Latest Reviews
Renko97
For: I wanna find the unidentified creature
For: I wanna find the unidentified creature
Nice stages with traps but the boss is very hard
[0] Likes
Rating: 6.5 65
Difficulty: 65 65
Nov 20, 2020
29th_letter
For: I wanna be the Violet Gear
For: I wanna be the Violet Gear
Pure needle sudoku. It has inspired some strains of my meme needle. And while I can't give this game a good rating, I'm glad this was made. I do want to mention that I played it with fsr needle's black and white version of it, so I experienced the needle in its purest form, without dick spike jumpscares or eye strain
[1] Like
Rating: N/A
Difficulty: N/A
Nov 20, 2020
Tyste
For: I wanna best the needle 3
For: I wanna best the needle 3
Solid novice needle, nothing too hard but still fairly enjoyable. Sneakerkid is always neat too.
Tagged as: Needle
[0] Likes
Rating: 7.8 78
Difficulty: 40 40
Nov 20, 2020
Keyossa
For: I wanna be the NCE3
For: I wanna be the NCE3
This game had random traps near the end, enough said.
[0] Likes
Rating: 2.0 20
Difficulty: 30 30
Nov 20, 2020
Keyossa
For: I wanna be the Adventurer
For: I wanna be the Adventurer
Rating based on easy. This game was pretty fun early 2010s fangame. The assets were creative and I had fun, would recommend for beginners.
[0] Likes
Rating: 6.0 60
Difficulty: 15 15
Nov 20, 2020
Wolfiexe
For: I wanna be the Crimson Sun
For: I wanna be the Crimson Sun
Crimson Sun is a needle game consisting of a new tileset every screen and primarily utilising the traditional gimmicks (water, vines, platforms etc.). The game lasts for around 20 screens or so and finishes off with an interestingly designed Crimson-style boss which I found to be a nice finisher to the game.
The platforming maintains a similar style all the way throughout, with the exception of one screen which takes heavy influence to a screen in CN3, almost suspiciously so with how similar the layout and screen flow were. The design is mostly interesting and rarely relies on awkward jumps or saves for difficulty, although there are a few exceptions such as a questionable vine hop at the end of screen 2, and a very corridor-heavy screen later which features a rough corner late into the save, although thankfully this particular case had no saveblocker which I shamelessly abused.
As the game constantly mixed up the tilesets and aesthetics, I was always hoping to see more gimmick experimentation to give more definition and memorability to each screen. I feel it would've made many screens stand out more and give a little more individuality to the game. Similarly, I would've liked it if the music was mixed up more frequently, in combination with the constantly changing visuals to compliment the variety. Other small nit-picks would be to add walls on the screen borders, and also consider working in some form of cohesion to the game to feel more interesting and connected, as opposed to just a jumble of unrelated rooms separated by warps.
The game ends on a Crimson-style boss which was done in a pretty interesting way. Alongside the readme is actually a little hint file (and a full on explanation file) as to how the colours work. It isn't too complicated to figure out most of it but it's nice to have, and helps clear up some less-than-clear things going on in the fight to make it a little easier. I get very impatient with Crimson bosses but even looking past that, I thought this was a cool boss.
All-in-all a pretty fun game. I think some more varied platforming to keep things fresh and memorable would go a long way in a game like this, to prevent screens from just sorta blending together into a big jumble of needle rooms. It definitely does a lot of things right, and I'm looking forward to Shign's future projects and where they go from here!
[2] Likes
The platforming maintains a similar style all the way throughout, with the exception of one screen which takes heavy influence to a screen in CN3, almost suspiciously so with how similar the layout and screen flow were. The design is mostly interesting and rarely relies on awkward jumps or saves for difficulty, although there are a few exceptions such as a questionable vine hop at the end of screen 2, and a very corridor-heavy screen later which features a rough corner late into the save, although thankfully this particular case had no saveblocker which I shamelessly abused.
As the game constantly mixed up the tilesets and aesthetics, I was always hoping to see more gimmick experimentation to give more definition and memorability to each screen. I feel it would've made many screens stand out more and give a little more individuality to the game. Similarly, I would've liked it if the music was mixed up more frequently, in combination with the constantly changing visuals to compliment the variety. Other small nit-picks would be to add walls on the screen borders, and also consider working in some form of cohesion to the game to feel more interesting and connected, as opposed to just a jumble of unrelated rooms separated by warps.
The game ends on a Crimson-style boss which was done in a pretty interesting way. Alongside the readme is actually a little hint file (and a full on explanation file) as to how the colours work. It isn't too complicated to figure out most of it but it's nice to have, and helps clear up some less-than-clear things going on in the fight to make it a little easier. I get very impatient with Crimson bosses but even looking past that, I thought this was a cool boss.
All-in-all a pretty fun game. I think some more varied platforming to keep things fresh and memorable would go a long way in a game like this, to prevent screens from just sorta blending together into a big jumble of needle rooms. It definitely does a lot of things right, and I'm looking forward to Shign's future projects and where they go from here!
Rating: 7.7 77
Difficulty: 75 75
Nov 20, 2020
Delicious Fruit