Latest Reviews
CeleCele
For: For my Valentine
For: For my Valentine
This is a very slow avoidance for beginners. For new people this might be very fun, however it's so slow and lenghty which can cause upsetting deaths later in the avoidance, making it a bit of a sleep fest. Not sure how newer players feel about this so i wont rate it.
[0] Likes
Rating: N/A
Difficulty: 39 39
Jul 25, 2020
CeleCele
For: Mass a Carry Blade!!
For: Mass a Carry Blade!!
Pretty fair and easy avoidance with minimal instagibs. I wasn't a big fan of the intro since it kinda re-uses the same attack twice. The ending has one surprise, not an instagib per say, but if you don't know it's coming or don't see how to deal with it after, it can cause a couple annoying deaths. Besides that it's a pretty solid avoidance that i can recommend to people that are newish to avoidances.
[0] Likes
Rating: 7.5 75
Difficulty: 45 45
Jul 25, 2020
pyun
For: I wanna be the ^shekq^
For: I wanna be the ^shekq^
At least it's not a game humans play.
But I quite like that aspect of Hasi.
But I quite like that aspect of Hasi.
Tagged as: Avoidance
[0] Likes
Rating: 0.0 0
Difficulty: N/A
Jul 25, 2020
pyun
For: i wanna get the medicine
For: i wanna get the medicine
I totally understand what Ramirus is saying.
But both the Needle part and the Avoidance part are too far apart for different people's tastes.
[0] Likes
But both the Needle part and the Avoidance part are too far apart for different people's tastes.
Rating: 2.0 20
Difficulty: N/A
Jul 25, 2020
YaBoiMarcAntony
For: I wanna shiver
For: I wanna shiver
I Wanna Shiver is a needle collaboration that puts a large focus on high production value that makes one totally forget about the needle collabs of yore. Gone are the days of a single room with many portals, and in are the days of a shiny and cool map system. From the moment you open the game, you can just tell how much care, love, and affection was put into making this collaboration different from others. Luckily, all this production value and effort wasn't put to waste.
Nearly every stage was brilliant, every creator had something to offer and not once did I feel like there was any real filler. Of the stages I loved, I could not put into any particular order, and the best that I can do is discuss the stages that I didn't like quite as much. Now, this is not to single out any one creator, and I must add that though I didn't like these stages quite as much as the others, I concede totally that it's a personal thing and that they were still more than good enough to be here.
pieceofcheese87 - This one was a bit surprising for me, if I'm honest. The needle itself is based more around shorter saves, reminding one of the classic needle collab stages of time long past. This is itself, not a flaw, however. My issue was that not every save was consistently fun. This stage was also something of a difficulty jump, though that itself is not problematic either as this is the penultimate stage. Nonetheless, when the saves were on, I quite liked them, but when they were off, it felt tiring to try and grind through them.
Plasmanapkin - Now, this one I think was far more about my mood when I played than about the actual quality of the gameplay, however, I still had some issues that I felt were genuine. For one, there was the same issue of inconsistency as with pieceofcheese's stage, though this time with long saves rather than short ones. Given that it's the final stage, I expected the platforming to be more difficult, but it was far and away the toughest stage in the game, raising the difficulty by a fair bit. This combination of a difficulty spike with longer saves when I was more or less ready to be done (a fault of my own) made for a bit of an irritating grind. Some saves were really fun, showing the strengths of Plasma's design, but others felt confusing and overlong. I had to have a video on hand because for a lot of the time, I just was not sure where to go (if there was a button to access a map, then ignore this and call me a dumbass). Many of the longer saves too felt overly precise for my liking at their lengths. This, again, is something of a personal issue, one that deals with my own relative inadequacy.
