28 Reviews:
gafro
Very difficult but every each save felt really cool to pull off.
[6] Likes
Rating: 9.0 90
Difficulty: 87 87
Dec 5, 2020
tuhkakuppi
A maze-y L game. Mostly pretty reasonably difficult, but saves 7 and 9 make it a very hard game.
Technically doesn't require a double cancel if you do save 9 with an align from the previous save, which would raise the difficulty of doing save 9 by a good bunch.
Technically doesn't require a double cancel if you do save 9 with an align from the previous save, which would raise the difficulty of doing save 9 by a good bunch.
Tagged as: L_Game
[4] Likes
Rating: 7.0 70
Difficulty: 93 93
Mar 12, 2019
NeedleChampi
Every save except 7, 9, 10 felt like late-70ish difficulty.
What makes this game so hard was the water invert in S7, which requires forced 1f after long jump.
Here's some tips for jumps :
S5 : you need around .15 ya to jump over the first spike with 1f, so I saved a pixel above the ground (you start with .20) and jumped 1f ( -.05) to set .15 (plus, I heard starting with 1fbh also works.)
S6 : Grab align left side of the wall and start with (1f+3).
You can pass the diagonal with 1f, (1f+2), (1f+3) but only (1f+3) gives you good v-string to pass vine-to-corner section (with double jump saved).
S7 : Consider using numpad trick if you are having hard time with the water invert. (you can press Numlock -> Ctrl -> release Numlock to enable it.)
It took me 3 months to pass this save until I found numpad strat ( z :: Lshift x :: Num0 )
- now you can 1f with long press ( hold z from vine until you are about to reach the spike below, then release z and press x. you don't need to release x so fast)
Plus, you can easily pass the platform jump part with this strat : you can (1f+1) at the very edge of platform (by pressing z and x consequently, with very short input time)
S8 : take align of the left block, and set yourself at 6 pixels left from the right side of the block you're standing, then 14f 8p FJ.
S9 : start with 4f. also there's a good map for practicing the Topi jump part : 'Decession Save 9 Practice 2' (in IWM)
S10 : (1f+1+3) from xa 0. Three-line script ( up :: Rshift z :: Lshift x :: Lshift ) would work,
press R with arrow_up (Rshift) pressed, release up_arrow and press z and x almost at the same time (like you cancel with two shifts) and release z like after a frame (like doing 1f with z), then release x after 2 frames.
last jump can be done from the very edge of the block (start with 1f) or from 3 pixel right from it (1f or 2f would work), the latter one is easier I guess.
S12 : start with (1f+2) 17p 7f to hold right at the squished diagonal. then you can low cancel from the very left or 1f from the gap between spikes to fall down.
These are not the only ways but just strats I used. GL :)
[1] Like
What makes this game so hard was the water invert in S7, which requires forced 1f after long jump.
Here's some tips for jumps :
S5 : you need around .15 ya to jump over the first spike with 1f, so I saved a pixel above the ground (you start with .20) and jumped 1f ( -.05) to set .15 (plus, I heard starting with 1fbh also works.)
S6 : Grab align left side of the wall and start with (1f+3).
You can pass the diagonal with 1f, (1f+2), (1f+3) but only (1f+3) gives you good v-string to pass vine-to-corner section (with double jump saved).
S7 : Consider using numpad trick if you are having hard time with the water invert. (you can press Numlock -> Ctrl -> release Numlock to enable it.)
It took me 3 months to pass this save until I found numpad strat ( z :: Lshift x :: Num0 )
- now you can 1f with long press ( hold z from vine until you are about to reach the spike below, then release z and press x. you don't need to release x so fast)
Plus, you can easily pass the platform jump part with this strat : you can (1f+1) at the very edge of platform (by pressing z and x consequently, with very short input time)
S8 : take align of the left block, and set yourself at 6 pixels left from the right side of the block you're standing, then 14f 8p FJ.
S9 : start with 4f. also there's a good map for practicing the Topi jump part : 'Decession Save 9 Practice 2' (in IWM)
S10 : (1f+1+3) from xa 0. Three-line script ( up :: Rshift z :: Lshift x :: Lshift ) would work,
press R with arrow_up (Rshift) pressed, release up_arrow and press z and x almost at the same time (like you cancel with two shifts) and release z like after a frame (like doing 1f with z), then release x after 2 frames.
last jump can be done from the very edge of the block (start with 1f) or from 3 pixel right from it (1f or 2f would work), the latter one is easier I guess.
S12 : start with (1f+2) 17p 7f to hold right at the squished diagonal. then you can low cancel from the very left or 1f from the gap between spikes to fall down.
These are not the only ways but just strats I used. GL :)
Rating: 9.2 92
Difficulty: 90 90
Jul 14, 2025
PlutoTheThing
Really enjoyable precision needle game, a lot of the motions you have to do are quite challenging but pretty consistent, you can feel yourself get better at them over time. There's a lot of variety as well, with saves that stand out like save 6 being a big drop and the infamous save 9 jump. The enjoyed basically every save, although figuring out saves 9 and 10 were not super fun for me. Once I understood them I enjoyed them a lot more though. If you would be interested in this type of needle, then this game is a must play, it's super well made and very impressive.
[1] Like
Rating: 9.0 90
Difficulty: 88 88
Jun 18, 2024
Aiwana1LoveTrap
save9 is really hard. save7 is also quite difficult, but it's not nearly as hard as save9.
If it wasn't for the difference in difficulty, I would have given it a Rating 8.
[1] Like
If it wasn't for the difference in difficulty, I would have given it a Rating 8.
Rating: N/A
Difficulty: N/A
Jul 11, 2020
Delicious Fruit
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