I wanna elk

Creator: Zephyr

Average Rating
7.1 / 10
Average Difficulty
60.4 / 100
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Needle (5) Short (1) Precision (1)


  • by Zephyr
  • by Zephyr

Creator's Comments:

Zephyr [Creator]
(Just here to declare the creator of this game :D)
Short game without too much polish made by me months ago. This was meant to be a goner-like but turns out just a compilation of single jumps. Quite satisfied with the distribution of spikes in this game.

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[0] Likes
Rating: N/A       Difficulty: N/A
Apr 27, 2020

10 Reviews:

Rating based on using a hint for one of the jumps. The jumps are all pretty fun, and mechanically simple to execute once you understand the approach the game takes: minimal stuttering mid-jump, clear align indicators, and consistent inputs (1f, fulljump). There are some creative usages of platforms in a non-aids way, such as the platform snap 4.5 jump and the walkoff that follows. Used in a longer save they would be irritating, but in this one-jump-per-save format, you can't really get stuck on them for long.

Would definitely recommend to needle players.

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[1] Like
Rating: 7.5 75       Difficulty: 50 50
Jul 4, 2023
This kind of hyper precise single-jump setup needle seems like a type of flavour I have been searching after for a while. One of the peculiarities of needle to me in particular is how skewed the different types of 'precision' can be--while consistency needle leans more into gimmicks and innovation in the raw desing of the jumps, 'technical' needle is a litany of approaches towards different versions of the same thesis: this is difficult, and it is also (perhaps therefore) fun.

It's challenging, for example, to compare a butterfly-like to a goner-like: yes, they're both difficult, and yes, they both have relative freedom after some soft guidelines in terms of tileset and jump types, but they're likely to play completely differently, and articulating why that might be is proving a challenge that might require a lifetime to fully sort out.

What you have in Elk is a combination of full distance corners and planes, mostly. Almost every single jump, when setup properly, will just 'work', which often just means holding a direction and full-jumping at the right time. As intellectually bankrupt as this might be in practice, it is highly gratifying on an emotional level to see the tiny little kid slip through gaps that seem impossible just because he mashed his face on a green block. Specifically, the sparseness of gimmicks and single-jump nature of each save tell me that this creator has sensibilities similar to my own, mostly in terms of squeezing the absolute last pixel out of every jump. Very frequently it will happen during testing of a map, especially a 32px snap screen, where a jump seems like it should be possible but in practice is just barely out of reach. You look at it from afar and the components are so inoccent there's no way they could be impossible; something like two naked spikes there and there, and what would otherwise be the max distance possible horizontally. But, oh, now there's just those two spikes in the way, so your first jump is height limited by just a frame.

It's been a while since my playthru and my review, but I have fond memories of this game, and would recommend it to fans of precision needle.

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Tagged as: Needle Precision
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Rating: 6.7 67       Difficulty: 60 60
Oct 4, 2022
one screen-needle

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Tagged as: Needle Short
[0] Likes
Rating: 6.5 65       Difficulty: 63 63
Mar 24, 2020
Perfect example of what proper "flow" in needle should be. The game is single-jump saves that just work out smoothly and can be figured out pretty intuitively.

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Tagged as: Needle
[0] Likes
Rating: 7.5 75       Difficulty: 62 62
Feb 2, 2020
[1] Like
Rating: 6.5 65       Difficulty: 58 58
Sep 25, 2023