Latest Reviews
Stinkycheeseone890
For: I wanna go the unknown world
For: I wanna go the unknown world
nah
[4] Likes
Rating: 2.0 20
Difficulty: 69 69
Mar 5, 2017
Epic_sax_cake
For: I wanna help the Fairy tale
[0] Likes
For: I wanna help the Fairy tale
[0] Likes
Rating: 6.9 69
Difficulty: 20 20
Mar 4, 2017
Thenewgeezer
For: I Wanna Kirakira
For: I Wanna Kirakira
A 2 minute avoidance that uses the song Kirakira Time☆.
All of the attacks were nicely synchronized with the song. The fight focuses more on random based attacks rather than patterns, which is what I prefer. What I don't prefer is the feeling like I'm rolling a dice to survive a few attacks. I am positive more skilled players would survive the more unfair patterns I got, but knowing this I still couldn't bring myself to enjoy this aspect.
The first attack and the attack after the bullet switching attack were roughly the same. These attacks seemed a little restricted on where you could dodge because from what I've seen the best place to dodge these attacks was always the corner. I feel like you could have made these attacks a little more dynamic so the player doesn't feel forced to dodge in one area.
The attack where the blue bullets would switch directions multiple times would sometimes give me a pattern where I am forced towards the wall, and when they switched direction I wouldn't be able to react on time to the bullets spawned on the wall I was pushed towards. Also I sometimes wouldn't be able to see a bullet coming up through the rainbow floor. The floor problem could be easily fixed, but I don't know how you would be able to make it so they can't push you towards the side without making it too easy. Maybe I just didn't play it enough to figure out how to cope with these patterns.
The attack where you had to walk from the left side of the screen to the right side of the screen in-between the columns was a nice idea. I felt like I was at the mercy of the game though to give me good angles with the spaghettio bullets. Three quarters of the time it was a peaceful stroll in the park while the other quarter of the time felt like a war zone.
A couple attacks later is the bouncing cherry attack. Can't say I'm enthusiastic with bouncing bullet attacks in general. Reminded me of Call Me It extra's bouncing bullet attack, except towards the end of the fight. I'm not saying I prefer Call Me It's version, I'm just saying I just don't like bouncing bullet attacks.
The main issue I had with the avoidance was the platform phase a little after the bouncing cherry attack. My nerves killed me a few times here, but the others times seemed a tad too heavy with the randomness. The game does tell you where the bullets will go when they switch directions the first time. The second time they change direction seemed like rolling that dice again. You do not know which direction they will change to because they are too busy dancing to the beats of the song. If you've survived passed this, eventually the bullets start spawning on both sides of the room for a few seconds. Even though it's briefly, I still feel like you're asking too much of the player after going through so much of the avoidance. Perhaps stopping the red bullets at this point in time would have been better, but I don't know. Thankfully I passed the last attack my first attempt so I can't say much on it.
If you modify the game a little for the issues I had with the avoidance, I would definitely enjoy it a lot more. Even still, I think you did a decent job with the game. I also want to apologize for calling your game trash while I was streaming it. I say stuff I don't mean when I get upset, and you also happened to be in my chat at the time too, so I kind of felt like a jerk.
[7] Likes
All of the attacks were nicely synchronized with the song. The fight focuses more on random based attacks rather than patterns, which is what I prefer. What I don't prefer is the feeling like I'm rolling a dice to survive a few attacks. I am positive more skilled players would survive the more unfair patterns I got, but knowing this I still couldn't bring myself to enjoy this aspect.
The first attack and the attack after the bullet switching attack were roughly the same. These attacks seemed a little restricted on where you could dodge because from what I've seen the best place to dodge these attacks was always the corner. I feel like you could have made these attacks a little more dynamic so the player doesn't feel forced to dodge in one area.
The attack where the blue bullets would switch directions multiple times would sometimes give me a pattern where I am forced towards the wall, and when they switched direction I wouldn't be able to react on time to the bullets spawned on the wall I was pushed towards. Also I sometimes wouldn't be able to see a bullet coming up through the rainbow floor. The floor problem could be easily fixed, but I don't know how you would be able to make it so they can't push you towards the side without making it too easy. Maybe I just didn't play it enough to figure out how to cope with these patterns.
