Creator's Comments:
Ghost [Creator]
2020-10-04 update:
v1.3:
1.Fixed the shortcut in stage Q123 screen 11.
2.Nerfed stage Q123 screen 9, 10, 11 a little.
3.Fixed a major skip in Xp stage.
same link
[1] Like
v1.3:
1.Fixed the shortcut in stage Q123 screen 11.
2.Nerfed stage Q123 screen 9, 10, 11 a little.
3.Fixed a major skip in Xp stage.
same link
Rating: 9.5 95
Difficulty: 77 77
Sep 4, 2020
13 Reviews:
Cthaere
A fairly long gimmick needle collab divided into 5 stages, progressed through in a linear order. As a collab, this game outdoes itself in terms of variety; Every stage feels distinct and stands out from the others, both in gimmick choice, needle design and visuals/atmosphere. Unfortunately, this variety extends into difficulty as well, and makes for a difficulty curve which feels unbalanced, which is not helped by a few individual saves also being significantly harder than normal within their area. Still, the needle itself is nearly always great, and takes away much of the frustration and annoyance brought by grinding the same save for a long time. With that said, we can start covering each one individually, by order of appearance:
Cloakman: A stage divided into two parts. The first part utilizes a gimmick wherein the player picks up a 1-use rocket launcher which can break certain blocks in order to clear himself a path, while the second one is focused around flipping a series of lightswitches to find the path to the end, which will turn off after a short while, sending you back to darkness. This was one of the weaker areas for me, as I felt the gimmick in the first part was not brought to its full potential, and I usually have an aversion to vision-obstructing gimmicks. I was also not a big fan of the metallic visuals, which felt out of place in a gimmick needle game. Still, the needle was fairly decent and the area as a whole was by no means bad, and the fact this was one of the weaker stages for me serves to show how good this game is as a whole.
Chance: An area using lines as both killers and platforms, with a healthy dose of cycle needle mixed in. This was probably the most solid stage for me, and consistently had the highest lows while still managing to score some fairly high highs. My only issue with this stage is the recurring theme of standing on top of a 1 pixel wide line, which felt incredibly awkward; Other than that, this stage managed to do an incredible job of exploring a variety of ways to combine cycles with line needle, with nearly each screen containing something unique to it.
Ef: A stage centered around water which includes two new varieties of it: Orange water, which doesn't cap your fall speed but gives you a bit of upwards momentum to slow your fall until eventually you're going to start rising up, and some variant of catharsis water which I still don't fully understand; My best guess is that it gives you extremely low gravity, but only while falling down. The gimmicks in this one felt extremely janky, yet despite that they were also some of the most fun. Clever setups and appropriate save positioning alleviates most of the frustration that would come about from being robbed of clearing a save due to the seemingly unpredictable gimmicks, and leaves only the clever pathing and the satisfying maneuvers behind. One of the better stages for me.
Q123: A stage focused around single-use apple-shaped NANG stars, featuring heavy puzzle elements, mindblowing pathing and a good serving of triple-jump needle. This stage, as brilliant as it is, is going to be one of the most divisive ones: Due to the gimmick and pathing, backtracking over and over is an integral part of the stage, and with only 2 saves per screen, each using the space allocated to it in the most efficient way, each save ends up feeling over a screen and a half long while only having a third of that in terms of jump variety. These saves can very quickly become gruesome to grind, and the sheer length of it all makes this stage feel like a giant difficulty spike even though each individual jump is forgiving. All of this peaks in the last save, which is given a full screen, and is where I would have quit if I hadn't found a major skip (version 1.1 for reference). If you love long saves, this is the area for you; If you don't, you might quit here. I personally had fun with this, but I certainly wished it would end sooner once I got far enough in.
