Creator's Comments:
TheNewDerf [Creator]
Hey -- I appreciate everyone who has taken time to leave feedback, even though I don't make games anymore.
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
[14] Likes
Just to clear up a common observation on XIFT: this game was part of a larger structure of games which all had certain states of mind as their theme. This game's theme was anxiety. That's the reason why the saves are invisible (to keep players in a state of unease), and it's the reason why the visuals force the player to constantly focus on reading the spikes, instead of passively relying on knowing their shape. These decisions clearly have quality-of-life drawbacks (as with most of the games I made, I was to a certain degree trying to alienate the player), but at the time I felt they were justified to make a unique experience which was different to a normal 50-floor needle game.
You can make your own mind up as to whether or not this was a worthwhile trade-off (just because these decisions were intentional doesn't mean they were good design choices for you, of course). I just wanted to leave this here for the people who think these decisions were thoughtless or arbitrary. Nothing in my games was ever thoughtless--even if a lot of what I made didn't work out the way I wanted it to, and in a lot of respects failed. I was a teenager, and a novice--but I was always passionate about fangames. I think a lot of people were like that, and that's part of the joy of the community.
Rating: N/A
Difficulty: N/A
Sep 14, 2019
65 Reviews:
29th_letter
Really unique game. Some things were a little annoying, but nothing too bad
[1] Like
Rating: 8.0 80
Difficulty: 57 57
Aug 25, 2020
CeleCele
Pretty unique needle game.
It took a while to get good, but stage 3 and 4 are pretty fun. Stage 5 had a bit too many fulljumps and 16 pixels though. The invisible saves didn't really work for me until the final stage, however maybe for newer players they would work.
[1] Like
It took a while to get good, but stage 3 and 4 are pretty fun. Stage 5 had a bit too many fulljumps and 16 pixels though. The invisible saves didn't really work for me until the final stage, however maybe for newer players they would work.
Rating: 7.8 78
Difficulty: 55 55
Apr 26, 2020
Nick24
What are these last tags
Tagged as: Needle
Visual_Challenge
[1] Like
Rating: 8.0 80
Difficulty: 60 60
Aug 19, 2019
shign
After replaying it 2 years later, my opinion on it hasn't changed a lot. Over the top production and visuals but average gameplay. Stage 1 and 2 are enjoyable but from stage 3 is starts to introduce more and more annoying stuff. A bit better than what I remembered but still average.
[1] Like
Rating: 6.5 65
Difficulty: 58 58
Jul 12, 2019