Creator's Comments:
Sully [Creator]
creator here. i was going to go more in depth into my thought process with making this game but square kinda listed all of that on their own so ig just check out their review for more information
[2] Likes
Rating: N/A
Difficulty: N/A
Jan 8, 2024
4 Reviews:
SquareDork
Tester here. I beat the practice diff but I couldn't beat normal mode, so no difficulty rating. Practice diff I'd say is around 30-40 diff, however.
What sets this game apart from most needle games is that it's pretty lenient with your inputs (the game was designed so that no input window is smaller than 5 frames), mainly because of the red blocks, which essentially serve as buffer frames. Because of this, normal mode gets away with the fact that it's TWO full minutes long, with lots of maneuvers that would be very annoying and chokeable without the red blocks.
Gimmicks like the differently-colored blocks this game has to offer both help to spice things up and to make needle that isn't as precise, but still looks like needle. In short, this game sets out to make needle that feels more like playing Celeste, what with all the 'buffers' and leniency, with the normal mode being akin to a golden.
I think this game has two main takeaways: that you don't need precision to make something challenging, and that needle saves can be far longer while also not being unreasonable. Sidenote: you can define 'reasonable' as 'humanly possible', but I think that's stupid. 'Reasonable' should take into account the average player, at the very least.
I talked with Sully throughout the creation of this game (which is how I know normal mode's length too), so I may be biased in my assessment, but I think this kind of needle is a step in the right direction. Regular needle has gotten far too precise these days, and I think the community ought to realize that things like frame perfects just aren't fun, and you can make something much more fun by just letting the player play more like a human, and less like a machine.
In conclusion: this is the W needle to L needle.
[4] Likes
What sets this game apart from most needle games is that it's pretty lenient with your inputs (the game was designed so that no input window is smaller than 5 frames), mainly because of the red blocks, which essentially serve as buffer frames. Because of this, normal mode gets away with the fact that it's TWO full minutes long, with lots of maneuvers that would be very annoying and chokeable without the red blocks.
Gimmicks like the differently-colored blocks this game has to offer both help to spice things up and to make needle that isn't as precise, but still looks like needle. In short, this game sets out to make needle that feels more like playing Celeste, what with all the 'buffers' and leniency, with the normal mode being akin to a golden.
I think this game has two main takeaways: that you don't need precision to make something challenging, and that needle saves can be far longer while also not being unreasonable. Sidenote: you can define 'reasonable' as 'humanly possible', but I think that's stupid. 'Reasonable' should take into account the average player, at the very least.
I talked with Sully throughout the creation of this game (which is how I know normal mode's length too), so I may be biased in my assessment, but I think this kind of needle is a step in the right direction. Regular needle has gotten far too precise these days, and I think the community ought to realize that things like frame perfects just aren't fun, and you can make something much more fun by just letting the player play more like a human, and less like a machine.
In conclusion: this is the W needle to L needle.
Rating: 8.5 85
Difficulty: N/A
Jan 8, 2024