_Xp_: A magnificent stumble-themed area, using nearly every "common" gimmick in the book: Default engine gimmicks, CN3 shoot refreshers, catharsis water, cycles, triggers, and many more that I would rather not spoil. This was by and large my favorite area, as the needle itself feels like it was refined to near perfection: The cycles work seamlessly, the trigger based sections feeling like the timing is just tight enough, the jumps themselves feeling completely natural and immensely satisfying to pull off. Aside from one save that felt awkward, inconsistent, and noticeably harder than the rest, this area would easily be a 10/10 for me. I would recommend those who had to drag themselves through the previous area to find the willpower to do so, as this one is definitely worth playing.
So there you have it. An incredible game, but not without its downsides, ending on a very high note while being very fun and fresh throughout. A must-play to everyone who likes long-save gimmick needle and can handle it.
[3] Likes
Cloakman: A stage divided into two parts. The first part utilizes a gimmick wherein the player picks up a 1-use rocket launcher which can break certain blocks in order to clear himself a path, while the second one is focused around flipping a series of lightswitches to find the path to the end, which will turn off after a short while, sending you back to darkness. This was one of the weaker areas for me, as I felt the gimmick in the first part was not brought to its full potential, and I usually have an aversion to vision-obstructing gimmicks. I was also not a big fan of the metallic visuals, which felt out of place in a gimmick needle game. Still, the needle was fairly decent and the area as a whole was by no means bad, and the fact this was one of the weaker stages for me serves to show how good this game is as a whole.
Chance: An area using lines as both killers and platforms, with a healthy dose of cycle needle mixed in. This was probably the most solid stage for me, and consistently had the highest lows while still managing to score some fairly high highs. My only issue with this stage is the recurring theme of standing on top of a 1 pixel wide line, which felt incredibly awkward; Other than that, this stage managed to do an incredible job of exploring a variety of ways to combine cycles with line needle, with nearly each screen containing something unique to it.
Ef: A stage centered around water which includes two new varieties of it: Orange water, which doesn't cap your fall speed but gives you a bit of upwards momentum to slow your fall until eventually you're going to start rising up, and some variant of catharsis water which I still don't fully understand; My best guess is that it gives you extremely low gravity, but only while falling down. The gimmicks in this one felt extremely janky, yet despite that they were also some of the most fun. Clever setups and appropriate save positioning alleviates most of the frustration that would come about from being robbed of clearing a save due to the seemingly unpredictable gimmicks, and leaves only the clever pathing and the satisfying maneuvers behind. One of the better stages for me.
Q123: A stage focused around single-use apple-shaped NANG stars, featuring heavy puzzle elements, mindblowing pathing and a good serving of triple-jump needle. This stage, as brilliant as it is, is going to be one of the most divisive ones: Due to the gimmick and pathing, backtracking over and over is an integral part of the stage, and with only 2 saves per screen, each using the space allocated to it in the most efficient way, each save ends up feeling over a screen and a half long while only having a third of that in terms of jump variety. These saves can very quickly become gruesome to grind, and the sheer length of it all makes this stage feel like a giant difficulty spike even though each individual jump is forgiving. All of this peaks in the last save, which is given a full screen, and is where I would have quit if I hadn't found a major skip (version 1.1 for reference). If you love long saves, this is the area for you; If you don't, you might quit here. I personally had fun with this, but I certainly wished it would end sooner once I got far enough in.
_Xp_: A magnificent stumble-themed area, using nearly every "common" gimmick in the book: Default engine gimmicks, CN3 shoot refreshers, catharsis water, cycles, triggers, and many more that I would rather not spoil. This was by and large my favorite area, as the needle itself feels like it was refined to near perfection: The cycles work seamlessly, the trigger based sections feeling like the timing is just tight enough, the jumps themselves feeling completely natural and immensely satisfying to pull off. Aside from one save that felt awkward, inconsistent, and noticeably harder than the rest, this area would easily be a 10/10 for me. I would recommend those who had to drag themselves through the previous area to find the willpower to do so, as this one is definitely worth playing.
So there you have it. An incredible game, but not without its downsides, ending on a very high note while being very fun and fresh throughout. A must-play to everyone who likes long-save gimmick needle and can handle it.
