Latest Reviews
theTics
For: I wanna raibarutokaitetomotoyomu
For: I wanna raibarutokaitetomotoyomu
Tagged as: Needle
[0] Likes
Rating: 4.0 40
Difficulty: 70 70
Nov 26, 2024
tailandiets85
For: I wanna be the Danny Tanner 2
For: I wanna be the Danny Tanner 2
easy
[0] Likes
Rating: 5.0 50
Difficulty: 30 30
Nov 25, 2024
LastTISisLife
For: I wanna see the beautiful world
For: I wanna see the beautiful world
Really long adventure with big focus on needle and some gimmicks/traps. Honestly, far from enjoyable, especially FPS-changing stage was quite awful. And in general, like all of the stages are sort of faded - they are not memorable and lacking of interesting stuff or good quality, also they are all decently hard, which not served good overall. The only like somewhat good part is boss rush closer to end of the game and it's still passable; also sort of minigame intersection at final boss was unique and enjoyable. This game also has secrets that are basically required for any% clear - they were okay
Extra is really not worth it. It's hub with three stages - two of them are really mediocre needle and last one is some obscure Japanese quiz. According to Wolsk that leads to true final boss and honestly game didn't do anything to make me intrigued about it, so i didn't even bother to get my ass to it. In general, i really can't recommend this game
[0] Likes
Extra is really not worth it. It's hub with three stages - two of them are really mediocre needle and last one is some obscure Japanese quiz. According to Wolsk that leads to true final boss and honestly game didn't do anything to make me intrigued about it, so i didn't even bother to get my ass to it. In general, i really can't recommend this game
Rating: 4.8 48
Difficulty: 60 60
Nov 25, 2024
thegrandfelcar
For: I wanna be the Ingenuity
For: I wanna be the Ingenuity
cool game
I was stupid in some saves
nice I think
[0] Likes
I was stupid in some saves
nice I think
Rating: 6.3 63
Difficulty: 59 59
Nov 25, 2024
senxxWTF
For: I wanna hear Okurimono Sunday
For: I wanna hear Okurimono Sunday
very good avoidance for novice! good balance of difficulty!
[0] Likes
Rating: 8.4 84
Difficulty: 40 40
Nov 25, 2024
PlutoTheThing
For: I Wanna Eat the Winter King
For: I Wanna Eat the Winter King
To start with the positives, the visuals and atmosphere in this game are of course, awesome, there's a very strong vibe to the game and the progression is cool to see, it feels like it's telling a story in a single save. With that being said however, I have a lot of gripes with the gameplay in this game, and I'll try my best to word them in a way that's understandable. Of course, game design is subjective, and what doesn't work for me will obviously work for other people, as indicated by other reviews for this game, however I think this is a good opportunity to share my views on needle design, and what I personally like and dislike.
The premise of the game is that it's a lengthy 32px needle save. 32px needle is a limitation but one that you can do a lot with, after all a whole sub-genre of needle is basically dedicated to this style and as a result, has bred a lot of games that do a lot of different things with it. This is one of my biggest issues with this game, it truly feels like the 32px grid restriction is just that, a restriction. A vast majority of jumps in this game are very simple. If we ignore stuff like the one ledge and the 2 F jumps that follow, we still have jumps like the start of screen 2 which is just two gates, or a jump also in screen 2 which is just walking off and doing a frame perfect full jump. A lot of these jumps are simple to a fault in my opinion, they lack depth and in many cases what you are doing isn't super interesting and doesn't feel super good to pull off. There are two exceptions to this for me, being the final jump of screen 1 and screen 4, I think both of these are quite cool and I wish the game had more stuff like them because they are easily my favorite parts of the game. However screen 4 isn't perfect for me, it leads into another frustrating detail about this game, that being the difficulty balance.
A major issue I take with this game is that a majority of the difficulty is condensed into 4 jumps throughout a 4 screen long save. Those being the half diamond in screen 1, the 2nd to last jump of screen 2, and screen 4. The problem I take with this is that this kind of difficulty balance has a tendency to get really annoying really quickly, especially due to the nature of the hard jumps. The hard jumps in this game have just natural inconsistencies baked into them, the half diamond is not very reasonable to recover, so the double jump height is basically just gambling and hoping you got the right one, the jump on screen 2 is similar to a 4.5 with good turn arounds, meaning it's both kb dependent and also feels pretty random, and screen 4 while being cool, can sometimes feel like a bit of a crapshoot to turn around on the right frame to fall through the corner, or jump out the water on the 2nd jump. Now in a vacuum these are not huge deals, since a lot of jumps can just be inconsistent for a variety of reasons, but this meshes with the lack of interesting jumps in a really nasty way, and leads to a game which gets incredibly frustrating if you die to something that isn't a problem jump. The number of deaths I had between the hardest screen 2 jump and screen 4 was very high, and it was always extremely annoying. It's simply not enjoyable for me to grind through inconsistent jumps to lose the attempt anyways to stupid stuff that feels like it shouldn't be a problem. I think when making a save an important thing to think about is how a jump feels to die to. The worst culprit for me is the F jumps before screen 4. Dying to these feels HORRIBLE, it feels like such a waste of an attempt for no reason, and considering the balance of the game, it's the kind of jump that feels like it's only purpose is to annoy you, it's not like F jumps are that interesting of a jump, they are basically everywhere. There's a lot of spots in this game where dying feels so stupid and unnecessarily frustrating, and ultimately it's because of this combination of flaws which coalesce into something far worse than they would be on their own.