The final save of Plasma's stage, however, totally redeemed his offerings, in my opinion. It's one long save, yes, but due to being the final save in the game, the gravity of the situation made it feel so much more right that the save would be long. Every jump offered some level of tension, and though not every jump was at the same level of difficulty, everything felt similarly hard to tackle thanks to the synergy between each jump. I wasn't too hot on the save when I first grinded it out, but by the end I was enjoying every attempt quite a lot.
I'd like to offer a similar sort of more in-depth look at every other stage, but I also think there's no real need. In my eyes, they were all similarly brilliant and impeccably designed. Thanks to this consistent quality, Shiver felt like a totally cohesive game that happened to have several different creators behind it, something that cannot be said of many collab games. Huge shoutouts to Plasma for organizing this, as well as to every creator behind the game. This was some of the most fun I've had playing needle in a while, and I would wholly recommend this game to anyone who hasn't yet tried their hand at the game for some reason.
[1] Like
Nearly every stage was brilliant, every creator had something to offer and not once did I feel like there was any real filler. Of the stages I loved, I could not put into any particular order, and the best that I can do is discuss the stages that I didn't like quite as much. Now, this is not to single out any one creator, and I must add that though I didn't like these stages quite as much as the others, I concede totally that it's a personal thing and that they were still more than good enough to be here.
pieceofcheese87 - This one was a bit surprising for me, if I'm honest. The needle itself is based more around shorter saves, reminding one of the classic needle collab stages of time long past. This is itself, not a flaw, however. My issue was that not every save was consistently fun. This stage was also something of a difficulty jump, though that itself is not problematic either as this is the penultimate stage. Nonetheless, when the saves were on, I quite liked them, but when they were off, it felt tiring to try and grind through them.
Plasmanapkin - Now, this one I think was far more about my mood when I played than about the actual quality of the gameplay, however, I still had some issues that I felt were genuine. For one, there was the same issue of inconsistency as with pieceofcheese's stage, though this time with long saves rather than short ones. Given that it's the final stage, I expected the platforming to be more difficult, but it was far and away the toughest stage in the game, raising the difficulty by a fair bit. This combination of a difficulty spike with longer saves when I was more or less ready to be done (a fault of my own) made for a bit of an irritating grind. Some saves were really fun, showing the strengths of Plasma's design, but others felt confusing and overlong. I had to have a video on hand because for a lot of the time, I just was not sure where to go (if there was a button to access a map, then ignore this and call me a dumbass). Many of the longer saves too felt overly precise for my liking at their lengths. This, again, is something of a personal issue, one that deals with my own relative inadequacy.
The final save of Plasma's stage, however, totally redeemed his offerings, in my opinion. It's one long save, yes, but due to being the final save in the game, the gravity of the situation made it feel so much more right that the save would be long. Every jump offered some level of tension, and though not every jump was at the same level of difficulty, everything felt similarly hard to tackle thanks to the synergy between each jump. I wasn't too hot on the save when I first grinded it out, but by the end I was enjoying every attempt quite a lot.
I'd like to offer a similar sort of more in-depth look at every other stage, but I also think there's no real need. In my eyes, they were all similarly brilliant and impeccably designed. Thanks to this consistent quality, Shiver felt like a totally cohesive game that happened to have several different creators behind it, something that cannot be said of many collab games. Huge shoutouts to Plasma for organizing this, as well as to every creator behind the game. This was some of the most fun I've had playing needle in a while, and I would wholly recommend this game to anyone who hasn't yet tried their hand at the game for some reason.
Rating: 9.0 90
Difficulty: 74 74
Jul 25, 2020
Taprus
For: i wanna get the medicine
For: i wanna get the medicine
A pretty chill needle game separated by multiple areas of progressively increasing difficulty capped off by an avoidance at the end, all the while accompanied by very soothing tunes. I really disliked the spotlight area, as it requires a lot of trial and error, but apart from that, I found it to be a pretty decent journey. Would reccomend.
[0] Likes
Rating: 6.5 65
Difficulty: 55 55
Jul 25, 2020
Delicious Fruit