Rating: 9.1 91
Difficulty: 81 81
Sep 12, 2020
Yiaz
I was really looking forward to playing this game because you know, big collab, race game, production value and a lof of good makers. In the end though,this ended up being a major disappointment to me. It's by no means a bad game, or doesn't have production value, it' just that it simply wasn't fun for the most part.
Cloakman's area has some incredibly annoying visuals in my opinion, there are lamps that look like platforms and generally the graphics make it hard seeing where to go. The first gimmick with the rocket launcher wasn't anything spectacular but it was alright. The second gimmick however with the lightswtches is absolutely terrible, already not being able to see where to go normally and then you get spotlight and have to go fast and hit the lightswitches and do the platforming while pathing it out in your head quickly. It just doesn't work and is really tedious, even while the platforming itself is fine.
Chance's area was line needle with moving objects. I thought the area was fun for the most part. There was a tighter or weirder timing here and there which was kinda off, but generally nothing wrong with this area.
Ef's stage I again really disliked, and again, the general gimmick is cool. The design is interesting with those weird waters. However, they are long, water like that isn't really in any game, and you really have to get used to the water. That combined with pretty long saves makes every death frustrating, not to mention there are a few jumps where one has basically no leeway and those just add to the frustration.
Q123's stage is his typical gBrain stuff with insane pathing and giving you single jump, double jump and triple jump apples that disappear after being collected, making you loop around every corner of the room. That makes the rooms really long, and again, makes every death frustrating. Obviously he did make most the jumps not too precise to make the long rooms more forgiving, but after roughly half his stage the saves become really hard. There are also many instances in which the saves actually do have some in my opinin too precise jumps. First having to understand the pathing, which isn't the most simple task and then afterwards dying to the same parts over and over because some jumps are too precise really sucks, including some really high jumps and 16pxs. The last floor is also really long and feels like 3 floors and eventhough the jumps are mostly pretty easy on it, it makes it really difficult and probably the hardest thing in the game.
At least XP's area was great. He uses a mix of gimmicks, and oh boy, it makes for weird platforming. The saves are mostly really well balanced though, and it makes the platforming more interesting rather than grindy, even if there are some precise or difficult maneuvers here and there. Definetly the best area in the game and I am glad this game ended on a high note.
Again, I don't think this game is bad, but the way of its design for the majority of the game just makes it tedious and frustrating rather than interesting or fun I think.
I hope they can make something with as interesting design but actually more fun to play in the future.
Also this was supposed to be a race game right? Because more than half of this game definetly is not suited to be for a race. Not like it matters for casual play but it's really weird thinking about that.
[2] Likes
Cloakman's area has some incredibly annoying visuals in my opinion, there are lamps that look like platforms and generally the graphics make it hard seeing where to go. The first gimmick with the rocket launcher wasn't anything spectacular but it was alright. The second gimmick however with the lightswtches is absolutely terrible, already not being able to see where to go normally and then you get spotlight and have to go fast and hit the lightswitches and do the platforming while pathing it out in your head quickly. It just doesn't work and is really tedious, even while the platforming itself is fine.
Chance's area was line needle with moving objects. I thought the area was fun for the most part. There was a tighter or weirder timing here and there which was kinda off, but generally nothing wrong with this area.
Ef's stage I again really disliked, and again, the general gimmick is cool. The design is interesting with those weird waters. However, they are long, water like that isn't really in any game, and you really have to get used to the water. That combined with pretty long saves makes every death frustrating, not to mention there are a few jumps where one has basically no leeway and those just add to the frustration.
