Flames Needle Remastered
Creators: Flames, Lucien, q123, Yooo, 03, TheWWworld, Pingmin

6 Reviews:
CouchsurfingKid
Based on clear.
Not bad , I mean...
You could have done better , but you didn‘t.
[1] Like
Not bad , I mean...
You could have done better , but you didn‘t.
Rating: 8.1 81
Difficulty: 79 79
May 4, 2025
xva
this game is a perfect example of how simply adding polish to a game can improve it. this game isn't anything too different from the original Flames Needle, yet it's a marginally better and far smoother experience. you can tell Flames has massively improved in his needle making capabilities since the release of the original. it's quite refreshing to see him making actually good, fun needle instead of the less polished weird shit that's typically found in Flames Needle
the game's structured in pretty much the same way, if not slightly better. it's 10 floors per tileset, which is a lot to be frank. I don't know many games that don't fall into the category of 'CTB1-esque' that have a ratio of floor:tileset quite like 10:1. this isn't a bad thing necessarily and I didn't really find issue with it, I just found it kind of odd. the tilesets are nice-looking and resemble the original Flames Needle's tilesets - except, of course, here they're nicer. there's likely some sort of shader issue in the 20s, as the game begins lagging after some time and requires a restart. these floors aren't that difficult though, so I wouldn't say it's a pressing issue that needs to be addressed. the rest of the game (i.e. where it matters) runs just fine. while we're on the topic, I greatly appreciate the better engine. at times it felt like the original Flames Needle would eat platform inputs - but now I'm glad that's something I don't have to worry about
the needle design is very good and doesn't have too many stereotypical 100-floor chokejumps. it's hard to overlook just how much better this game's needle is than the original's. the difference is in some cases night and day - prime example is the 70s. the 70s are overhauled but not changed entirely - exactly what a remake should seek to do. a remake should keep the ideas and the overall 'spirit' of the original but executing it better. this game does exactly that, with the 70s still being predominantly one-save screens (with better needle design this time). f79 and f80 are likely my favorite floors in the game. while we're in the 70s, f78 is the hardest floor in the game. there aren't any other rooms in the game that compare to it that aren't in the 70s themselves. while some people would see this as an oversight or a poor design choice, I'd say it's still in-line with the original Flames Needle. the difficulty curve is preserved almost entirely - the key difference is that it's greatly smoothed out. this sounds like a direct contradiction, but what I'm distinctly referring to is that you won't get any more cases of "one floor takes me 20 minutes, another I first try" like you could in the original Flames Needle. you likely won't be first trying much past floor 50. that brings me onto the next point: the game's difficulty
it's harder than the original, yet it remains better than it. it isn't easy to remake a previous game of yours and improve on both the difficulty and the quality at the same time without the difficulty negatively influencing the quality. I think the difficulty it's at is perfect and it shouldn't be any higher or lower. it requires just the right amount of struggle which makes it feel very rewarding to make progress in. the innate enjoyment of watching the floor number slowly go up is something I'll never get enough of. it's a great and constant beacon of progress that I love to see in needle games. I'm particularly fond of 100-floors for this reason - that, and their unique/special floors they like to throw in. to clarify, I'm referring to stuff like CN1 f92 (the most basic example I can give). this game has a few of these 'special' floors, but obviously I won't spoil any of them since that would ruin the fun
further spoiling the game, its guest areas are now unmarked and function as a final boss rush-like section at the end of the base 80 floors. notably, the guest areas from what used to be EX in the original Flames Needle were moved to be in the regular game. this does mean EX is completely removed. I had initially thought the game would have additional extra guest areas, since the needle rush guest areas were similar to the originals and looked to be overhauled by Flames himself. this suggests that the original makers only made the base needle and Flames altered/improved it, therefore suggesting that the makers by technicality didn't take part in the production of this game. they are involved in the *making*, but not the *production*. I thought the makers would come through in extra, where they would design their own new never-before-seen guest areas. while this would have been interesting, there's something comforting about a lack of extra. extra can feel like unnecessary bloat at times, and that issue has been promptly avoided by the removal of it from this game
