Creator's Comments:
arzztt [Creator]
It's a needleventure game I made based around the VVVVVV kid gimmick included in Not Another Needle Engine.
If that sounds like fun then I would recommend playing it, if you're not into game changing gimmicks then you may want to pass on this.
Edit: Maybe I shouldn't have been so worried ( •ᴗ•)
[9] Likes
If that sounds like fun then I would recommend playing it, if you're not into game changing gimmicks then you may want to pass on this.
Edit: Maybe I shouldn't have been so worried ( •ᴗ•)
Rating: N/A
Difficulty: 55 55
Jan 11, 2019
76 Reviews:
Tyste
This game is a journey of flipping, weaving, and finding out you went the wrong way. Top notch.
[1] Like
Rating: 9.5 95
Difficulty: 45 45
Sep 22, 2021
Wahfuu
Honestly, outside of the brief stint in Marathon, I don't think until now I have ever seen this gimmick used well. It's always just 'do a bunch of 16px', forever, with the occasional screen wrap for pazazz.
And now we have Arzztts contribution to the mix. And it's definitely the best of the gimmick I have seen in an I wanna as of writing.
Most of what I can say has been said already, unfortunately, so this'll be a bit of a short review. But there's a lot of creativity in individual levels and how you get towards the goal: The platforming in the game compliments the routing and hazard navigating rather than interfering or hindering it. Nothing is pushed too far in terms of precision, and there's a few different gimmicks or hindrances per stage to keep things from ever getting samey.
Beyond just being able to nag on individual segments and whatever that nobody really wants to see, the only thing I can really put as a negative is that I felt that there could have been more 'raw' VVVVVV platforming. It feels like as you can you 'turn' blue, you switch off of it within a few jumps, but not vice versa. Would have been interested to see a little more just straight VVVVVV type of style from this.
But yeah, honestly I think whenever I see this gimmick in a fangame I will immediately turn to this and be sad it isn't this. Mighta killed the gimmick for me tbh. Great work.
[1] Like
And now we have Arzztts contribution to the mix. And it's definitely the best of the gimmick I have seen in an I wanna as of writing.
Most of what I can say has been said already, unfortunately, so this'll be a bit of a short review. But there's a lot of creativity in individual levels and how you get towards the goal: The platforming in the game compliments the routing and hazard navigating rather than interfering or hindering it. Nothing is pushed too far in terms of precision, and there's a few different gimmicks or hindrances per stage to keep things from ever getting samey.
Beyond just being able to nag on individual segments and whatever that nobody really wants to see, the only thing I can really put as a negative is that I felt that there could have been more 'raw' VVVVVV platforming. It feels like as you can you 'turn' blue, you switch off of it within a few jumps, but not vice versa. Would have been interested to see a little more just straight VVVVVV type of style from this.
But yeah, honestly I think whenever I see this gimmick in a fangame I will immediately turn to this and be sad it isn't this. Mighta killed the gimmick for me tbh. Great work.
Rating: 8.4 84
Difficulty: 50 50
Mar 18, 2019
Paragus
A great fangame that is based around the VVVVVV gimmick. Branching paths at the start let the player pick the order in which to tackle the stages. Each of the stages puts a slightly different twist on the gimmick and save balance is maintained amazingly through most of the game. This game delivers one of the best experiences I've seen using this gimmick rivaled by only "Diverse" for me, and it gives you a lot of content.
There was no point in playing where I felt like a single save was dragging the game down. Most of the challenge is figuring out the route through the segments, which is true to the spirit of the original material. All of the jumps seemed fair and save placement is good as to keep the game flowing at a good pace. I've always been a fan of this gimmick in general, so for me this game is up there.
[1] Like
There was no point in playing where I felt like a single save was dragging the game down. Most of the challenge is figuring out the route through the segments, which is true to the spirit of the original material. All of the jumps seemed fair and save placement is good as to keep the game flowing at a good pace. I've always been a fan of this gimmick in general, so for me this game is up there.
Rating: 9.7 97
Difficulty: 50 50
Feb 15, 2019
moogy
Combines VVVVVV gravity flipping with fangame upside-down platforming quite nicely. It's quite generous with the save placement, which I appreciated - the focus is on the mechanics and routing, not grindy needle jumps that keep you on a save long after you understand what to do.
That said, I felt the physics gimmicks were a bit overused and didn't enhance the overall design that much. Some players might find they add a bit of spice to the rest of the platforming, but I think I'd prefer not having them at all.
[1] Like
That said, I felt the physics gimmicks were a bit overused and didn't enhance the overall design that much. Some players might find they add a bit of spice to the rest of the platforming, but I think I'd prefer not having them at all.
Rating: 8.0 80
Difficulty: 45 45
Jan 12, 2019