Creator's Comments:
voraciousreader [Creator]
Four different stages, each with its set of gimmicks, plus a final stage which combines gimmicks from the previous stages. I hope you like fruit cycles :)
v1.1 update: minor fixes and nerfs (see readme for details)
[0] Likes
v1.1 update: minor fixes and nerfs (see readme for details)
Rating: N/A
Difficulty: 57 57
Feb 22, 2022
19 Reviews:
PlayerDash2017
a needle with interesting cycles
[1] Like
Rating: 7.5 75
Difficulty: 60 60
Feb 24, 2022
Cthaere
I wanna step outside the needle is a gimmick needle game with a heavy focus on cycles, featuring 4 stages with their own small spins on the main theme as well as occasional unrelated gimmicks, and a final stage that combines all of them.
Now that we've got that out of the way, I would like to summarize this game in 2 words: half baked.
The cycles are a consistently mixed bag between boring/frustrating cycles that serve mostly as pointless waiting, standard cycle needle ideas that have been done before and don't have much new to offer, and the occasional brilliant ideas on par with games like Noesis. The gameplay the cycles themselves facilitate is mostly full of clunky stutters and precise timings; The water segments also have their awkwardness. Still, occasionally there are satisfying weaving drops, cycles that line up well or a gimmick that forces you to speedrun through a section designed for that specifically; These are the highlight of the game, and if the entire game was made out of the best parts, it'd easily earn itself over an 8.5.
As for the atmosphere, it felt like a good attempt was made but the result was lacking. Visually, it's only basic tiling and background, which while those elements do look impressive on their own, the lack of any dynamic or decorative element makes it look very stiff and makes many of the stages feel the same (the heavy iwm homages certainly don't help in this regard). Many of them feel like they were put together due to being thematically similar, without managing to truly blend together with each other, and the same goes for the song choices, making areas feel like you're being implicitly told "this is supposed to be the temple area" or "this is supposed to be the futuristic tech area" without achieving true immersion. All in all, it feels like the visuals came secondary to the needle and are there because "a good needle game needs visuals and song", although I will also acknowledge that it also does feel like once this was recognized the maker has spent some effort trying to put together a set of visuals/atmosphere that more or less works together.
The review has been mostly negative so far, but I genuinely do think there are good moments in here that are worth playing for, and the annoyances I described, while permeating throughout the entire game, are usually minor enough to ignore. All in all, a step in the right direction, but still in need of improvement. Would recommend to experienced players who won't struggle with this, and especially people with a decent bit of patience.
[1] Like
Now that we've got that out of the way, I would like to summarize this game in 2 words: half baked.
The cycles are a consistently mixed bag between boring/frustrating cycles that serve mostly as pointless waiting, standard cycle needle ideas that have been done before and don't have much new to offer, and the occasional brilliant ideas on par with games like Noesis. The gameplay the cycles themselves facilitate is mostly full of clunky stutters and precise timings; The water segments also have their awkwardness. Still, occasionally there are satisfying weaving drops, cycles that line up well or a gimmick that forces you to speedrun through a section designed for that specifically; These are the highlight of the game, and if the entire game was made out of the best parts, it'd easily earn itself over an 8.5.
As for the atmosphere, it felt like a good attempt was made but the result was lacking. Visually, it's only basic tiling and background, which while those elements do look impressive on their own, the lack of any dynamic or decorative element makes it look very stiff and makes many of the stages feel the same (the heavy iwm homages certainly don't help in this regard). Many of them feel like they were put together due to being thematically similar, without managing to truly blend together with each other, and the same goes for the song choices, making areas feel like you're being implicitly told "this is supposed to be the temple area" or "this is supposed to be the futuristic tech area" without achieving true immersion. All in all, it feels like the visuals came secondary to the needle and are there because "a good needle game needs visuals and song", although I will also acknowledge that it also does feel like once this was recognized the maker has spent some effort trying to put together a set of visuals/atmosphere that more or less works together.
The review has been mostly negative so far, but I genuinely do think there are good moments in here that are worth playing for, and the annoyances I described, while permeating throughout the entire game, are usually minor enough to ignore. All in all, a step in the right direction, but still in need of improvement. Would recommend to experienced players who won't struggle with this, and especially people with a decent bit of patience.
Rating: 7.3 73
Difficulty: N/A
Feb 23, 2022