Latest Reviews
29th_letter
For: I wanna be the NMN II
For: I wanna be the NMN II
Chill game for the most part. Nyaa stage had some pain saves, Matsu stage's precision also meant some funny jumps, Nepunowa cool, NMN stage mostly cool
[0] Likes
Rating: 7.0 70
Difficulty: 55 55
Sep 12, 2020
BR4ECJlAB
For: I wanna be the Boshy
For: I wanna be the Boshy
My first complited fungame. Probably, like many newcomers, I considered some moments of this game simply impassable as I went through, but with patience I overcame them. Now I have already completed it many times, and having played other fangames, I think that starting with Boshi is not the worst choice (although it is a difficult game for a beginner) because unlike many other games, there are a lot of memes here, and they help not to abandon the game and give more motivation to complete.
[1] Like
Rating: 8.0 80
Difficulty: 63 63
Sep 12, 2020
Saki
For: I wanna stop the MELTDOWN
For: I wanna stop the MELTDOWN
Good Game
[0] Likes
Rating: 9.2 92
Difficulty: 67 67
Sep 12, 2020
DestructorTheDestroyer
For: Summer Feast Needle 2020
[0] Likes
For: Summer Feast Needle 2020
[0] Likes
Rating: 9.0 90
Difficulty: 82 82
Sep 12, 2020
wndfl_heaven
For: I wanna 花式F阶2
For: I wanna 花式F阶2
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Sep 12, 2020
wndfl_heaven
For: I wanna be the 超簡単な針ゲー
For: I wanna be the 超簡単な針ゲー
Tagged as: Needle
[0] Likes
Rating: 3.4 34
Difficulty: 28 28
Sep 12, 2020
Cthaere
For: Summer Feast Needle 2020
For: Summer Feast Needle 2020
A fairly long gimmick needle collab divided into 5 stages, progressed through in a linear order. As a collab, this game outdoes itself in terms of variety; Every stage feels distinct and stands out from the others, both in gimmick choice, needle design and visuals/atmosphere. Unfortunately, this variety extends into difficulty as well, and makes for a difficulty curve which feels unbalanced, which is not helped by a few individual saves also being significantly harder than normal within their area. Still, the needle itself is nearly always great, and takes away much of the frustration and annoyance brought by grinding the same save for a long time. With that said, we can start covering each one individually, by order of appearance:
Cloakman: A stage divided into two parts. The first part utilizes a gimmick wherein the player picks up a 1-use rocket launcher which can break certain blocks in order to clear himself a path, while the second one is focused around flipping a series of lightswitches to find the path to the end, which will turn off after a short while, sending you back to darkness. This was one of the weaker areas for me, as I felt the gimmick in the first part was not brought to its full potential, and I usually have an aversion to vision-obstructing gimmicks. I was also not a big fan of the metallic visuals, which felt out of place in a gimmick needle game. Still, the needle was fairly decent and the area as a whole was by no means bad, and the fact this was one of the weaker stages for me serves to show how good this game is as a whole.
Chance: An area using lines as both killers and platforms, with a healthy dose of cycle needle mixed in. This was probably the most solid stage for me, and consistently had the highest lows while still managing to score some fairly high highs. My only issue with this stage is the recurring theme of standing on top of a 1 pixel wide line, which felt incredibly awkward; Other than that, this stage managed to do an incredible job of exploring a variety of ways to combine cycles with line needle, with nearly each screen containing something unique to it.
Ef: A stage centered around water which includes two new varieties of it: Orange water, which doesn't cap your fall speed but gives you a bit of upwards momentum to slow your fall until eventually you're going to start rising up, and some variant of catharsis water which I still don't fully understand; My best guess is that it gives you extremely low gravity, but only while falling down. The gimmicks in this one felt extremely janky, yet despite that they were also some of the most fun. Clever setups and appropriate save positioning alleviates most of the frustration that would come about from being robbed of clearing a save due to the seemingly unpredictable gimmicks, and leaves only the clever pathing and the satisfying maneuvers behind. One of the better stages for me.
Q123: A stage focused around single-use apple-shaped NANG stars, featuring heavy puzzle elements, mindblowing pathing and a good serving of triple-jump needle. This stage, as brilliant as it is, is going to be one of the most divisive ones: Due to the gimmick and pathing, backtracking over and over is an integral part of the stage, and with only 2 saves per screen, each using the space allocated to it in the most efficient way, each save ends up feeling over a screen and a half long while only having a third of that in terms of jump variety. These saves can very quickly become gruesome to grind, and the sheer length of it all makes this stage feel like a giant difficulty spike even though each individual jump is forgiving. All of this peaks in the last save, which is given a full screen, and is where I would have quit if I hadn't found a major skip (version 1.1 for reference). If you love long saves, this is the area for you; If you don't, you might quit here. I personally had fun with this, but I certainly wished it would end sooner once I got far enough in.