The attack where you had to walk from the left side of the screen to the right side of the screen in-between the columns was a nice idea. I felt like I was at the mercy of the game though to give me good angles with the spaghettio bullets. Three quarters of the time it was a peaceful stroll in the park while the other quarter of the time felt like a war zone.
A couple attacks later is the bouncing cherry attack. Can't say I'm enthusiastic with bouncing bullet attacks in general. Reminded me of Call Me It extra's bouncing bullet attack, except towards the end of the fight. I'm not saying I prefer Call Me It's version, I'm just saying I just don't like bouncing bullet attacks.
The main issue I had with the avoidance was the platform phase a little after the bouncing cherry attack. My nerves killed me a few times here, but the others times seemed a tad too heavy with the randomness. The game does tell you where the bullets will go when they switch directions the first time. The second time they change direction seemed like rolling that dice again. You do not know which direction they will change to because they are too busy dancing to the beats of the song. If you've survived passed this, eventually the bullets start spawning on both sides of the room for a few seconds. Even though it's briefly, I still feel like you're asking too much of the player after going through so much of the avoidance. Perhaps stopping the red bullets at this point in time would have been better, but I don't know. Thankfully I passed the last attack my first attempt so I can't say much on it.
If you modify the game a little for the issues I had with the avoidance, I would definitely enjoy it a lot more. Even still, I think you did a decent job with the game. I also want to apologize for calling your game trash while I was streaming it. I say stuff I don't mean when I get upset, and you also happened to be in my chat at the time too, so I kind of felt like a jerk.
Rating: 4.8 48
Difficulty: 80 80
Mar 4, 2017
Zorgo
For: I wanna be the MTSD
For: I wanna be the MTSD
Dagger's PTSD game but harder. Much harder.
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Mar 4, 2017
Xplayerlol
For: I wanna bee hip
For: I wanna bee hip
Joke game. Consists of a few screens of moving obstacles with ugly visuals (Although the bee sprites are cute) and a very odd death sound, with an avoidance at the end. The music isn't bad, though. The platforming is decently fun, but the avoidance is quite annoying due to only having one hard attack near the end.
It's not as bad as I expected, but I probably wouldn't recommend it due to its nature as a troll game. It's playable, though.
[1] Like
It's not as bad as I expected, but I probably wouldn't recommend it due to its nature as a troll game. It's playable, though.
Rating: 4.6 46
Difficulty: 40 40
Mar 4, 2017
Junior_Nintendista
For: I wanna hate isaac because he's gay
For: I wanna hate isaac because he's gay
in relation to the title, i don't wanna hate him, but the rest is true
Tagged as: Needle
[6] Likes
Rating: 6.4 64
Difficulty: 49 49
Mar 4, 2017
Xplayerlol
For: I wanna Have Mongolism
For: I wanna Have Mongolism
Two screens. First screen is generic and unfun needle, second screen is a bunch of gate jumps with a nerfed double diamond at the end. Bad music, bad visuals.
Definitely not worth playing. Wouldn't recommend.
Definitely not worth playing. Wouldn't recommend.
Tagged as: Needle
[0] Likes
Rating: 1.0 10
Difficulty: 76 76
Mar 4, 2017
Xplayerlol
For: I wanna kill the Maker
For: I wanna kill the Maker
Rating based on Hard Mode.
Decently long medley game. 5 stages of medley followed by one stage of original content. The medley ranges from a few interesting screen choices to bland/legitimately bad screen choices (7 trials, FASF), but even the interesting screens have something that ruins them (The flying spikes in Kamilia 2's screen, the drop in Rukito Area's screen, the invisible kid section in Locus, the downwards diagonals in Light Trap, etc., etc.). Many screens are just generic needle (7 trials, Dife, Daggertan, TAS), which gets really repetitive after seeing more and more 9-jumps, diamonds, corners and diagonals. There are some nice screen choices like Venus and Uhuhu 2, but they are few.
