48 Reviews:
shinytyphlosion
I Wanna Be the Needle Satan is a short and fun needle game takes a significant amount of skill to beat. The difficulty curve is weird, but the final saves on both the paths proved to be the hardest for me.
The red path is the easier path and gives the feeling of being in hell, which is probably why game is called 'Needle Satan'
The green path is harder than the red path and includes the iconic room featured in Kamilia 3 with a couple of spikes missing. My main gripe with this path is the lack of color contrast between the spikes and the background, but other than that this was a fun area.
This game is a must play if you enjoy needle.
[6] Likes
The red path is the easier path and gives the feeling of being in hell, which is probably why game is called 'Needle Satan'
The green path is harder than the red path and includes the iconic room featured in Kamilia 3 with a couple of spikes missing. My main gripe with this path is the lack of color contrast between the spikes and the background, but other than that this was a fun area.
This game is a must play if you enjoy needle.
Rating: 7.5 75
Difficulty: 70 70
Apr 6, 2015
kadykunde
fun and creative needle, but fuck the water saves in green area and the roof double diamond save in red area
Tagged as: Needle
[4] Likes
Rating: 7.0 70
Difficulty: 80 80
Jul 26, 2015
ActualKale
Needle Satan is a fairly difficult needle game . It has made quite the name for itself in the western fangame community but that undoubtedly has more to do with having a screen featured in in Kamilia 3 than the actual content of the game. Overall I would say Needle Satan is a pretty unremarkable needle game, there is probably not a single thing in here that you can't find elsewhere, but not unenjoyable.
Needle Satan is a short game, 2 stages that are both less than 5 screens long. As far as visuals go it's pretty impressive how the creator managed to chose what is probably the two colors that are the most likely to cause problem for people. One stage has a really harsh red background with black blocks and the other one is dressed in a really bright shade of green with partly transparent spikes that blends in with the background. Pick your poision.
Both stages share the same style of platforming but only one of them appears to be made with the intention of being enjoyable. That might sound a little mean but I just don't see a better explanation for some of the design decisions in the red stage. Awful first jumps, a save you can only barely reach by shooting it, a save that hovers over a double-diagonal drop, a save that's almost all ledge jumps, a save that starts with a required 1-frame and just jumps that are uncomfortable to do in general.
Fortunately there is the green stage which, in my opinion, makes this game at least somewhat worthwhile. Like I mentioned they're both based on generic jumps but the ones in this stage are definitely ones seen less often. There's also less issues with save positioning and awkwardness here. In fact I think a lot of these saves are quite pleasant to grind and the difficulty balance is done in a satisfying way.
I'll go ahead and spoil that nothing really happens after you beat both stages. The game also has no music or any other feature that would aim towards making this anything more than another very simple (in terms of design) needle game which is mostly fun because it tests your skill and ocassionaly hits that sweet balance where it's just hard enough to make you feel good about yourself but without the stress of possibly getting stuck.
[3] Likes
Needle Satan is a short game, 2 stages that are both less than 5 screens long. As far as visuals go it's pretty impressive how the creator managed to chose what is probably the two colors that are the most likely to cause problem for people. One stage has a really harsh red background with black blocks and the other one is dressed in a really bright shade of green with partly transparent spikes that blends in with the background. Pick your poision.
Both stages share the same style of platforming but only one of them appears to be made with the intention of being enjoyable. That might sound a little mean but I just don't see a better explanation for some of the design decisions in the red stage. Awful first jumps, a save you can only barely reach by shooting it, a save that hovers over a double-diagonal drop, a save that's almost all ledge jumps, a save that starts with a required 1-frame and just jumps that are uncomfortable to do in general.
Fortunately there is the green stage which, in my opinion, makes this game at least somewhat worthwhile. Like I mentioned they're both based on generic jumps but the ones in this stage are definitely ones seen less often. There's also less issues with save positioning and awkwardness here. In fact I think a lot of these saves are quite pleasant to grind and the difficulty balance is done in a satisfying way.
I'll go ahead and spoil that nothing really happens after you beat both stages. The game also has no music or any other feature that would aim towards making this anything more than another very simple (in terms of design) needle game which is mostly fun because it tests your skill and ocassionaly hits that sweet balance where it's just hard enough to make you feel good about yourself but without the stress of possibly getting stuck.
Rating: 5.9 59
Difficulty: 65 65
Jul 25, 2016
ElCochran90
Happy New Year to Everyone! I'm so hyped because just before the clock ticked midnight from this side of the world, I can still say: "I beat Needle Satan in 2019". This is how I close my decade and another year in this community. Thanks to the friends that have shown interest in my reviews and progress. God bless you all.
