Not Another Needle Contest 2
Creators: pieceofcheese87, patrickgh3, Tralexium, Wolsk, Skulldude, Naloa, Tehjman1993, Wolfiexe
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Speedrun Leaderboards Creator's Comments:
Bob [Creator]
If anyone would like to try out all the stages in their original form (before we nerfed/changed things with them), here's a download to a separate game containing them: https://www.mediafire.com/file/pvl2db1jiz1c2wq/NANC2_Original_Stages.zip/file
[9] Likes
Rating: N/A
Difficulty: N/A
May 5, 2021
57 Reviews:
fatherpucci1
Based on 100%, could be higher but tralexium moment
Tagged as: Tralexium
[1] Like
Rating: 8.5 85
Difficulty: 75 75
May 6, 2021
quadstuffed
It's really, really, REALLY good. Even if you dislike many of the levels, even if you disagree with the ratings, the sheer amount of quality content and polish is crazy.
Also, princeoflights stage in this game is a banger. As one of the first moderately difficult needle stages I grinded, It was very much a watershed fangame stage for me, and has shaped a big portion of what I enjoy and desire in not only needle, but fangames in general. God damn what a good stage.
also the yume nikki stage is probably unironically the best stage in this game for beginners. I played it before I learned that the stages were ranked by their judge ratings, and thought it was really fun.
also, and I'm asking this respectfully as it's a very well polished game, but how the heck did a tower defense game get 3rd?
[1] Like
Also, princeoflights stage in this game is a banger. As one of the first moderately difficult needle stages I grinded, It was very much a watershed fangame stage for me, and has shaped a big portion of what I enjoy and desire in not only needle, but fangames in general. God damn what a good stage.
also the yume nikki stage is probably unironically the best stage in this game for beginners. I played it before I learned that the stages were ranked by their judge ratings, and thought it was really fun.
also, and I'm asking this respectfully as it's a very well polished game, but how the heck did a tower defense game get 3rd?
Rating: N/A
Difficulty: N/A
May 5, 2021
opanker
Great game overall. However, the final stage could have been like a quarter of the length. At least the final boss was good.
[0] Likes
Rating: 9.0 90
Difficulty: 65 65
May 11, 2025
Jopagu
NANC 2 is one of the biggest fangames there is - with a whopping 35 entries, there's content for days. The content ranges over a wide variety of styles, with needle, bosses, adventure stages, even an avoidance and a tower defense. However, admittedly, it's mostly needle.
I had fun playing through almost every single stage. While I wish the nerfs had been executed in a less controversial manner, there's no denying that they really smoothed out the experience. There's a ton of interesting gameplay on display - I had stages I utterly adored in every tier. I wish there had been a bit more effort toward uniqueness; almost every stage felt like it was using tried and true gimmicks, rather than anything novel. However, there's no denying those gimmicks were used well, leading to a very enjoyable experience.
The game also features 6 star stages, and a final stage. These were super neat, I loved the idea of combining gimmicks from all the stages in a floor. I think maybe they'd be better situated on their respective floors, having them all at the end of the game felt like a bit of a waste.
Unfortunately, I felt like this area of the game wasn't held to the same quality standards as the rest of the game. This is very frustrating when the developers prioritized smoothing out the experience to the point of going over creators' heads to remove content from their stages. All of the stages in the final dimension have a horrible visual bug, where the effect on the blocks is constantly flickering - this is very distracting and makes the experience feel a lot worse. In addition, the room with the minigame is super buggy. Occasionally objects will just disappear, or the camera will not work properly. Often, the floor will just disappear and the Kid will fall through to his death. In addition, the minigame score requirement is frustratingly high. I think it really could've benefitted from the liberal nerfs the devs used on the main stages.
My biggest gripe with the game is the final stage. There's no denying that it's an interesting stage - but it doesn't fit in at all. I've heard that the game was delayed substantially due to this stage, which is really annoying since it has absolutely nothing to do with the game. It feels like a different game that was tacked onto this one for publicity. It would be enjoyable as a standalone, but it is just so out of place here. In addition, it also really could've used another round of playtesting. The visual bug from before is also present here. In addition, the balance is a bit poor. The stage and boss are a decent difficulty spike up from the rest of the game, breaking the difficulty that was the goal of the contest. A few stages are quite frustrating with how hard they are, there are some really long saves with slow beginnings and annoyingly chokey endings. A big culprit is the big kid chase screen. It's super long, with some precise maneuvers at the end. In addition, the ghost's slam attack is frustrating to dodge, with some situations feeling like it's unavoidable if the ghost hits the ground at an unlucky time. This is exacerbated by the fact that the attack only happens some of the time it hits the ground, with no rhyme or reason to when it doesn't go off. This just makes the save feel buggy and luck based.
