Creator's Comments:
egg [Creator]
Updated once again, for the last time unless something major comes up. (2018-08-05)
The more I look at this game the less I like it. I'm still very surprised anyone liked it at all, let alone most people loving it. I wouldn't call this my strongest work, but it's also far from my worst.
[4] Likes
The more I look at this game the less I like it. I'm still very surprised anyone liked it at all, let alone most people loving it. I wouldn't call this my strongest work, but it's also far from my worst.
Rating: N/A
Difficulty: N/A
Aug 5, 2018
16 Reviews:
moogy
Extremely creative and challenging 100 floor game patterned after games by Wonderful, in particular Figure.
I have to say this is easily the most consistently varied and interesting 100 floor game I've played, since the creator didn't restrict herself to pure needle. There are all sorts of inventive gimmicks throughout, and I think the game does a really good job of switching up the aesthetics and gameplay at a pace that keeps your interest, but without feeling like every floor is just random shit.
The bosses are probably the weakest part of the equation, especially since they're stacked extremely heavily toward the back end of the game, but none of them are really hard enough to be a problem and there are a few interesting ones here and there. I liked the ones that were more similar to stuff like the Donald screen, based around platforming, more than the actual boss-bosses. The intro section of the final boss could probably stand to be shorter.
I'd say this probably sits in between Kermit 3 and Figure in terms of difficulty; there are some saves later on that gave me some trouble, but there was nothing that felt like a wall and none of the cycle-based screens are particularly tight or obnoxious.
Overall, a really satisfying game that explores a ton of different design ideas and succeeds with most of them. I'd recommend it to anyone who can handle this level of difficulty, and I'm looking forward to more from this creator.
[4] Likes
I have to say this is easily the most consistently varied and interesting 100 floor game I've played, since the creator didn't restrict herself to pure needle. There are all sorts of inventive gimmicks throughout, and I think the game does a really good job of switching up the aesthetics and gameplay at a pace that keeps your interest, but without feeling like every floor is just random shit.
The bosses are probably the weakest part of the equation, especially since they're stacked extremely heavily toward the back end of the game, but none of them are really hard enough to be a problem and there are a few interesting ones here and there. I liked the ones that were more similar to stuff like the Donald screen, based around platforming, more than the actual boss-bosses. The intro section of the final boss could probably stand to be shorter.
I'd say this probably sits in between Kermit 3 and Figure in terms of difficulty; there are some saves later on that gave me some trouble, but there was nothing that felt like a wall and none of the cycle-based screens are particularly tight or obnoxious.
Overall, a really satisfying game that explores a ton of different design ideas and succeeds with most of them. I'd recommend it to anyone who can handle this level of difficulty, and I'm looking forward to more from this creator.
Rating: 9.0 90
Difficulty: 79 79
Mar 23, 2019
MrSnailz
Has some rough spots like Figure but for the most part the game does everything it sets out to do well.
[2] Likes
Rating: 8.0 80
Difficulty: 80 80
May 13, 2020
Emmanating
"Divisive game" couldn't be a more accurate title. Whether it be the music, aesthetics, gimmicks, jumps used, or bosses, there's going to be a significant split in who likes or dislikes this. Taking inspiration from games like "Figure" and "XIFT" which already deviate from the norm, and pushing further in that direction of experimentation by adding its own creator's style into the mix.
Nearly a year ago I went into divisive game expecting it to be comparable to Figure, and stopped partway through for personal reasons. I started it anew yesterday and can happily say that it's unique. Its own experience. Not that being something of a successor should be viewed negatively, "Scramble" is greatly inspired by "Sunspike" yet remains an excellent game. However I believe it's important to shine a spotlight on titles that push the boundaries of what's commonly accepted in fangames.
Similar to 100F games such as "Crimson Needle 2" divisive keeps swapping from one style to the next, usually every couple of rooms. Some shining examples of creative needle can be seen in the areas 07 (low gravity), 36 (health), and ~55 (drawn obstacles) . These are great, but what I'm more impressed by are the more mundane looking areas. Ones that use nothing more than the basic gimmicks of vines, platforms, and water. Each one of these areas feels unique, and despite their similarities on the surface even if they all used the same tileset I'd be able to tell when one area ended and the next began. Divisive does so much with so little, a great example of this is screen 28. 4 gates, 4 diagonals. Every single one of them is a different jumps, and none of the 8 are how they're generically used. https://imgur.com/a/NKEjwfF
The bosses are quick and snappy, each one trying something new while not outstaying their welcome. I enjoyed the soundtrack but can't comment on it much more than that. The graphics tie the needle together nicely, changing enough to differentiate areas while rarely exceeding that. And I agree with this decision, whether it be an artistic choice or lazyness. It works better than say "I Wanna Orion", where the graphics don't complement the needle but instead overshadow it.
Difficulty is pretty spot on throughout, often mellowing after a challenge before slowly rising again. Aside from 97 which is a fun screen that's too hard for this game, it didn't stray too far in either direction. Some screens teased the prospect of rougher stages but thankfully didn't pursue it.
