12 Reviews:
just_another_Guy
This is basically the true final stage of I wanna be the Locus, so it's advised you play that one till the end before playing this. Anyway, this fangame/stage consists of multiple screens involving moving spikes as well as a screen where an elevator takes you upwards. The level design is interesting, but some of the screens are pretty difficult, requiring lots of timing and precise jumps, which is fitting since it's the final area of an already difficult enough game. The boss is very similar to the final boss of Conscience, but this one is both more interesting (larger variety of attacks) and fairer (in my opinion anyway).
Tagged as: Short
[2] Likes
Rating: 8.4 84
Difficulty: 66 66
Jul 21, 2015
Purplemirror
One of the best combination of spike and timing. And that is what Mintpom's fangames usually contain.
[1] Like
Rating: 8.7 87
Difficulty: 72 72
Jun 16, 2018
cLOUDDEAD
horrifically and unfairly maligned, this needle and boss both kick ass. I'm actually glad this isn't part of locus because this is so so so much better than that game and that means you can just skip right to this. final boss isnt as unfair as a handful of people claim, it just takes time to learn how to approach it and react to what kind of situations it can put you in. Its like a rukito boss if it were balanced really well
Tagged as: underrated
[0] Likes
Rating: 9.5 95
Difficulty: 75 75
Nov 7, 2024
PlutoTheThing
I actually think this game is quite a bit stronger that almost anything in Locus, the platforming is challenging, based on moving/alternating spikes, and every save is about one room long. There's a lot of really cool jumps, although some parts can be a little awkward. The boss is alright, it's decently random but pretty fair and once you adapt to what she can do, it's not too hard at all. Pretty good game.
[0] Likes
Rating: 7.3 73
Difficulty: 61 61
Mar 11, 2024
ElCochran90
*Cleared on 03/08/2023*
I remember beating hours before the clock ticked midnight and the year of 2021 began, exactly like I finished Needle Satan around 18:00 CST during December 31st, 2019. What a throwback to good memories, back when I had a responsiveness in old fangames with Windows 7 because of something related to Windows Aero which ch...
I’m not even talking about Azure. My question is, why did I find out there was an extra extra stage to Locus 3 years later? If I had known back then, I would have done this immediately after Locus.
More accurately, why was this released separately? It makes no sense, but I have two plausible explanations with me doing zero research on the subject matter, and now that I think about it, possibly irrelevant since they are pure speculations, but oh well.
1) Both stages were planned for being in Locus, but felt repetitive having two extra stages, so one was left as a separate fangame for not having effort wasted
2) Laziness or a deadline that have to be met, but wasn’t
Still I find it troubling that I have to review and rate this separately from Locus when this has the actual final boss and the ENDING CREDITS OF LOCUS. Why? More than a “conglaturations for conquering all these previous stages”, it is more like “bro you didn’t know this was part of Locus, but now that you know, bro do you remember all these stages lol?”
For my two cents, if the first scenario is what happened, the best extra stage was chosen for Locus as it is the best part of the game and it contains the only avoidance boss (which I have spoken enough of in Locus).
This possibility of an extra stage is “45° platforming: the fangame”. It starts very rough, assuming you have beaten all stages of Locus quite recently, all decently warmed up, so there is not really a merciful difficulty curve. It’s whatever, and brutal. There’s a reason why the entirety of Locus and the “shortness” of Azure are rated around 70 of difficulty. The extra in Locus also had a lot of 45° hills with needle, but this one maximizes that challenge. You’re not used to tilted physics, and you move, to our perception, quite fast. Calculating 16px gaps is a horror story and is a must in this game. Granted, it’s not usual level design either and one appreciates an approach to creativity: none of the screens are the same. However, adding traps to many of the saves after 50% of their completion is the final insult. The gimmick is enough for the challenge so that now you have to time, adjust and adapt to traps.
The song? Amazing. Screw the Falcon Sound Team haters: Azure Arbitrator will always be insanely epic, and for this game, Mystic Core works terrifically: no loop, correlates with the game’s distinctive and pleasing color palette, and the colorful spikes. It just fits.
