Latest Reviews
infinitephantasm
For: I Wanna Go Gambling
For: I Wanna Go Gambling
i'm embarrassed to admit this is somehow my first avoidance fangame clear
time: 4 hours 23 minutes 43 seconds
deaths: 1097
[1] Like
time: 4 hours 23 minutes 43 seconds
deaths: 1097
Rating: 8.0 80
Difficulty: 50 50
May 31, 2026
touhoe
For: I Wanna Are These The World's Most Crispy Fries
For: I Wanna Are These The World's Most Crispy Fries
are these are these are these
[1] Like
Rating: 4.0 40
Difficulty: 71 71
May 31, 2026
michaxwx
For: I wanna Flow
For: I wanna Flow
Last save is some bullshit bro
[1] Like
Rating: 10.0 100
Difficulty: 95 95
May 31, 2026
Faucet
For: untitled needle game
For: untitled needle game
After playing Crimson Needle 2.5, I was looking forward to playing more hard gimmick needle games. A lot of the modern 80+ difficulty gimmick needle games seem to have a heavy focus on atmosphere, which is a big plus for me. This game was one of the main ones I had under my radar, and it definitely did not disappoint me. This is by far one of the most memorable experiences I have ever had with a fangame. While cn2.5 is still my favorite fangame (I'll be surprised if it'll ever be topped), this game really stood out to me in a very special way.
Throughout my 368 hours with cn2.5, I was always fairly confident in my ability to beat the game, even if it took a long time. This game was different. This game did not go down smoothly at all. I took only 26 hours to beat this game (somehow, I swear this felt like a 100+ hour grind), but I had to take breaks for months, not because I wasn't enjoying the game, but because I was having a really rough time. Most of cn2.5 feels like it is supposed to be a smooth and somewhat relaxing experience, even if it's not afraid to put the player outside of their comfort zone at times. This game feels like it takes a much more hostile approach, both in terms of gameplay and atmosphere.
The stages in untitled needle game are similarly designed, but they all come in different flavors. They all feel very distinct and memorable, but also part of the same experience. Stages like Crazy for you and Little heart feel like puzzles mixed with very difficult platforming. They felt like some of the most intimidating stages at first, and Little heart honestly stayed that way, but Crazy for you wasn't too bad once I got the hang of it. Both stages feel very unique because usually puzzles are associated with little to no platforming challenge, so mixing both makes for a very rough experience.
One of my favorite stages in the game was Through the hosiery. It was one of the first stages I entered, so seeing the water section on the second screen was quite shocking. It also feels like it just keeps going for way longer than you would expect, so this was a very proper introduction to the game for me. I also adore the atmosphere in this stage. The song feels quite hostile, and the visuals make me feel empty, so walking in the neverending hallways with rough cycles feels despairing in a way I can't quite describe.
A lot of the magic of the game comes from the simplistic but vibrant visuals. This game recolors default Guy tiles, and often picks rather unorthodox color combinations. Stages like Sleep Dealer, Giant, and Persuasion do a fantastic job at creating a bizarre atmosphere with the visuals combined with the song. Especially Giant stood out to me as one of my favorite stages. It's hard to explain why, but the atmosphere really resonates with me in that stage.
There's a couple of stages that feel like you're traversing towards the unknown, particularly Up and Child Soldier. Up feels like you're climbing a mountain that seems insurmountable at first glance. I love how the visuals become more beautiful when you're getting higher, and the song fits it perfectly too. It's also cool how even though it's probably the most standard stage in terms of gimmicks, the bouncy blocks are used in a very novel way, and the stage experiments with momentum canceling a lot more than anything else I've seen in a fangame. Up was one of the hardest stages for me, which makes it stand out even more to me.
Ropes is a pretty funny stage. The atmosphere is oddly relaxing compared to most of the game, but it still feels like there's something weird about it. If you play the stage for longer, you'll be greeted by a sudden sound in the song. It's not really loud or anything, but it happens so suddenly in such a repetitive song, that it is likely to startle you at least a bit. The intimidation aspect of the sudden sound made this stage super memorable for me. I had a great time trying to identify when it's about to happen.
The last stage I want to mention is the cycle L needle stage. It's a super unique and wild idea to put a twist like that to a bit of a divisive genre of needle. I really loved all of the stages, but if there's a weak point, it's definitely Be Real. I still like the stage though, it has it's own charm. I should also mention the hub. It feels very cozy, although the screams in the song make it feel a bit hostile like the rest of the game. I also like the structure of the game. You can play the stages mostly freely with your progress saved every time you return to the hub. There's still some parts of the hub you have to unlock by beating a specific amount of stages to keep a feeling of curiosity of what's behind the barriers.
After you've completed all 11 main stages, you're taken to the 12th final stage. It's a long gauntlet of screens with their own challenges. This was definitely the hardest save in the game for me. Especially screen 4 took forever to get consistent. I really love the stage though. It feels a bit different from the rest of the game, but it feels like a fitting finale. At the end there's a final boss, which I didn't find too hard.