The final boss is undoubtedly cool, but it also suffers from notable issues. Again, there are some prevalent bugs, such as the boss teleporting offscreen where you can't hit it, or teleporting on top of you where you can't dodge it's attack. These aren't rare bugs either - they occurred at least 10 times for me. It's also quite hard, and I think some nerfs would help it fit in with the rest of the game better. The final phase is a good idea, but the controls are atrocious. It feels so clunky to move around, and the aiming makes no sense. The boss's movements mean that hitting it can come down to luck - which is especially an issue given that it will heal if you go too long without hitting it.
Overall, NANC 2 has a phenomenal main game that is constantly a blast to play through. However, the experience is soured by a post game that's buggy and poorly balanced, with a final stage that doesn't feel like it belongs in this game. Despite the big wall of complaints, I enjoyed most of my time with the game, and would absolutely recommend playing all of the main contest stages.
[0] Likes
I had fun playing through almost every single stage. While I wish the nerfs had been executed in a less controversial manner, there's no denying that they really smoothed out the experience. There's a ton of interesting gameplay on display - I had stages I utterly adored in every tier. I wish there had been a bit more effort toward uniqueness; almost every stage felt like it was using tried and true gimmicks, rather than anything novel. However, there's no denying those gimmicks were used well, leading to a very enjoyable experience.
The game also features 6 star stages, and a final stage. These were super neat, I loved the idea of combining gimmicks from all the stages in a floor. I think maybe they'd be better situated on their respective floors, having them all at the end of the game felt like a bit of a waste.
Unfortunately, I felt like this area of the game wasn't held to the same quality standards as the rest of the game. This is very frustrating when the developers prioritized smoothing out the experience to the point of going over creators' heads to remove content from their stages. All of the stages in the final dimension have a horrible visual bug, where the effect on the blocks is constantly flickering - this is very distracting and makes the experience feel a lot worse. In addition, the room with the minigame is super buggy. Occasionally objects will just disappear, or the camera will not work properly. Often, the floor will just disappear and the Kid will fall through to his death. In addition, the minigame score requirement is frustratingly high. I think it really could've benefitted from the liberal nerfs the devs used on the main stages.
My biggest gripe with the game is the final stage. There's no denying that it's an interesting stage - but it doesn't fit in at all. I've heard that the game was delayed substantially due to this stage, which is really annoying since it has absolutely nothing to do with the game. It feels like a different game that was tacked onto this one for publicity. It would be enjoyable as a standalone, but it is just so out of place here. In addition, it also really could've used another round of playtesting. The visual bug from before is also present here. In addition, the balance is a bit poor. The stage and boss are a decent difficulty spike up from the rest of the game, breaking the difficulty that was the goal of the contest. A few stages are quite frustrating with how hard they are, there are some really long saves with slow beginnings and annoyingly chokey endings. A big culprit is the big kid chase screen. It's super long, with some precise maneuvers at the end. In addition, the ghost's slam attack is frustrating to dodge, with some situations feeling like it's unavoidable if the ghost hits the ground at an unlucky time. This is exacerbated by the fact that the attack only happens some of the time it hits the ground, with no rhyme or reason to when it doesn't go off. This just makes the save feel buggy and luck based.
The final boss is undoubtedly cool, but it also suffers from notable issues. Again, there are some prevalent bugs, such as the boss teleporting offscreen where you can't hit it, or teleporting on top of you where you can't dodge it's attack. These aren't rare bugs either - they occurred at least 10 times for me. It's also quite hard, and I think some nerfs would help it fit in with the rest of the game better. The final phase is a good idea, but the controls are atrocious. It feels so clunky to move around, and the aiming makes no sense. The boss's movements mean that hitting it can come down to luck - which is especially an issue given that it will heal if you go too long without hitting it.
Overall, NANC 2 has a phenomenal main game that is constantly a blast to play through. However, the experience is soured by a post game that's buggy and poorly balanced, with a final stage that doesn't feel like it belongs in this game. Despite the big wall of complaints, I enjoyed most of my time with the game, and would absolutely recommend playing all of the main contest stages.
Rating: 9.0 90
Difficulty: 65 65
Apr 1, 2025
Cubpletionist
About 30% of the game kinda sucked but it was mostly super fun. Some stuff near the end got on my nerves pretty bad because there were a lot of really long saves back to back. Boss was very cool and super creative.
[0] Likes
Rating: 9.0 90
Difficulty: 70 70
Dec 26, 2024
Delicious Fruit