Latest Reviews
ActualKale [Creator]
For: I wanna be the Crimson Needle
For: I wanna be the Crimson Needle
The most influential needle game
[20] Likes
Rating: 10.0 100
Difficulty: 85 85
Nov 12, 2018
Wolfiexe
For: I wanna play Kiduija
For: I wanna play Kiduija
Mattin delivers an amazing adventure game yet again. This is one of a couple entries which replicates the survival-horror atmosphere that I really enjoy, and searching around this giant mansion looking for keys, powerups and other items makes for a fun time. This is further complemented by the menu system, something I'm glad to see in this style of game. The level design in particularly felt really solid and well thought-out all the way through, and there were no weird difficulty bumps or questionable saves. There werwe also a variety of bosses, each completely different visually and conceptually but all equally creative and engaging to play. The final boss in particular is a stand-out, and whilst I'd have like to have seen perhaps more attacks in the shooty phase or just have that phase last a little less time, it made for a really intense finale. The production value was very impressive too, from the parallax background effects to the clean and slick tilesets, it's just all-around a great production.
As mentioned earlier, I'd have liked to have seem the final boss have a few more attacks in the shooty phase, perhaps an series of enrage attacks. I liked how in the Brain boss one of the attacks "enraged" upon breaking the glass, and it's something I wish was in all of the bosses as it makes the fights more intense and exciting. It's not a major thing though, and one of the small things I can really pick out. I did get a tiny bit lost at the end when looking where to put the 2 items, as I hadn't noticed that segment was examinable.
From small things like the well-designed flow of the environment and the attention to detail on sound effects, to the creative level design and fun boss variety, Kiduija makes for a really memorable adventure game. Great stuff as always Mattin!
[1] Like
As mentioned earlier, I'd have liked to have seem the final boss have a few more attacks in the shooty phase, perhaps an series of enrage attacks. I liked how in the Brain boss one of the attacks "enraged" upon breaking the glass, and it's something I wish was in all of the bosses as it makes the fights more intense and exciting. It's not a major thing though, and one of the small things I can really pick out. I did get a tiny bit lost at the end when looking where to put the 2 items, as I hadn't noticed that segment was examinable.
From small things like the well-designed flow of the environment and the attention to detail on sound effects, to the creative level design and fun boss variety, Kiduija makes for a really memorable adventure game. Great stuff as always Mattin!
Rating: 9.0 90
Difficulty: 45 45
Nov 12, 2018
P2shka
For: I wanna be the Shin 2
For: I wanna be the Shin 2
Tagged as: Impossible
[1] Like
Rating: N/A
Difficulty: 100 100
Nov 12, 2018
DerpyHoovesIWBTG
For: I wanna be the M,s NEEDLE CHALLENGE
For: I wanna be the M,s NEEDLE CHALLENGE
There's not a lot going on here. The hardest jump I can think of is a downwards plane and the difficulty balancing sucks, often resulting in a very easy save after you do a harder one. The unique jumps that did exist like the "t-bone" jump into a buffed diagonal into a bubble didn't amuse me that much.
Tagged as: Needle
[0] Likes
Rating: 3.6 36
Difficulty: 63 63
Nov 12, 2018
RandomChaos_
For: I wanna escape the mansion
For: I wanna escape the mansion
Not bad.
:^)
[0] Likes
:^)
Rating: 7.0 70
Difficulty: 40 40
Nov 12, 2018
RandomChaos_
For: Deliriant Needle
For: Deliriant Needle
DOPE
:^)
:^)
Tagged as: Needle
[0] Likes
Rating: 8.0 80
Difficulty: 55 55
Nov 12, 2018
DerpyHoovesIWBTG
For: I wanna go to the Bed
For: I wanna go to the Bed
At first I thought this game was gonna become a little decent with the story that was about to unfold but once you drop down into the cave it becomes bad from there on out. The game just consists of 2 short and boring stages with poorly made cherry bosses inbetween. At the end you do get to the bed like the title says.
[0] Likes
Rating: 2.9 29
Difficulty: 32 32
Nov 12, 2018
Paragus
For: I wanna qoqoqo 300 EasyVer
For: I wanna qoqoqo 300 EasyVer
I've been playing fangames for the better part of 6 or 7 years, and this will go down as one of the great all time needle experiences.
I started playing the non-EZ version and got frustrated during the terrible "no-save" stage and pretty much bailed on the game. I read the reviews here for this version and begrudgingly decided to give it a shot. This is easily the better version of the game. This should be the normal game, and the normal version should be considered hard mode. This version is NOT easy by any means. Personally I found the nature of difficulty in the other version to be terrible. A lot of 16px gaps and other questionable design choices made it more of a chore than anything. The creator is an absolute master of level design, but his method of injecting challenge into the platforming is lacking, and this version remedies most of those issues, but not all.
So just a quick recap, the game is one of those 100 floor needle games, just like the earlier entries into the series. Every 10 floors you get a shift in visuals, gimmicks, and music (all of which is spectacular). The journey to the top is an epic adventure to say the least, stumbling along the way with its "No save" stage and again a bit in the vine stage a little bit.
