Creator's Comments:
YaBoiMarcAntony [Creator]
I'm told the difficulty for this game is more like a 70 minimum, so ignore when it says 60-70!
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 13, 2020
14 Reviews:
Kilgour22
Kind of savage gimmick needle, especially in the second stage.
One thing I appreciate about this game is that I felt myself improving as a player in two respects: not panicking in water/on platform jumps, and playing upside down. The two are related, really, given my propensity for experiencing discomfort with hard gimmick needle. It was simple: improve, or don't beat the saves. This gives insight both into my own level and, by extension, the game's level, especially with the benefit of time's passage to allow for comparisons between this and Marc's other games of a similar ilk.
The platforming peaks a lot higher with regard to enjoyment for me than did Sunken Cathedral's. However, I felt that as things became more precise, the gimmick usage and concomitant creativity were toned down. This made the gimmicks feel like they were there to connect jumps, rather than being used in the jumps themselves.
I really disliked the colour scheme—not because it was ugly, but because the first stage's visuals were slightly painful while the second stage's were obstructive.
Despite my difficulties with it, I think the gravity gimmick was underutilized. This is totally biased—I really could notice myself improving as I played it, and I'd love to continue that—but I also think it's true, as I believe there are only three saves which use it.
If you're like me—hovering in that 70-75 difficulty range for needle—then definitely give this a play. I'm sure better players can breeze through it in under an hour, but mortals like me can get substantially more playtime from the twenty screens.
Cleartime and deaths: 2:58:22, 1501
[0] Likes
One thing I appreciate about this game is that I felt myself improving as a player in two respects: not panicking in water/on platform jumps, and playing upside down. The two are related, really, given my propensity for experiencing discomfort with hard gimmick needle. It was simple: improve, or don't beat the saves. This gives insight both into my own level and, by extension, the game's level, especially with the benefit of time's passage to allow for comparisons between this and Marc's other games of a similar ilk.
The platforming peaks a lot higher with regard to enjoyment for me than did Sunken Cathedral's. However, I felt that as things became more precise, the gimmick usage and concomitant creativity were toned down. This made the gimmicks feel like they were there to connect jumps, rather than being used in the jumps themselves.
I really disliked the colour scheme—not because it was ugly, but because the first stage's visuals were slightly painful while the second stage's were obstructive.
Despite my difficulties with it, I think the gravity gimmick was underutilized. This is totally biased—I really could notice myself improving as I played it, and I'd love to continue that—but I also think it's true, as I believe there are only three saves which use it.
If you're like me—hovering in that 70-75 difficulty range for needle—then definitely give this a play. I'm sure better players can breeze through it in under an hour, but mortals like me can get substantially more playtime from the twenty screens.
Cleartime and deaths: 2:58:22, 1501
Rating: 7.5 75
Difficulty: 75 75
May 15, 2022