Despite the hostile atmosphere and gameplay that untitled needle game has, I can definitely say that it was pretty comforting at times. It really feels like a bizarre world you can get lost in, and even if it doesn't feel very welcoming at first, by the end of the game the world feels like a home. This game is definitely not for everyone. I wouldn't recommend this to people looking for a smooth experience. For those looking for something more unique, definitely don't miss out on this game.
Throughout my 368 hours with cn2.5, I was always fairly confident in my ability to beat the game, even if it took a long time. This game was different. This game did not go down smoothly at all. I took only 26 hours to beat this game (somehow, I swear this felt like a 100+ hour grind), but I had to take breaks for months, not because I wasn't enjoying the game, but because I was having a really rough time. Most of cn2.5 feels like it is supposed to be a smooth and somewhat relaxing experience, even if it's not afraid to put the player outside of their comfort zone at times. This game feels like it takes a much more hostile approach, both in terms of gameplay and atmosphere.
The stages in untitled needle game are similarly designed, but they all come in different flavors. They all feel very distinct and memorable, but also part of the same experience. Stages like Crazy for you and Little heart feel like puzzles mixed with very difficult platforming. They felt like some of the most intimidating stages at first, and Little heart honestly stayed that way, but Crazy for you wasn't too bad once I got the hang of it. Both stages feel very unique because usually puzzles are associated with little to no platforming challenge, so mixing both makes for a very rough experience.
One of my favorite stages in the game was Through the hosiery. It was one of the first stages I entered, so seeing the water section on the second screen was quite shocking. It also feels like it just keeps going for way longer than you would expect, so this was a very proper introduction to the game for me. I also adore the atmosphere in this stage. The song feels quite hostile, and the visuals make me feel empty, so walking in the neverending hallways with rough cycles feels despairing in a way I can't quite describe.
A lot of the magic of the game comes from the simplistic but vibrant visuals. This game recolors default Guy tiles, and often picks rather unorthodox color combinations. Stages like Sleep Dealer, Giant, and Persuasion do a fantastic job at creating a bizarre atmosphere with the visuals combined with the song. Especially Giant stood out to me as one of my favorite stages. It's hard to explain why, but the atmosphere really resonates with me in that stage.
There's a couple of stages that feel like you're traversing towards the unknown, particularly Up and Child Soldier. Up feels like you're climbing a mountain that seems insurmountable at first glance. I love how the visuals become more beautiful when you're getting higher, and the song fits it perfectly too. It's also cool how even though it's probably the most standard stage in terms of gimmicks, the bouncy blocks are used in a very novel way, and the stage experiments with momentum canceling a lot more than anything else I've seen in a fangame. Up was one of the hardest stages for me, which makes it stand out even more to me.
Ropes is a pretty funny stage. The atmosphere is oddly relaxing compared to most of the game, but it still feels like there's something weird about it. If you play the stage for longer, you'll be greeted by a sudden sound in the song. It's not really loud or anything, but it happens so suddenly in such a repetitive song, that it is likely to startle you at least a bit. The intimidation aspect of the sudden sound made this stage super memorable for me. I had a great time trying to identify when it's about to happen.
The last stage I want to mention is the cycle L needle stage. It's a super unique and wild idea to put a twist like that to a bit of a divisive genre of needle. I really loved all of the stages, but if there's a weak point, it's definitely Be Real. I still like the stage though, it has it's own charm. I should also mention the hub. It feels very cozy, although the screams in the song make it feel a bit hostile like the rest of the game. I also like the structure of the game. You can play the stages mostly freely with your progress saved every time you return to the hub. There's still some parts of the hub you have to unlock by beating a specific amount of stages to keep a feeling of curiosity of what's behind the barriers.
After you've completed all 11 main stages, you're taken to the 12th final stage. It's a long gauntlet of screens with their own challenges. This was definitely the hardest save in the game for me. Especially screen 4 took forever to get consistent. I really love the stage though. It feels a bit different from the rest of the game, but it feels like a fitting finale. At the end there's a final boss, which I didn't find too hard.
Despite the hostile atmosphere and gameplay that untitled needle game has, I can definitely say that it was pretty comforting at times. It really feels like a bizarre world you can get lost in, and even if it doesn't feel very welcoming at first, by the end of the game the world feels like a home. This game is definitely not for everyone. I wouldn't recommend this to people looking for a smooth experience. For those looking for something more unique, definitely don't miss out on this game.
Tagged as: Special
[1] Like
Rating: 10.0 100
Difficulty: 85 85
May 31, 2026
BloggerOP
For: I Wanna Get Rid Of The Fake Ass Bitches
For: I Wanna Get Rid Of The Fake Ass Bitches
The intro and the fast red toothpick attack are quite annoying for me, since they are much harder than anything else in the avoidance. Fun to play mindlessly nonetheless.