Overall I had a blast playing through this. After being dragged back into fangames thanks to "Crimson Needle 3" I'm thankful I thought to retry this game before likely making my leave again. Below this paragraph I'll be leaving some comments that I either couldn't fit in above or are directed at specific rooms.
A significant number of rooms feature cycles. Moving spikes, platforms, or apples. They're all done great, rarely forcing the player to wait and rewarding them when they perform fast cycles.
The ice and gravity swapping areas were good aside from the meat grinder save https://imgur.com/a/Td09uiW , but that's mostly my fault for dying near the end a few times. 27 is one of my favourite rooms in the game, the beginning flows super well. The kermit the frog area was chill. The 2 rooms per save area was great, all four rooms were balanced well and fun to play. I can't immediately think of any save I disliked, but 43 would probably be my top pick. I've left out some areas and glossed over others, but I think I've said enough platforming wise. Anything I didn't mention was fun, I just have little more than that to say about it.
I enjoyed every boss except for the first one. The 4th was ok, out of everything in the game it reminded me the most of Figure. Everything else was fun, my top 3 picks being 3, 5, and of course the final boss. What a cool ending to the game, and easily the most impressive thing fangame wise I've seen you produce.
I'm too washed up to leave an accurate difficulty rating. If I had to guess overall it's easier than Figure, with some screens peaking higher than it.
[2] Likes
Nearly a year ago I went into divisive game expecting it to be comparable to Figure, and stopped partway through for personal reasons. I started it anew yesterday and can happily say that it's unique. Its own experience. Not that being something of a successor should be viewed negatively, "Scramble" is greatly inspired by "Sunspike" yet remains an excellent game. However I believe it's important to shine a spotlight on titles that push the boundaries of what's commonly accepted in fangames.
Similar to 100F games such as "Crimson Needle 2" divisive keeps swapping from one style to the next, usually every couple of rooms. Some shining examples of creative needle can be seen in the areas 07 (low gravity), 36 (health), and ~55 (drawn obstacles) . These are great, but what I'm more impressed by are the more mundane looking areas. Ones that use nothing more than the basic gimmicks of vines, platforms, and water. Each one of these areas feels unique, and despite their similarities on the surface even if they all used the same tileset I'd be able to tell when one area ended and the next began. Divisive does so much with so little, a great example of this is screen 28. 4 gates, 4 diagonals. Every single one of them is a different jumps, and none of the 8 are how they're generically used. https://imgur.com/a/NKEjwfF
The bosses are quick and snappy, each one trying something new while not outstaying their welcome. I enjoyed the soundtrack but can't comment on it much more than that. The graphics tie the needle together nicely, changing enough to differentiate areas while rarely exceeding that. And I agree with this decision, whether it be an artistic choice or lazyness. It works better than say "I Wanna Orion", where the graphics don't complement the needle but instead overshadow it.
Difficulty is pretty spot on throughout, often mellowing after a challenge before slowly rising again. Aside from 97 which is a fun screen that's too hard for this game, it didn't stray too far in either direction. Some screens teased the prospect of rougher stages but thankfully didn't pursue it.
Overall I had a blast playing through this. After being dragged back into fangames thanks to "Crimson Needle 3" I'm thankful I thought to retry this game before likely making my leave again. Below this paragraph I'll be leaving some comments that I either couldn't fit in above or are directed at specific rooms.
A significant number of rooms feature cycles. Moving spikes, platforms, or apples. They're all done great, rarely forcing the player to wait and rewarding them when they perform fast cycles.
The ice and gravity swapping areas were good aside from the meat grinder save https://imgur.com/a/Td09uiW , but that's mostly my fault for dying near the end a few times. 27 is one of my favourite rooms in the game, the beginning flows super well. The kermit the frog area was chill. The 2 rooms per save area was great, all four rooms were balanced well and fun to play. I can't immediately think of any save I disliked, but 43 would probably be my top pick. I've left out some areas and glossed over others, but I think I've said enough platforming wise. Anything I didn't mention was fun, I just have little more than that to say about it.
I enjoyed every boss except for the first one. The 4th was ok, out of everything in the game it reminded me the most of Figure. Everything else was fun, my top 3 picks being 3, 5, and of course the final boss. What a cool ending to the game, and easily the most impressive thing fangame wise I've seen you produce.
I'm too washed up to leave an accurate difficulty rating. If I had to guess overall it's easier than Figure, with some screens peaking higher than it.
Rating: 9.5 95
Difficulty: N/A
Jul 6, 2019
bummerman222
Only reason this isn't a 10 is because of the luck based tower.
[2] Likes
Rating: 9.9 99
Difficulty: 84 84
Jun 2, 2019
PlutoTheThing
Solid needle game, I think it's greatest strengths lie in the aesthetics and atmosphere, there's a lot of great song choices and the visuals are usually simple but sweet. The gameplay itself is mostly good, although personally I think there's a few moments where the game feels excessively awkward to a detriment, I also think that gameplay wise some screens kinda blend together. The bosses are cool, each one is usually based around one main concept and they were all nice breaks from the platforming. Final boss in particular is highlight, it's extremely charming and a nice send off for the game. Consistently enjoyable game overall.
[1] Like
Rating: 8.3 83
Difficulty: 75 75
Jun 7, 2024