Each of these stages is capped with a needle labyrinth based around the stages gimmick. The design of these mazes are nothing short of brilliant in most cases. As goes the stages, also goes the game. Upon reaching the upper tier of floors, a brilliantly executed screen wrapping gimmick fills in the last 10 floors where each screen is a maze in on itself.
As if this wouldn't be a great ending, the real game starts at 100 as I probably spent an equal amount of time in the 100+ area as I did in the previous 99 screens. Then cubes show up. This alone could have been a fangame in its own right, and the game keeps chugging along and masterfully gives you the ability to move and spin the stage at any time to remove what could have been a disaster of design.
Even after the cubes, when the game has already delivered more than any needle game ever should, the classic final labyrinth shows up akin to what was at the end of the previous entry in the series. This beautiful monstrocity makes the maze at the end of the last game look like Disney Land in terms of its complexity and challenge. One of the single greatest feats of level design I've ever seen. Maddening in its size and scope, and brutal in its challenge, this is easily one of the most memorable fangame experiences. There's a map in the game files, be ready to use it and mark it up extensively if you want to have any chance at figuring it out.
There is one major flaw for me. Vines. The god damned vines. We saw it a little in the vine stage earlier in the game, but the problem with the vines is almost ruinous to the stage. The maker keeps forcing the player to do these low-frame vine jumps over and over and over and over. They are utter trash and drag the stage down in a big way. None of them are necessary to maintain the integrity of the maze, they are needlessly annoying and quite frequent. Every time the stage starts to flow, things come crashing to a halt because for some reason the creator is fixated on these low-frame vine jumps. Probably half of my time in this stage was wasted on these segments. It's the one thing that keeps this game from getting a perfect score, and I hope the maker and other would-be needle makers pay attention to this as an example of what not to do.
That being said, the game is worth the journey in a way few fangames these days manage to be. But be ready to deal with some pointlessly annoying vine jumps and come close to ruining what should be remembered as one of the greatest fangame needle experiences.
[4] Likes
I started playing the non-EZ version and got frustrated during the terrible "no-save" stage and pretty much bailed on the game. I read the reviews here for this version and begrudgingly decided to give it a shot. This is easily the better version of the game. This should be the normal game, and the normal version should be considered hard mode. This version is NOT easy by any means. Personally I found the nature of difficulty in the other version to be terrible. A lot of 16px gaps and other questionable design choices made it more of a chore than anything. The creator is an absolute master of level design, but his method of injecting challenge into the platforming is lacking, and this version remedies most of those issues, but not all.
So just a quick recap, the game is one of those 100 floor needle games, just like the earlier entries into the series. Every 10 floors you get a shift in visuals, gimmicks, and music (all of which is spectacular). The journey to the top is an epic adventure to say the least, stumbling along the way with its "No save" stage and again a bit in the vine stage a little bit.
Each of these stages is capped with a needle labyrinth based around the stages gimmick. The design of these mazes are nothing short of brilliant in most cases. As goes the stages, also goes the game. Upon reaching the upper tier of floors, a brilliantly executed screen wrapping gimmick fills in the last 10 floors where each screen is a maze in on itself.
As if this wouldn't be a great ending, the real game starts at 100 as I probably spent an equal amount of time in the 100+ area as I did in the previous 99 screens. Then cubes show up. This alone could have been a fangame in its own right, and the game keeps chugging along and masterfully gives you the ability to move and spin the stage at any time to remove what could have been a disaster of design.
Even after the cubes, when the game has already delivered more than any needle game ever should, the classic final labyrinth shows up akin to what was at the end of the previous entry in the series. This beautiful monstrocity makes the maze at the end of the last game look like Disney Land in terms of its complexity and challenge. One of the single greatest feats of level design I've ever seen. Maddening in its size and scope, and brutal in its challenge, this is easily one of the most memorable fangame experiences. There's a map in the game files, be ready to use it and mark it up extensively if you want to have any chance at figuring it out.
There is one major flaw for me. Vines. The god damned vines. We saw it a little in the vine stage earlier in the game, but the problem with the vines is almost ruinous to the stage. The maker keeps forcing the player to do these low-frame vine jumps over and over and over and over. They are utter trash and drag the stage down in a big way. None of them are necessary to maintain the integrity of the maze, they are needlessly annoying and quite frequent. Every time the stage starts to flow, things come crashing to a halt because for some reason the creator is fixated on these low-frame vine jumps. Probably half of my time in this stage was wasted on these segments. It's the one thing that keeps this game from getting a perfect score, and I hope the maker and other would-be needle makers pay attention to this as an example of what not to do.
That being said, the game is worth the journey in a way few fangames these days manage to be. But be ready to deal with some pointlessly annoying vine jumps and come close to ruining what should be remembered as one of the greatest fangame needle experiences.
Rating: 9.0 90
Difficulty: 70 70
Nov 12, 2018
Delicious Fruit