I wanna elm

Creator: Zephyr

Average Rating
7.1 / 10
Average Difficulty
62.3 / 100
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Tags:

Needle (5) Precision (1)

Screenshots

  • by Zephyr
  • by Zephyr

Creator's Comments:

Zephyr [Creator]
1 jump per save in 1 screen. This is a sequence to I wanna elk, with harder jumps that require both x- and y-aligns. If you figured out the right method, this game will become much easier.
Difficulty: 60-70

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Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: N/A
Mar 24, 2020

8 Reviews:

wonderful
Fun V-align manipulation game! Make sure to use the hints. Solid 60 difficulty for sure!

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[2] Likes
Rating: 8.0 80       Difficulty: 60 60
Jul 18, 2022
phgQED
This game is more difficult for me to review than Elk. I think several conceits it makes towards the precision needle genre are very well executed (constant align and valign display, hint document), but that overall it was a less fun experience to play. While there is always a certain amount of restriction to the way a particularly difficult jump is performed, there are mechanisms within that execution which can still leave the player feeling in control of their experience. In Elm, because so many of the jumps only work with an incredibly specific strategy, there is much less incentive to test various input combinations. Most of the jumps, when aligned properly, will feel like full jumps that somehow magically just work, and while there's not necessarily anything inherently wrong with that (it's even highly enjoyable in small doses), it leaves me with a feeling more like I'm manually playing a TAS than actually experiencing the needle for myself. Also, in a game that is specifically designed to be oriented around valigns, it boggles my mind that there is not an option to simply save your valign. Maybe setting up a random-seeming number by bonking your head repeatedly or numpad cancelling is what people find enjoyable about valign required jumps, but to me it's just pointless setup time that prevents me from actually attempting the jump. I don't have to redo my horizontal align every attempt... anyway.

The aesthetic, ethos, and presentation of these jumps seems to me to serve as sort of a science sampler, a little peek into the jump laboratory where needle scientists are poking away at the pixels and subpixels to make the world's most complicated jumps. That type of magic is really cool when it lets you feel like you're an integral part of the equation, but here, I more felt like I was just being shown what to do rather than being allowed to determine that on my own.

I would still recommend checking this game out as a sort of window into a highly valign-dependent precision jump world, but the experience of playing it was not necessarily my favorite thing.

Oh, it's also worth mentioning that this game suffers from at least one frame of input lag even post-patch, and that it also suffers from an engine save bug (which you can mitigate by running jtool in the background). It also has a full-screen flash every time you reset, which was somewhat visually painful. All of these things negatively impacted my experience.

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Tagged as: Needle Precision
[0] Likes
Rating: 5.5 55       Difficulty: 66 66
Oct 12, 2022
tuhkakuppi
Like the first game, a good example of proper "flow" in needle. This one is harder to figure out, however, and second save especially is disproportionately more problematic than the other ones.

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Tagged as: Needle
[0] Likes
Rating: 7.5 75       Difficulty: 65 65
Mar 24, 2020
Cythraul
[0] Likes
Rating: 6.7 67       Difficulty: 65 65
Aug 3, 2024
FespCostaz
[0] Likes
Rating: 8.0 80       Difficulty: 60 60
Jun 15, 2022