33 Reviews:
IGINLAJ
Мой самый сложный пройденный нидл. Я начал играть в него 24 мая, то есть 3 месяца назад, сразу после Кримсон Нидла 1. На всю игру ушло 164 часа, 50 часов на сотый экран. Несмотря на то, что многим эта игра не заходит и в ней действительно временами встречались моменты не очень, это один из моих любимых нидлов, от которого я получил массу эмоций, особенно на 90-ых экранах. Я был много раз близок к дропу, но не бросил и добил ее, чему очень рад. Ждем экстру.
[5] Likes
Rating: 8.5 85
Difficulty: 90 90
Sep 4, 2021
moogy
A 100f game with a continual increase in difficulty from the very beginning to the very end. There are never any real spikes, but by the time you reach the 70s and 80s every save is brutal, and the difficulty continues to climb from there; you can expect to take as long on floors 91-100 as you did on the entire rest of the game.
Honestly, I respect Amaranth's commitment to its continually escalating difficulty level, especially since it's accomplished entirely via engine standard kill objects, all of which are static. No traps, triggers, or gimmicks; you can make every screen in jtool if you want. (There are a few exceptions, like collecting keys for secrets, but they're not really worth mentioning.)
Unfortunately, I think the resulting game is simply not very much fun to play most of the time. You're just going through screen after screen of bland needle with uninspired pathing and absolutely nothing to provide a change in pace. Later in the game, almost every save feels like it's "harder" (more frustrating and grindy) than it should be due to a handful of needlessly precise jumps. Apples are used constantly in annoying ways to complicate otherwise simple jump sequences, and at times the design devolves into just placing corners and planes in the middle of saves that are already hard. To the game's credit, there are a number of interesting jump sequences that feel satisfying to learn, but as a whole the design is dragged down by an obsession with making every save as hard as possible no matter what.
But hey, maybe I'm just not the target audience; there are clearly people who really enjoyed Amaranth. Maybe the parts I found tiresome were fascinating challenges to them. Maybe difficulty for its own sake isn't necessarily a bad thing, as long as you have the right mindset. I did keep coming back to the game myself, after all -- if nothing else, I clearly found the idea of overcoming it compelling, and it forced me to push past my limits.
But, uh, I think I'm good just playing through it once.
[4] Likes
Honestly, I respect Amaranth's commitment to its continually escalating difficulty level, especially since it's accomplished entirely via engine standard kill objects, all of which are static. No traps, triggers, or gimmicks; you can make every screen in jtool if you want. (There are a few exceptions, like collecting keys for secrets, but they're not really worth mentioning.)
Unfortunately, I think the resulting game is simply not very much fun to play most of the time. You're just going through screen after screen of bland needle with uninspired pathing and absolutely nothing to provide a change in pace. Later in the game, almost every save feels like it's "harder" (more frustrating and grindy) than it should be due to a handful of needlessly precise jumps. Apples are used constantly in annoying ways to complicate otherwise simple jump sequences, and at times the design devolves into just placing corners and planes in the middle of saves that are already hard. To the game's credit, there are a number of interesting jump sequences that feel satisfying to learn, but as a whole the design is dragged down by an obsession with making every save as hard as possible no matter what.
But hey, maybe I'm just not the target audience; there are clearly people who really enjoyed Amaranth. Maybe the parts I found tiresome were fascinating challenges to them. Maybe difficulty for its own sake isn't necessarily a bad thing, as long as you have the right mindset. I did keep coming back to the game myself, after all -- if nothing else, I clearly found the idea of overcoming it compelling, and it forced me to push past my limits.
But, uh, I think I'm good just playing through it once.
Rating: N/A
Difficulty: 90 90
Oct 25, 2021
lnko
It is a 100 floor needle game, similar to Crimson Needle 2. The level design was quite good imo. I heard stuff about this game that made me really scared about the late stuff, but it was not too bad after all, nothing pissed me off much (which is unusual for a long and hard needle game). Some jumps get easier with jump cancelling which is annoying, but overall I think this game is just fine.
I would recommend this to advanced needle players who like low-gimmick needle.
I would recommend this to advanced needle players who like low-gimmick needle.
Tagged as: Needle
[2] Likes
Rating: 8.1 81
Difficulty: 87 87
Sep 30, 2021