I do have some other minor gripes with this game, for instance the screen transition stuff is kind of silly, but I don't care about those things nearly as much as what I outlined previously. The game is obviously well made but it just really didn't click with me, and at the bare minimum I think it's helped me understand more about what I dislike in needle. It's definitely cool than it exists but I regret playing it until I got the clear, it really wasn't worth it for me.
[4] Likes
The premise of the game is that it's a lengthy 32px needle save. 32px needle is a limitation but one that you can do a lot with, after all a whole sub-genre of needle is basically dedicated to this style and as a result, has bred a lot of games that do a lot of different things with it. This is one of my biggest issues with this game, it truly feels like the 32px grid restriction is just that, a restriction. A vast majority of jumps in this game are very simple. If we ignore stuff like the one ledge and the 2 F jumps that follow, we still have jumps like the start of screen 2 which is just two gates, or a jump also in screen 2 which is just walking off and doing a frame perfect full jump. A lot of these jumps are simple to a fault in my opinion, they lack depth and in many cases what you are doing isn't super interesting and doesn't feel super good to pull off. There are two exceptions to this for me, being the final jump of screen 1 and screen 4, I think both of these are quite cool and I wish the game had more stuff like them because they are easily my favorite parts of the game. However screen 4 isn't perfect for me, it leads into another frustrating detail about this game, that being the difficulty balance.
A major issue I take with this game is that a majority of the difficulty is condensed into 4 jumps throughout a 4 screen long save. Those being the half diamond in screen 1, the 2nd to last jump of screen 2, and screen 4. The problem I take with this is that this kind of difficulty balance has a tendency to get really annoying really quickly, especially due to the nature of the hard jumps. The hard jumps in this game have just natural inconsistencies baked into them, the half diamond is not very reasonable to recover, so the double jump height is basically just gambling and hoping you got the right one, the jump on screen 2 is similar to a 4.5 with good turn arounds, meaning it's both kb dependent and also feels pretty random, and screen 4 while being cool, can sometimes feel like a bit of a crapshoot to turn around on the right frame to fall through the corner, or jump out the water on the 2nd jump. Now in a vacuum these are not huge deals, since a lot of jumps can just be inconsistent for a variety of reasons, but this meshes with the lack of interesting jumps in a really nasty way, and leads to a game which gets incredibly frustrating if you die to something that isn't a problem jump. The number of deaths I had between the hardest screen 2 jump and screen 4 was very high, and it was always extremely annoying. It's simply not enjoyable for me to grind through inconsistent jumps to lose the attempt anyways to stupid stuff that feels like it shouldn't be a problem. I think when making a save an important thing to think about is how a jump feels to die to. The worst culprit for me is the F jumps before screen 4. Dying to these feels HORRIBLE, it feels like such a waste of an attempt for no reason, and considering the balance of the game, it's the kind of jump that feels like it's only purpose is to annoy you, it's not like F jumps are that interesting of a jump, they are basically everywhere. There's a lot of spots in this game where dying feels so stupid and unnecessarily frustrating, and ultimately it's because of this combination of flaws which coalesce into something far worse than they would be on their own.
I do have some other minor gripes with this game, for instance the screen transition stuff is kind of silly, but I don't care about those things nearly as much as what I outlined previously. The game is obviously well made but it just really didn't click with me, and at the bare minimum I think it's helped me understand more about what I dislike in needle. It's definitely cool than it exists but I regret playing it until I got the clear, it really wasn't worth it for me.
Rating: 2.5 25
Difficulty: 90 90
Nov 25, 2024
GreenRoadblock
For: I wanna kill the ocean pigeon
For: I wanna kill the ocean pigeon
encourage hunting lovely animal, rating - 1
[0] Likes
Rating: 9.0 90
Difficulty: 56 56
Nov 25, 2024
Chris
For: I wanna be the Juice of Tomato Chapter1
For: I wanna be the Juice of Tomato Chapter1
no comment on difficulty cus skill issue
a scratch game that wears it on its sleeve while still cooking
[0] Likes
a scratch game that wears it on its sleeve while still cooking
Rating: 7.0 70
Difficulty: N/A
Nov 25, 2024
Delicious Fruit