[0] Likes
Rating: 6.0 60
Difficulty: 58 58
May 31, 2026
Fruitless
For: I Wanna Kill the Sudoku
For: I Wanna Kill the Sudoku
I came in expecting the absolute worst, but the game failed to deliver that, meaning I actually had some fun with this one.
I Wanna Kill The Sudoku is a rather unorthodox medley fangame created by Fate, mostly featuring screens that are low quality in production value or gameplay. Despite its reputation as an intentionally bad medley, the screens were "chosen with a lot of love", according to the readme. Looking at the game itself, you can definitely see this, as I surprisingly enjoyed it.
The things that make the screens "sudoku", as would later become a common fangame terminology due to this game, are a lot of things, actually. Some screens have low-quality graphics, some have weird gimmicks, some just spam platforms or invisible blocks, some have too much going on in the visual department and can cause headaches, some have RNG spam that can just wall you sometimes, some have unclear routes through the screen, some make you wait for long stretches of time, and there's even some plain bad needle included for good measure. It's a lot to take in sometimes, but I do like the variety in the wackiness this game has to offer. It might get frustrating sometimes, but one thing you can't say is that it gets boring. Speaking of frustration, I was expecting that in spades with this game, but the amount of actually fun screens is much higher than the unfun ones. Even when "bad" level design aspects like invisible blocks are used, it's mostly really easy so you don't get stuck on them (although your bullets don't hit invisible blocks anymore, making them harder to detect, which is annoying). Besides that, the game picks good rooms from these games, despite all the aforementioned jank. Some do require some learning to be fun, but if you do have that patience to stick through it, you'll likely enjoy it. As for the flashy visuals, it admittedly can be hazardous to some players, but at least the rooms that feature such flashing are rather easy besides that too. That is, until the last screen of the game, Rainbow Road. This screen compresses everything "sudoku" about this game into a single screen, with RNG gimmicks, an unintuitive route with a fake block, flashy visuals, and to top it all off, the screen is actually hard this time. If you didn't like the game up to this point, you definitely won't like it here. And then there's a big joke boss after that where you literally can't die, quite a funny way to end the game.
It's definitely an interesting experiment for a fangame, and it works surprisingly well. Obviously, people with little patience or that don't like joke fangames aren't this game's target audience. However, if you're not in that camp, this game is a great way to experience some of the wackier aspects of fangames and have some fun. Recommended if you want something interesting to play, or if you like sudoku gameplay and want to see where it all began.
[0] Likes
I Wanna Kill The Sudoku is a rather unorthodox medley fangame created by Fate, mostly featuring screens that are low quality in production value or gameplay. Despite its reputation as an intentionally bad medley, the screens were "chosen with a lot of love", according to the readme. Looking at the game itself, you can definitely see this, as I surprisingly enjoyed it.
The things that make the screens "sudoku", as would later become a common fangame terminology due to this game, are a lot of things, actually. Some screens have low-quality graphics, some have weird gimmicks, some just spam platforms or invisible blocks, some have too much going on in the visual department and can cause headaches, some have RNG spam that can just wall you sometimes, some have unclear routes through the screen, some make you wait for long stretches of time, and there's even some plain bad needle included for good measure. It's a lot to take in sometimes, but I do like the variety in the wackiness this game has to offer. It might get frustrating sometimes, but one thing you can't say is that it gets boring. Speaking of frustration, I was expecting that in spades with this game, but the amount of actually fun screens is much higher than the unfun ones. Even when "bad" level design aspects like invisible blocks are used, it's mostly really easy so you don't get stuck on them (although your bullets don't hit invisible blocks anymore, making them harder to detect, which is annoying). Besides that, the game picks good rooms from these games, despite all the aforementioned jank. Some do require some learning to be fun, but if you do have that patience to stick through it, you'll likely enjoy it. As for the flashy visuals, it admittedly can be hazardous to some players, but at least the rooms that feature such flashing are rather easy besides that too. That is, until the last screen of the game, Rainbow Road. This screen compresses everything "sudoku" about this game into a single screen, with RNG gimmicks, an unintuitive route with a fake block, flashy visuals, and to top it all off, the screen is actually hard this time. If you didn't like the game up to this point, you definitely won't like it here. And then there's a big joke boss after that where you literally can't die, quite a funny way to end the game.
It's definitely an interesting experiment for a fangame, and it works surprisingly well. Obviously, people with little patience or that don't like joke fangames aren't this game's target audience. However, if you're not in that camp, this game is a great way to experience some of the wackier aspects of fangames and have some fun. Recommended if you want something interesting to play, or if you like sudoku gameplay and want to see where it all began.
Rating: 6.0 60
Difficulty: 55 55
May 31, 2026
Delicious Fruit