Q123's stage is his typical gBrain stuff with insane pathing and giving you single jump, double jump and triple jump apples that disappear after being collected, making you loop around every corner of the room. That makes the rooms really long, and again, makes every death frustrating. Obviously he did make most the jumps not too precise to make the long rooms more forgiving, but after roughly half his stage the saves become really hard. There are also many instances in which the saves actually do have some in my opinin too precise jumps. First having to understand the pathing, which isn't the most simple task and then afterwards dying to the same parts over and over because some jumps are too precise really sucks, including some really high jumps and 16pxs. The last floor is also really long and feels like 3 floors and eventhough the jumps are mostly pretty easy on it, it makes it really difficult and probably the hardest thing in the game.
At least XP's area was great. He uses a mix of gimmicks, and oh boy, it makes for weird platforming. The saves are mostly really well balanced though, and it makes the platforming more interesting rather than grindy, even if there are some precise or difficult maneuvers here and there. Definetly the best area in the game and I am glad this game ended on a high note.
Again, I don't think this game is bad, but the way of its design for the majority of the game just makes it tedious and frustrating rather than interesting or fun I think.
I hope they can make something with as interesting design but actually more fun to play in the future.
Also this was supposed to be a race game right? Because more than half of this game definetly is not suited to be for a race. Not like it matters for casual play but it's really weird thinking about that.
Rating: 6.0 60
Difficulty: 80 80
Oct 2, 2020
YaBoiMarcAntony
Hard collab game that also acts as one of the very best of its kind, only dipping slightly on a couple saves in the otherwise-phenomenal penultimate stage. The final area is the highlight of the game and perhaps the single best collab area I have ever had the pleasure of playing, the entire game is worth it for that alone (and of course, the entire game is worth it for everything else, too).
[1] Like
Rating: 9.0 90
Difficulty: 80 80
Sep 27, 2022
CeleCele
As far as Collabs go this is one of the more enjoyable ones.
Stage 1,2 and 3 all were very fun and creative and roughly the same difficulty. They are all very different, but i'm lumping them together here because there isnt much to complain about.
Stage 4 is very divisive. The gimmick itself isn't the most creative but by itself it's fun. Unfortunately around the halfway point the difficulty curve breaks and the game goes from a 65 to an 80 at it's peak. The frustration doubles when every attempts requires a bit of thinking since the pathing isn't very clear, making it very annoying to grind. This probably isn't a huge problem for good fangame players, but it was for me.
Stage 5 is probably very good, however i don't like the games that stage was based on very much and since the stage takes the same flaws of both of those games on, it kind of made me uninterested. I can see people enjoying it though.
Overall I was kind of let down, however i can see a lot of people enjoying this.
Stage 1,2 and 3 all were very fun and creative and roughly the same difficulty. They are all very different, but i'm lumping them together here because there isnt much to complain about.
Stage 4 is very divisive. The gimmick itself isn't the most creative but by itself it's fun. Unfortunately around the halfway point the difficulty curve breaks and the game goes from a 65 to an 80 at it's peak. The frustration doubles when every attempts requires a bit of thinking since the pathing isn't very clear, making it very annoying to grind. This probably isn't a huge problem for good fangame players, but it was for me.
Stage 5 is probably very good, however i don't like the games that stage was based on very much and since the stage takes the same flaws of both of those games on, it kind of made me uninterested. I can see people enjoying it though.
Overall I was kind of let down, however i can see a lot of people enjoying this.
Tagged as: Collab
[1] Like
Rating: 7.9 79
Difficulty: 80 80
Sep 13, 2020
PlutoTheThing
The first 3 stages are pretty simple, not bad but didn't really leave a strong impression, although I did enjoy Chance's stage a good bit. The parts of the game I have the most to say about are the last two stages by Q123 and Xp respectively. Q123's stage wasn't for me, once you get past the tutorial I personally thought that while the pathing was quite clever, actually playing and executing the saves was kinda frustrating and a lot of jumps felt uncomfortable. On the complete other end, Xp was by far my favorite part of the game, I genuinely adore this stage, it's so creative and unique and is basically tailored to my tastes, I think playing this game is worth it exclusively because it's so awesome.
[0] Likes
Rating: 8.0 80
Difficulty: 67 67
Jul 17, 2024