Latest Reviews
very_cool
For: MONMOUTHIAN Cell Dream
For: MONMOUTHIAN Cell Dream
overall great needle but screen 3 is incredible, really fun and challenging in a way i don't think many other needle saves are
visual design on this game goes hard as well
[0] Likes
visual design on this game goes hard as well
Rating: 9.4 94
Difficulty: 72 72
Apr 2, 2025
Slends
For: I Wanna Be The Game of All Time
For: I Wanna Be The Game of All Time
[uncleared]
I wanted to enjoy this game, I really did, so much i ended up playing it for 3 hours in one sitting, however, poor design choices and unreasonably hard fights held it back from being good.
I believe the game is way too hard and tedious to provide a fun sudoku experience, with this i'm mostly referring to the mafia city stage. The gimmick is interesting and executed pretty well, until you get to the mafia route, where it gets grindy and almost luck based to due how unpredictable the ball bounces are. The mafia route boss is where I stopped playing: a boss with 100 hp and with a minimum of 5 and up to 10 seconds between each hit you'll give to him sounds tedious and just not fun, paired with 90% of it's difficulty coming from RNG just ruined the experience and made me give up on the game.
The mario stage is the other biggest offender, an autoscroller where rng and really hard to figure out stuff is all you're gonna be doing. At the end of the stage jumping on an invisble block with no indicators (other than using the kid's gun) is required, making you have to do the whole stage at least twice.
I've done everything else up to the mafia boss, incuding stage 7, i don't know if there is extra content after all stages are completed or if there's just a clear room.
[1] Like
I wanted to enjoy this game, I really did, so much i ended up playing it for 3 hours in one sitting, however, poor design choices and unreasonably hard fights held it back from being good.
I believe the game is way too hard and tedious to provide a fun sudoku experience, with this i'm mostly referring to the mafia city stage. The gimmick is interesting and executed pretty well, until you get to the mafia route, where it gets grindy and almost luck based to due how unpredictable the ball bounces are. The mafia route boss is where I stopped playing: a boss with 100 hp and with a minimum of 5 and up to 10 seconds between each hit you'll give to him sounds tedious and just not fun, paired with 90% of it's difficulty coming from RNG just ruined the experience and made me give up on the game.
The mario stage is the other biggest offender, an autoscroller where rng and really hard to figure out stuff is all you're gonna be doing. At the end of the stage jumping on an invisble block with no indicators (other than using the kid's gun) is required, making you have to do the whole stage at least twice.
I've done everything else up to the mafia boss, incuding stage 7, i don't know if there is extra content after all stages are completed or if there's just a clear room.
Rating: 3.2 32
Difficulty: 73 73
Apr 2, 2025
cLOUDDEAD
For: I Wanna Do An Avoidance Cover
For: I Wanna Do An Avoidance Cover
the rng is hilariously unfair but it forces you to to make really good reads and tight dodges and is fun if you dont take it too seriously
[0] Likes
Rating: N/A
Difficulty: 70 70
Apr 2, 2025
ibadatgamelol
For: I wanna see the まゆむしチャンネル
For: I wanna see the まゆむしチャンネル
my introduction to fangames. the thing that started the spark or fire i guess. i want to eventually beat this. as more of a personal challenge
[0] Likes
Rating: N/A
Difficulty: N/A
Apr 2, 2025
Slends
For: Luigi's Needle Adventure
For: Luigi's Needle Adventure
Since lake has already said everything that has to be said but his review is in indonesian, here's his review, but gone through google translate 25 times:
Lucy you are a tablet
This game was replaced by the Japanese Japanese. Scientific math, water, alcohol, alcohol, alcohol, alcohol is tired of fatigue without accidents. All towns are very dangerous. What is the platform? Problem with sugar.
Sent to the main game but how to support Sidius
Lucy you are a tablet
This game was replaced by the Japanese Japanese. Scientific math, water, alcohol, alcohol, alcohol, alcohol is tired of fatigue without accidents. All towns are very dangerous. What is the platform? Problem with sugar.
Sent to the main game but how to support Sidius
Tagged as: RNG
[3] Likes
Rating: 6.7 67
Difficulty: 54 54
Apr 1, 2025
PlutoTheThing
For: きんたまきんたまきんたま
For: きんたまきんたまきんたま
Really fun game, it mostly leans into precision needle with lots of setup jumps that might remind you of FTFA-likes, just at a more modest difficulty and it's not 32px. The right warp has shorter saves and some really unique ideas whereas the left warp is a bit longer while still having some nice jumps, I enjoyed both about as much. Would definitely recommend if you are into this type of precision needle because I think it's very good.
[0] Likes
Rating: 8.7 87
Difficulty: 70 70
Apr 1, 2025
Jopagu
For: Not Another Needle Contest 2
For: Not Another Needle Contest 2
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
Delicious Fruit