And yet, it is a short fangame with a final boss which difficulty has no relation to the brutal needle. It’ll take 20 minutes if you are not sufficiently skilled, and perhaps 3-5 tries to the ones used to respond quickly to attacks. The sprite is nice, the fight is just plain dumb. Why make something like this? And this is the point where you’re thanked for playing all Locus as well? What if you didn’t?
It is this disconnection with Locus, the game giving you zero room for warming up, the traps in 45° needle / platforming, the lack of correlation with the boss, and feeling more like a short extra stage of another fangame than as a self-sustaining, independent game which makes me not enjoy this.
I’d only recommend this for the ones that played Locus and want to theoretically 100% it, assuming you got all the items and the extra stage in the original Locus; otherwise, even the credits won’t make sense.
[0] Likes
I remember beating hours before the clock ticked midnight and the year of 2021 began, exactly like I finished Needle Satan around 18:00 CST during December 31st, 2019. What a throwback to good memories, back when I had a responsiveness in old fangames with Windows 7 because of something related to Windows Aero which ch...
I’m not even talking about Azure. My question is, why did I find out there was an extra extra stage to Locus 3 years later? If I had known back then, I would have done this immediately after Locus.
More accurately, why was this released separately? It makes no sense, but I have two plausible explanations with me doing zero research on the subject matter, and now that I think about it, possibly irrelevant since they are pure speculations, but oh well.
1) Both stages were planned for being in Locus, but felt repetitive having two extra stages, so one was left as a separate fangame for not having effort wasted
2) Laziness or a deadline that have to be met, but wasn’t
Still I find it troubling that I have to review and rate this separately from Locus when this has the actual final boss and the ENDING CREDITS OF LOCUS. Why? More than a “conglaturations for conquering all these previous stages”, it is more like “bro you didn’t know this was part of Locus, but now that you know, bro do you remember all these stages lol?”
For my two cents, if the first scenario is what happened, the best extra stage was chosen for Locus as it is the best part of the game and it contains the only avoidance boss (which I have spoken enough of in Locus).
This possibility of an extra stage is “45° platforming: the fangame”. It starts very rough, assuming you have beaten all stages of Locus quite recently, all decently warmed up, so there is not really a merciful difficulty curve. It’s whatever, and brutal. There’s a reason why the entirety of Locus and the “shortness” of Azure are rated around 70 of difficulty. The extra in Locus also had a lot of 45° hills with needle, but this one maximizes that challenge. You’re not used to tilted physics, and you move, to our perception, quite fast. Calculating 16px gaps is a horror story and is a must in this game. Granted, it’s not usual level design either and one appreciates an approach to creativity: none of the screens are the same. However, adding traps to many of the saves after 50% of their completion is the final insult. The gimmick is enough for the challenge so that now you have to time, adjust and adapt to traps.
The song? Amazing. Screw the Falcon Sound Team haters: Azure Arbitrator will always be insanely epic, and for this game, Mystic Core works terrifically: no loop, correlates with the game’s distinctive and pleasing color palette, and the colorful spikes. It just fits.
And yet, it is a short fangame with a final boss which difficulty has no relation to the brutal needle. It’ll take 20 minutes if you are not sufficiently skilled, and perhaps 3-5 tries to the ones used to respond quickly to attacks. The sprite is nice, the fight is just plain dumb. Why make something like this? And this is the point where you’re thanked for playing all Locus as well? What if you didn’t?
It is this disconnection with Locus, the game giving you zero room for warming up, the traps in 45° needle / platforming, the lack of correlation with the boss, and feeling more like a short extra stage of another fangame than as a self-sustaining, independent game which makes me not enjoy this.
I’d only recommend this for the ones that played Locus and want to theoretically 100% it, assuming you got all the items and the extra stage in the original Locus; otherwise, even the credits won’t make sense.
Rating: 3.6 36
Difficulty: 70 70
Nov 12, 2023