The game does needle well without adding cheap difficulty half of the times, but the other half, it does add corners and planes, especially in the green section. There were at least two instances where I saw jump-cancelling mandatory for ensuring my success: in the first jump of the last save of the red area and the jump of the last save of the green area right after the two water blocks. The skill is demanded is quite high, but every save felt like: "Yeah, I did it!"
What is the problem with adding music to the game? It's the most silent experience, like I Wanna 50map. "Add your own music", you might say, but that is me doing the maker's homework. Indeed, my brother suggested the song Working from Spacechem and it went wonderfully with the red area. It is true that it doesn't affect gameplay, but it affects the game experience.
Also, we've got another nearly color-blind maker. The green area is a mess visually. Both the background and the spikes and green, and to make it worse, the third screen is a water screen where the colors do not help either: the blue makes the green spikes almost unwatchable, and there is a save where you have to do an upwards plane, a corner and a diagonal with those physics (the last jump there is also quite cancer for being a last jump and not a first jump).
Difficulty curve is post-apocalyptic. I kid you not when I say to you that the first save of the red area, which is supposed to be the easier area (in average it is), took me exactly 1,305 deaths. Next save took me 30 deaths. I left the area with 2,900 deaths. So, ONE save of one screen out of four took half of the total amount of deaths of that area. Why??? It's absurd. I blame that to an inconvenient align. The last save, to my surprise, wasn't that challenging to me.
The last green screen is legendary in difficulty, and most of its difficulty comes from the first save. It took me hundreds of tries to figure out the right align and altitude to make the last jump correctly. Second save from that screen was Ok, but you need to know the correct align for the pixel-perfect upwards plane. It is the "easiest" save of the screen. Finally, the last save requires what I mentioned before, but it only took 15 minutes. You just need the correct align for the first jump which is a double block diamond. This align can be obtained hitting the wall quickly of the block that is next to the spike facing up immediately before the save. Remember that this jump requires the same optimal align for corners.
I recommend it for needle veteran players, but of course, it sins from generic designs and jumps half of the times. Bring your own music, and conquer this beast.
The game does needle well without adding cheap difficulty half of the times, but the other half, it does add corners and planes, especially in the green section. There were at least two instances where I saw jump-cancelling mandatory for ensuring my success: in the first jump of the last save of the red area and the jump of the last save of the green area right after the two water blocks. The skill is demanded is quite high, but every save felt like: "Yeah, I did it!"
What is the problem with adding music to the game? It's the most silent experience, like I Wanna 50map. "Add your own music", you might say, but that is me doing the maker's homework. Indeed, my brother suggested the song Working from Spacechem and it went wonderfully with the red area. It is true that it doesn't affect gameplay, but it affects the game experience.
Also, we've got another nearly color-blind maker. The green area is a mess visually. Both the background and the spikes and green, and to make it worse, the third screen is a water screen where the colors do not help either: the blue makes the green spikes almost unwatchable, and there is a save where you have to do an upwards plane, a corner and a diagonal with those physics (the last jump there is also quite cancer for being a last jump and not a first jump).
Difficulty curve is post-apocalyptic. I kid you not when I say to you that the first save of the red area, which is supposed to be the easier area (in average it is), took me exactly 1,305 deaths. Next save took me 30 deaths. I left the area with 2,900 deaths. So, ONE save of one screen out of four took half of the total amount of deaths of that area. Why??? It's absurd. I blame that to an inconvenient align. The last save, to my surprise, wasn't that challenging to me.
The last green screen is legendary in difficulty, and most of its difficulty comes from the first save. It took me hundreds of tries to figure out the right align and altitude to make the last jump correctly. Second save from that screen was Ok, but you need to know the correct align for the pixel-perfect upwards plane. It is the "easiest" save of the screen. Finally, the last save requires what I mentioned before, but it only took 15 minutes. You just need the correct align for the first jump which is a double block diamond. This align can be obtained hitting the wall quickly of the block that is next to the spike facing up immediately before the save. Remember that this jump requires the same optimal align for corners.
I recommend it for needle veteran players, but of course, it sins from generic designs and jumps half of the times. Bring your own music, and conquer this beast.
Tagged as: Needle
[2] Likes
Rating: 3.5 35
Difficulty: 80 80
Jan 1, 2020
Stitchball
One of the first fangames I played, sometime in 2017. Coming back and beating it was quite the journey. I remember getting shaky at the end of a tough save, and thinking how genius every little section was. Looking back, I could probably make something like this in a few hours. For its time, and for when I played it, I think needle satan is simply just a good game.
Tagged as: Needle
[1] Like
Rating: 6.0 60
Difficulty: 76 76
Jan 16, 2024