Fourinone
For: Terrible Needle Fourinone
intuitively-designed, fun and well-made 100f game with a few secrets thrown in. the finale of the Terrible Needle series, a series I'm not too acquainted with so I won't be able to provide any useful commentary on how well this game fits into the series. it seems to be a combination and reimagination of the 4 earlier games with more new stuff thrown in
the needle is fairly standard and doesn't use many gimmicks at all. a lot of it is quite standard 'jtool' needle - not that this is a bad thing at all. the game is divided into tilesets, as most 100-floor games are. these tilesets usually consist of 3 screens and have a similar style of needle. all the needle flows somewhat well, even the precision areas which the game self-admittedly calls "bad design" are very enjoyable and aren't entirely forgettable. there are some tilesets which aren't very fun, a prime example would be 55-57, as I just didn't find the needle any sort of fun. this goes for a lot of the game: wherever the needle may be sub-par compared to the rest of the game, it makes up for in being satisfying to execute, justifying the somewhat unfun experience you may have had. most of the needle is similar on a basic level. additionally, another thing I found interesting is that you can quite easily tell that it's a Terrible Needle-series game just by the way each screen looks. they're remarkably unique, which is something I didn't expect with a title like Terrible Needle Fourinone
the difficulty balancing is surprisingly good, however I do have complaints about certain screens. there are pretty egregious chokejumps on many floors. most floors have one or two particularly bad/unfun/exceedingly difficult jumps, more so than in other games. I found myself dying to random jumps for up to 5-10 times before passing them. this made the game feel a bit slower and take longer to clear, especially considering my less-than-ideal needle luck which I'll get to later. the big point in difficulty balancing is always f100 vs f1-f99. unlike CN2 or similar games, the game doesn't suddenly jump in difficulty by +5.0 at f100 - or at least, not by as much as it does in other games. CN2's f100 is a lot harder in my opinion, despite this game's f100 being twice as long and having way less common jumps, therefore being harder to 'eyeball' at times. I died 15 times to the last screen of f100, adding an unneeded 1 - 1.5h of playtime that I realistically wouldn't have had otherwise. it got so consistent that I regularly got last screen attempts within 3 minutes of one another. in other words: it's fine, I'm just unlucky and bad
f90 is my favorite part of the game - a detour from the regularly scheduled 100f ordeal, sort of like CN3 f31. unlike CN3 f31, every area is almost perfectly balanced to be the same difficulty. be it some sort of game design miracle or actual good balancing, all areas in f90 are pretty much the exact same difficulty. unlike CN3 f31, this game's detour consists of 4 needle areas by some famous guest makers. notably om1, the maker of Madoka Needle and other games. om1's area has the best needle in the entire game in my opinion. om1 is a truly rare needle design genius, there are few to none people who are able to make needle as intuitive and interesting as him. despite feeling very Madoka-y, it still played very well, especially the last screen of his area. that could totally fit somewhere into the 60s in Madoka Needle. Bg's stage, despite looking quite scary, isn't all too bad. there's some uncomfortable jumps here and there but I definitely enjoyed making my way through that jumbled mess of spikes and blocks. Masker's area is most likely the hardest, by virtue of the length of each save and having overall quite difficult needle. another notable balancing point is that the last screen is the hardest in each area, which I feel should be common sense - logically, a game would get harder and harder the further you progress within it. least notable is Arakri's stage, as I didn't enjoy it all too much. it has a bunch of really strange and difficult maneuvers which aren't easy to learn, let alone pull off. thankfully, each save is quite short. I have no doubt if Arakri's stage had one save per screen, this game would be 85+ easily. that was a scary thought I had, as I was expecting a really difficult final screen as per usual. Arakri just didn't make one, though
overall very good, but has its flaws. fortunately, the good outweighs the bad in most cases.