overall fantastic! definitely a great floor game now. I hope Flames is actually proud of how this game turned out, since I really like it. highly recommended
[0] Likes
the game's structured in pretty much the same way, if not slightly better. it's 10 floors per tileset, which is a lot to be frank. I don't know many games that don't fall into the category of 'CTB1-esque' that have a ratio of floor:tileset quite like 10:1. this isn't a bad thing necessarily and I didn't really find issue with it, I just found it kind of odd. the tilesets are nice-looking and resemble the original Flames Needle's tilesets - except, of course, here they're nicer. there's likely some sort of shader issue in the 20s, as the game begins lagging after some time and requires a restart. these floors aren't that difficult though, so I wouldn't say it's a pressing issue that needs to be addressed. the rest of the game (i.e. where it matters) runs just fine. while we're on the topic, I greatly appreciate the better engine. at times it felt like the original Flames Needle would eat platform inputs - but now I'm glad that's something I don't have to worry about
the needle design is very good and doesn't have too many stereotypical 100-floor chokejumps. it's hard to overlook just how much better this game's needle is than the original's. the difference is in some cases night and day - prime example is the 70s. the 70s are overhauled but not changed entirely - exactly what a remake should seek to do. a remake should keep the ideas and the overall 'spirit' of the original but executing it better. this game does exactly that, with the 70s still being predominantly one-save screens (with better needle design this time). f79 and f80 are likely my favorite floors in the game. while we're in the 70s, f78 is the hardest floor in the game. there aren't any other rooms in the game that compare to it that aren't in the 70s themselves. while some people would see this as an oversight or a poor design choice, I'd say it's still in-line with the original Flames Needle. the difficulty curve is preserved almost entirely - the key difference is that it's greatly smoothed out. this sounds like a direct contradiction, but what I'm distinctly referring to is that you won't get any more cases of "one floor takes me 20 minutes, another I first try" like you could in the original Flames Needle. you likely won't be first trying much past floor 50. that brings me onto the next point: the game's difficulty
it's harder than the original, yet it remains better than it. it isn't easy to remake a previous game of yours and improve on both the difficulty and the quality at the same time without the difficulty negatively influencing the quality. I think the difficulty it's at is perfect and it shouldn't be any higher or lower. it requires just the right amount of struggle which makes it feel very rewarding to make progress in. the innate enjoyment of watching the floor number slowly go up is something I'll never get enough of. it's a great and constant beacon of progress that I love to see in needle games. I'm particularly fond of 100-floors for this reason - that, and their unique/special floors they like to throw in. to clarify, I'm referring to stuff like CN1 f92 (the most basic example I can give). this game has a few of these 'special' floors, but obviously I won't spoil any of them since that would ruin the fun
further spoiling the game, its guest areas are now unmarked and function as a final boss rush-like section at the end of the base 80 floors. notably, the guest areas from what used to be EX in the original Flames Needle were moved to be in the regular game. this does mean EX is completely removed. I had initially thought the game would have additional extra guest areas, since the needle rush guest areas were similar to the originals and looked to be overhauled by Flames himself. this suggests that the original makers only made the base needle and Flames altered/improved it, therefore suggesting that the makers by technicality didn't take part in the production of this game. they are involved in the *making*, but not the *production*. I thought the makers would come through in extra, where they would design their own new never-before-seen guest areas. while this would have been interesting, there's something comforting about a lack of extra. extra can feel like unnecessary bloat at times, and that issue has been promptly avoided by the removal of it from this game
overall fantastic! definitely a great floor game now. I hope Flames is actually proud of how this game turned out, since I really like it. highly recommended
Rating: 8.9 89
Difficulty: 83 83
May 11, 2025
wanxisuan
It may not be outstanding in some places from the current point of view, but I think it can have such a high rating for the more diverse stabbing array compared to the previous work
[0] Likes
Rating: 8.3 83
Difficulty: 82 82
May 4, 2025