Creator's Comments:
ActualKale [Creator]
I made this game so not gonna rate it. Forgot the password for my "Kale" account so can't review it as the maker either. Lately I've felt like talking a bit about the thought process behind some of my games so maybe this will be a series of reviews for a number of my games.
I made this game in collaboration with Zero-G. He tested the game, made some graphics things, helped with music picks and did some quality of life coding. I came up with and designed the rooms.
My inspiration for making a game always arises out of a single idea. That idea is usually not identical to what the final game turns to be, for example every room in CN1 was gonna be the same difficulty, but it's usually enough for me to get motivated and know where to start with something.
In "Thank the Geezer" the idea was to have short saves and to use and build on the gimmicks that I came up with for "Haystack 2" but this time in a much more accessible game. I also wanted to only use the in-engine assets to challenge myself in seeing what I could come up with. These mainly include platforms, water, spinning and bouncing apples, blocks of various sorts and gravity flippers.
The perhaps hardest restraint I put on myself was to never repeat the same concept for two screens. Some of the ideas in this game, such as the sideways platforms, the moving gravity flippers, spinning water, disappearing block puzzle, moving platform jumps and the extended moving sideways platform are interesting and deep enough to build full games around. If the concept of various spike and block configurations with nothing else is good enough to build thousands of games around it, then surely some of these gimmicks could stand being repeated more than once.
Additionally I wanted each screen to look drastically different from all the other ones. The graphics switch up every screen and the room layouts are pretty unusual and distinct as well. Hopefully this added some to the excitement of seeing what each new screen has to offer.
Similar to the production of Haystack 2, the hardest part of making this game was to come up with new implementations of the same old objects we've all seen ad nauseum. The screens themselves are very simplistic in design, I didn't want to make any rooms feel long or complex and I deliberately avoided combining gimmicks (which is another thing that has a lot of potential for future games). The game took around 2 weeks to make which on average means a little over 1 screen/day. I am happy with the result.
Max beat this game in almost no deaths, p sick.
[14] Likes
I made this game in collaboration with Zero-G. He tested the game, made some graphics things, helped with music picks and did some quality of life coding. I came up with and designed the rooms.
My inspiration for making a game always arises out of a single idea. That idea is usually not identical to what the final game turns to be, for example every room in CN1 was gonna be the same difficulty, but it's usually enough for me to get motivated and know where to start with something.
In "Thank the Geezer" the idea was to have short saves and to use and build on the gimmicks that I came up with for "Haystack 2" but this time in a much more accessible game. I also wanted to only use the in-engine assets to challenge myself in seeing what I could come up with. These mainly include platforms, water, spinning and bouncing apples, blocks of various sorts and gravity flippers.
The perhaps hardest restraint I put on myself was to never repeat the same concept for two screens. Some of the ideas in this game, such as the sideways platforms, the moving gravity flippers, spinning water, disappearing block puzzle, moving platform jumps and the extended moving sideways platform are interesting and deep enough to build full games around. If the concept of various spike and block configurations with nothing else is good enough to build thousands of games around it, then surely some of these gimmicks could stand being repeated more than once.
Additionally I wanted each screen to look drastically different from all the other ones. The graphics switch up every screen and the room layouts are pretty unusual and distinct as well. Hopefully this added some to the excitement of seeing what each new screen has to offer.
Similar to the production of Haystack 2, the hardest part of making this game was to come up with new implementations of the same old objects we've all seen ad nauseum. The screens themselves are very simplistic in design, I didn't want to make any rooms feel long or complex and I deliberately avoided combining gimmicks (which is another thing that has a lot of potential for future games). The game took around 2 weeks to make which on average means a little over 1 screen/day. I am happy with the result.
Max beat this game in almost no deaths, p sick.
Rating: N/A
Difficulty: 58 58
Mar 2, 2017
45 Reviews:
xva
i can see why people would enjoy stuff like this, as it’s quite reminiscent of CN3 and similar games. unfortunately I’m not huge on those kinds of games. there’s many parts of this game which I found fun, but also many parts I found annoying. the various invisible gimmicks, the moving platform screen near the end and the odd concentric cherry water circles to name the main culprits. these weren’t bad or difficult per se, they just weren’t quite what I enjoy in needle. other than that the game’s fine, the extra haystack screen with the funny moving cherry walls was very fun and interesting, as it was nothing like I’ve ever played. overall not my thing but I can see why people love this
Tagged as: Needle
[0] Likes
Rating: 6.4 64
Difficulty: 63 63
Aug 10, 2024
Jopagu
A really cool needle variety-pack with a selection of screens each featuring some unique gimmick. The platforming is really fun, and I think the gimmicks are used in really creative ways, with screens that feel like they standout compared to other games. I really appreciate the puzzly screens thrown in, figuring out a path is a lot of fun. The disappearing blocks screen is a great example of this.
Overall, an easy recommendation for fans of gimmick needle. Nothing sticks around, so it's a good way to sample a lot of interesting stuff.
[0] Likes
Overall, an easy recommendation for fans of gimmick needle. Nothing sticks around, so it's a good way to sample a lot of interesting stuff.
Rating: 8.5 85
Difficulty: 62 62
Mar 9, 2024
Stickbro411
Overall, quite the fun needle romp! Pink room is prob my favorite, that one threw me for a good loop. I'll see you in Haystack 2!
[0] Likes
Rating: 7.1 71
Difficulty: 64 64
Feb 3, 2024
yangshuoen
Very good game
Some of these ideas are also good
其中的一些想法也很不錯
[0] Likes
Some of these ideas are also good
其中的一些想法也很不錯
Rating: 10.0 100
Difficulty: 66 66
Dec 11, 2022