recommended
[1] Like
the needle is fairly standard and doesn't use many gimmicks at all. a lot of it is quite standard 'jtool' needle - not that this is a bad thing at all. the game is divided into tilesets, as most 100-floor games are. these tilesets usually consist of 3 screens and have a similar style of needle. all the needle flows somewhat well, even the precision areas which the game self-admittedly calls "bad design" are very enjoyable and aren't entirely forgettable. there are some tilesets which aren't very fun, a prime example would be 55-57, as I just didn't find the needle any sort of fun. this goes for a lot of the game: wherever the needle may be sub-par compared to the rest of the game, it makes up for in being satisfying to execute, justifying the somewhat unfun experience you may have had. most of the needle is similar on a basic level. additionally, another thing I found interesting is that you can quite easily tell that it's a Terrible Needle-series game just by the way each screen looks. they're remarkably unique, which is something I didn't expect with a title like Terrible Needle Fourinone
the difficulty balancing is surprisingly good, however I do have complaints about certain screens. there are pretty egregious chokejumps on many floors. most floors have one or two particularly bad/unfun/exceedingly difficult jumps, more so than in other games. I found myself dying to random jumps for up to 5-10 times before passing them. this made the game feel a bit slower and take longer to clear, especially considering my less-than-ideal needle luck which I'll get to later. the big point in difficulty balancing is always f100 vs f1-f99. unlike CN2 or similar games, the game doesn't suddenly jump in difficulty by +5.0 at f100 - or at least, not by as much as it does in other games. CN2's f100 is a lot harder in my opinion, despite this game's f100 being twice as long and having way less common jumps, therefore being harder to 'eyeball' at times. I died 15 times to the last screen of f100, adding an unneeded 1 - 1.5h of playtime that I realistically wouldn't have had otherwise. it got so consistent that I regularly got last screen attempts within 3 minutes of one another. in other words: it's fine, I'm just unlucky and bad
f90 is my favorite part of the game - a detour from the regularly scheduled 100f ordeal, sort of like CN3 f31. unlike CN3 f31, every area is almost perfectly balanced to be the same difficulty. be it some sort of game design miracle or actual good balancing, all areas in f90 are pretty much the exact same difficulty. unlike CN3 f31, this game's detour consists of 4 needle areas by some famous guest makers. notably om1, the maker of Madoka Needle and other games. om1's area has the best needle in the entire game in my opinion. om1 is a truly rare needle design genius, there are few to none people who are able to make needle as intuitive and interesting as him. despite feeling very Madoka-y, it still played very well, especially the last screen of his area. that could totally fit somewhere into the 60s in Madoka Needle. Bg's stage, despite looking quite scary, isn't all too bad. there's some uncomfortable jumps here and there but I definitely enjoyed making my way through that jumbled mess of spikes and blocks. Masker's area is most likely the hardest, by virtue of the length of each save and having overall quite difficult needle. another notable balancing point is that the last screen is the hardest in each area, which I feel should be common sense - logically, a game would get harder and harder the further you progress within it. least notable is Arakri's stage, as I didn't enjoy it all too much. it has a bunch of really strange and difficult maneuvers which aren't easy to learn, let alone pull off. thankfully, each save is quite short. I have no doubt if Arakri's stage had one save per screen, this game would be 85+ easily. that was a scary thought I had, as I was expecting a really difficult final screen as per usual. Arakri just didn't make one, though
overall very good, but has its flaws. fortunately, the good outweighs the bad in most cases.