_Xp_: A magnificent stumble-themed area, using nearly every "common" gimmick in the book: Default engine gimmicks, CN3 shoot refreshers, catharsis water, cycles, triggers, and many more that I would rather not spoil. This was by and large my favorite area, as the needle itself feels like it was refined to near perfection: The cycles work seamlessly, the trigger based sections feeling like the timing is just tight enough, the jumps themselves feeling completely natural and immensely satisfying to pull off. Aside from one save that felt awkward, inconsistent, and noticeably harder than the rest, this area would easily be a 10/10 for me. I would recommend those who had to drag themselves through the previous area to find the willpower to do so, as this one is definitely worth playing.
So there you have it. An incredible game, but not without its downsides, ending on a very high note while being very fun and fresh throughout. A must-play to everyone who likes long-save gimmick needle and can handle it.
[3] Likes
Cloakman: A stage divided into two parts. The first part utilizes a gimmick wherein the player picks up a 1-use rocket launcher which can break certain blocks in order to clear himself a path, while the second one is focused around flipping a series of lightswitches to find the path to the end, which will turn off after a short while, sending you back to darkness. This was one of the weaker areas for me, as I felt the gimmick in the first part was not brought to its full potential, and I usually have an aversion to vision-obstructing gimmicks. I was also not a big fan of the metallic visuals, which felt out of place in a gimmick needle game. Still, the needle was fairly decent and the area as a whole was by no means bad, and the fact this was one of the weaker stages for me serves to show how good this game is as a whole.
Chance: An area using lines as both killers and platforms, with a healthy dose of cycle needle mixed in. This was probably the most solid stage for me, and consistently had the highest lows while still managing to score some fairly high highs. My only issue with this stage is the recurring theme of standing on top of a 1 pixel wide line, which felt incredibly awkward; Other than that, this stage managed to do an incredible job of exploring a variety of ways to combine cycles with line needle, with nearly each screen containing something unique to it.
Ef: A stage centered around water which includes two new varieties of it: Orange water, which doesn't cap your fall speed but gives you a bit of upwards momentum to slow your fall until eventually you're going to start rising up, and some variant of catharsis water which I still don't fully understand; My best guess is that it gives you extremely low gravity, but only while falling down. The gimmicks in this one felt extremely janky, yet despite that they were also some of the most fun. Clever setups and appropriate save positioning alleviates most of the frustration that would come about from being robbed of clearing a save due to the seemingly unpredictable gimmicks, and leaves only the clever pathing and the satisfying maneuvers behind. One of the better stages for me.
Q123: A stage focused around single-use apple-shaped NANG stars, featuring heavy puzzle elements, mindblowing pathing and a good serving of triple-jump needle. This stage, as brilliant as it is, is going to be one of the most divisive ones: Due to the gimmick and pathing, backtracking over and over is an integral part of the stage, and with only 2 saves per screen, each using the space allocated to it in the most efficient way, each save ends up feeling over a screen and a half long while only having a third of that in terms of jump variety. These saves can very quickly become gruesome to grind, and the sheer length of it all makes this stage feel like a giant difficulty spike even though each individual jump is forgiving. All of this peaks in the last save, which is given a full screen, and is where I would have quit if I hadn't found a major skip (version 1.1 for reference). If you love long saves, this is the area for you; If you don't, you might quit here. I personally had fun with this, but I certainly wished it would end sooner once I got far enough in.
_Xp_: A magnificent stumble-themed area, using nearly every "common" gimmick in the book: Default engine gimmicks, CN3 shoot refreshers, catharsis water, cycles, triggers, and many more that I would rather not spoil. This was by and large my favorite area, as the needle itself feels like it was refined to near perfection: The cycles work seamlessly, the trigger based sections feeling like the timing is just tight enough, the jumps themselves feeling completely natural and immensely satisfying to pull off. Aside from one save that felt awkward, inconsistent, and noticeably harder than the rest, this area would easily be a 10/10 for me. I would recommend those who had to drag themselves through the previous area to find the willpower to do so, as this one is definitely worth playing.
So there you have it. An incredible game, but not without its downsides, ending on a very high note while being very fun and fresh throughout. A must-play to everyone who likes long-save gimmick needle and can handle it.
Rating: 9.1 91
Difficulty: 81 81
Sep 12, 2020
Delicious Fruit