Prismatic Needle

Creator: Kyara

Average Rating
8.0 / 10
Average Difficulty
76.0 / 100
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Needle (2) Gimmick (2) Trigger (2)


  • by Lake
  • by Lake
  • by Lake

7 Reviews:

I generally agree with cLOUD's review, with a few notable differences. I suggest reading it first (although do not reduce it down to the rating), as I will mostly focus on our disagreements.

With that said, assuming you have read it, this is where I would diverge:

- In general, I had a much more pleasant experience than portrayed in cLOUD's review. Partially due to being a hof tier player, partially due to not minding the song too much, and partially due to coming at it with lower expectations (it is a debut after all). With that said, I 100% agree that there are definitely places that could have used a bit more refinement, but nothing felt egregiously bad, and I struggle to see the rest of the criticisms leveled at the gameplay.

- I actually don't like white screen that much. It felt like some effort went missing; For a "everyone come back together for the final screen" trope, it does not feel nearly as grandiose or as satisfying of a conclusion to the game as it should be. I would have much preferred a descending thin tower with camera following player, an additional layer of visuals, or a combination of previous elements in an ingenious way. There are also a couple jumps I dislike in it which hurt the diffcurve quite a bit imo.

- I do fully agree on visuals & song criticism.

In general, this debut showcases good making skill & understanding of general needle principles, and I hope to see a more ambitious project by this maker in the future. If you want a solid chill needle game to play as someone who is at the skill level to beat consistency HoF games or blaze through 70 diff modern gimmick needle games, definitely check this out.

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[1] Like
Rating: 8.5 85       Difficulty: 75 75
Aug 6, 2022
Has a lot of really great ideas, and uses triggers in really creative ways. Unfortunately, a lot of saves are brought down by precise jumps that feel out of place. It also felt that as the game went on, the difficulty progression comes in the form of shorter saves with less triggers and tighter jumps, which is pretty much the exact opposite of what I would want from a trigger needle game. It also felt to me that as the game went on, the creator started to run out of ideas and the movements became much more simple, and there were some sections I felt were a little too by-the-numbers to be fun or interesting. The worst offender of these problems was the pink screens, where both saves where very short, precise, and didn't really have anything interesting to offer and felt mostly like an annoying precision grind of throwing myself at a wall until i get let through.
Another problem I noticed is that there was a strict rule to have 2 saves per screen, but the screen space wasn't always used very efficiently and often the second save of a screen seemed desperate to make use of the space available despite there not being enough to work with and make something fun (this is most egregious on the bounce block screen and water screen).

Thankfully all of these issues were fixed in the white screen, which is only a single save and brings all the gimmicks together in a much better way than the pink screen and has a lot more interesting ideas and movements. If every screen was like this screen the game would be an easy 9.5/10 for me in terms of raw gameplay.
As far as other small nitpicks, I don't really like the visuals or music. The visuals are the same for every screen but with a different hue, and they are often a bit hard to look at for extended periods due to the high saturation. Additionally, a lot of the gimmicks have confusing sprites; the shoot refreshers have such a subtle change in colour that I didn't realize they even changed at all until they came back later in the game. The water stage has the opposite issue, where the water with triggers has a slightly different hue, which when combined with having 2 types of water (and those 2 colours being backwards from the jtool water colours), its gets very confusing to tell what water is what and whether it triggers something or not. For the music, it might be a petty nitpick, but I wish for a game this hard there would be more than just 1 song. It got very annoying fast listening to the same song for hours and hours across the entire game.

With all that said, this is still a great first release and there is a ton of potential here. The game is still ultimately pretty fun, I just think it maybe needing better testing, preferably from people closer in skill to the difficulty the game, rather than people with several needle HoF clears, as I notice a common trend in needle gods not having the keenest eye on what to nerf in saves that are far below their skill. If you enjoy trigger needle and want to see it used in more advanced ways than a simple turn around or forced speedrun, check this game out. I just personally found too many problems and annoyances to have a lot of fun with it.

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[1] Like
Rating: 6.0 60       Difficulty: 78 78
Aug 3, 2022
This is a well-made game.
PS:I'm sorry for my previous review

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Rating: 8.2 82       Difficulty: 76 76
Aug 4, 2022
Looks pretty hard

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Rating: N/A       Difficulty: N/A
Aug 1, 2022
Tagged as: Needle Gimmick Trigger
[0] Likes
Rating: 9.5 95       Difficulty: 75 75
Aug 1, 2022