recommended
Rating: 8.3 83
Difficulty: 84 84
Jan 6, 2025
xva
For: I Wanna Defeat the Seven Colors
For: I Wanna Defeat the Seven Colors
7-stage precision collab with some somewhat unique needle. for its time, it was truly a one-of-a-kind game, as there didn't exist many needle collabs, let alone *precision* needle collabs. this game is probably the most cancel-heavy fangame ever created - solely due to its sheer length/amount of saves. there are a whole ton of cancels and lowjumps, likely numbering in the hundreds. they all vary ever so slightly and don't really get too boring. I especially enjoyed the triple dplane screen, along with the various other dplanes featured in the other stages. encountering wild dplanes really feels like randomly bumping into an old friend
definitely a bit of a harsh/hostile game, as it isn't very keyboard friendly. it has lots of forced lowjumps that can't be easily avoided. if your keyboard can't 2f or 3f, there is next to no point in playing this game. you can try, but you won't get very far very fast. the cancels, if you can do them, aren't easy either. various heights, required aligns, but a surprising lack of A/Dtrick is used. I didn't stumble upon a single jump that required A/D at the beginning of a jump to work. I suppose that's a missed opportunity
cool Joshiraku reference at the end btw, didn't expect to ever see Kukuru in a fangame
[0] Likes
definitely a bit of a harsh/hostile game, as it isn't very keyboard friendly. it has lots of forced lowjumps that can't be easily avoided. if your keyboard can't 2f or 3f, there is next to no point in playing this game. you can try, but you won't get very far very fast. the cancels, if you can do them, aren't easy either. various heights, required aligns, but a surprising lack of A/Dtrick is used. I didn't stumble upon a single jump that required A/D at the beginning of a jump to work. I suppose that's a missed opportunity
cool Joshiraku reference at the end btw, didn't expect to ever see Kukuru in a fangame
Rating: 6.9 69
Difficulty: 78 78
Jan 3, 2025
xva
For: I wanna be the UltraPlayers
For: I wanna be the UltraPlayers
about two stages of platforming followed by an alright avoidance. considering what the maker is known for, the avoidance is quite good by lily standards. as for the needle: I guess the last save of the needle has a questionable jump which I didn't know was even possible. the main focus of the game is the avoidance. even there, there isn't much to say about it. some patterns mixed with RNG, more leaning on the RNG side though. everything is as skill-based as can be, which is nice. final is quite an interesting attack, I like the idea
[0] Likes
Rating: 6.0 60
Difficulty: 59 59
Dec 27, 2024
xva
For: I wanna be the Azure
For: I wanna be the Azure
(*rating based on hard)
essentially an external continuation of Locus, and a bit of a strange addition at that. this game has no reason to exist, really. it should've been just a part of Locus. granted, it'd be the hardest stage with the 2nd hardest boss, but it'd be a more fitting and climactic ending
the game consists of one stage and one boss. not much more is expected coming from a game that's expected to just be the cherry on top of the cake that is Locus. I say this while the game has quite literally not a single cherry object. either way, it's difficult to review fairly so my quality rating is based on putting the game in the context of Locus. I'd say it fits in well and should be played directly after clearing Locus (like I have). as for the game itself? the needle is pretty fun, it's mostly cycle-based with two traps. there are some really difficult cycles though, like the one that essentially forces a timed plane jump at the end of a not-so-easy save. this may be partially due to woes brought on by playing on hard, but I'll still mention it because it was slightly off-putting. I just didn't expect such a difficult maneuver to make its way into this game. there aren't any particularly bad areas in the needle, just substantially harder ones. the boss is alright, it's not as luck based as people claim it is. there is an element of luck, but it isn't overwhelming. it's mostly strategy as far as I'm concerned
recommended, but play Locus first
[0] Likes
essentially an external continuation of Locus, and a bit of a strange addition at that. this game has no reason to exist, really. it should've been just a part of Locus. granted, it'd be the hardest stage with the 2nd hardest boss, but it'd be a more fitting and climactic ending
the game consists of one stage and one boss. not much more is expected coming from a game that's expected to just be the cherry on top of the cake that is Locus. I say this while the game has quite literally not a single cherry object. either way, it's difficult to review fairly so my quality rating is based on putting the game in the context of Locus. I'd say it fits in well and should be played directly after clearing Locus (like I have). as for the game itself? the needle is pretty fun, it's mostly cycle-based with two traps. there are some really difficult cycles though, like the one that essentially forces a timed plane jump at the end of a not-so-easy save. this may be partially due to woes brought on by playing on hard, but I'll still mention it because it was slightly off-putting. I just didn't expect such a difficult maneuver to make its way into this game. there aren't any particularly bad areas in the needle, just substantially harder ones. the boss is alright, it's not as luck based as people claim it is. there is an element of luck, but it isn't overwhelming. it's mostly strategy as far as I'm concerned
recommended, but play Locus first
Rating: 7.3 73
Difficulty: 70 70
Dec 27, 2024
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