The changes are little to none, depending on the screen, so basically what happens with the medley section is that the screen picks were mostly bland and the maker didn't try to make them better. So, as a medley, I really didn't like this game.
However, the original areas in Stage 6 kinda of redeemed the game for me. I liked all of them, although I liked some more than others.
- Lianliankan's area is alright. I feel like it would be a lot better if the maker focused more on the puzzle side instead of the needle side, since, while some puzzles are actually clever, near the end of the stage they devolve into more generic needle.
- P&A's area is fun. It's a simple gimmick combined with needle. There isn't much of a puzzle element to it, so it's fine to focus the difficulty on the needle, which is what the maker does. Surprisingly well-designed for the most part.
- Eversion's area is my favorite. While I know that many people hate it, I find it legitimately fun. It's slow-paced, calming, there's a lot of puzzle to it (Easily my favorite puzzle section) and not a lot of stuff that can kill you, so you can focus more on figuring out how to collect all the gems. You can spam 'X' to find where you can perform an Eversion, so it's not much of a guessing game either. Sure, if you die, you lose a lot of time, but I personally think that this is balanced by the fact that you need few deaths (At most) to figure out how does the stage work.
- JetKid's area is nice. The gimmick is well implemented, and it works well with the needle.
I'm not sure if the original areas are worth playing for, since they take so long to reach. Probably wouldn't recommend.
[4] Likes
Decently long medley game. 5 stages of medley followed by one stage of original content. The medley ranges from a few interesting screen choices to bland/legitimately bad screen choices (7 trials, FASF), but even the interesting screens have something that ruins them (The flying spikes in Kamilia 2's screen, the drop in Rukito Area's screen, the invisible kid section in Locus, the downwards diagonals in Light Trap, etc., etc.). Many screens are just generic needle (7 trials, Dife, Daggertan, TAS), which gets really repetitive after seeing more and more 9-jumps, diamonds, corners and diagonals. There are some nice screen choices like Venus and Uhuhu 2, but they are few.
The changes are little to none, depending on the screen, so basically what happens with the medley section is that the screen picks were mostly bland and the maker didn't try to make them better. So, as a medley, I really didn't like this game.
However, the original areas in Stage 6 kinda of redeemed the game for me. I liked all of them, although I liked some more than others.
- Lianliankan's area is alright. I feel like it would be a lot better if the maker focused more on the puzzle side instead of the needle side, since, while some puzzles are actually clever, near the end of the stage they devolve into more generic needle.
- P&A's area is fun. It's a simple gimmick combined with needle. There isn't much of a puzzle element to it, so it's fine to focus the difficulty on the needle, which is what the maker does. Surprisingly well-designed for the most part.
- Eversion's area is my favorite. While I know that many people hate it, I find it legitimately fun. It's slow-paced, calming, there's a lot of puzzle to it (Easily my favorite puzzle section) and not a lot of stuff that can kill you, so you can focus more on figuring out how to collect all the gems. You can spam 'X' to find where you can perform an Eversion, so it's not much of a guessing game either. Sure, if you die, you lose a lot of time, but I personally think that this is balanced by the fact that you need few deaths (At most) to figure out how does the stage work.
- JetKid's area is nice. The gimmick is well implemented, and it works well with the needle.
I'm not sure if the original areas are worth playing for, since they take so long to reach. Probably wouldn't recommend.
Rating: 5.2 52
Difficulty: 66 66
Mar 4, 2017
LOLGamer
For: I wanna Have Mongolism
For: I wanna Have Mongolism
You don't need to finish the game to have mongolism, just playing it does the job. There are only 2 screens; if the first one didn't make you close the game immediately the second one certainly will. The room only consists of ~40 gates in a row and a double diamond-like jump at the end. The needle is ugly, and the graphics are even uglier. There's also a secret boss somewhere but I didn't bother finding it. Not recommended.
[0] Likes
Rating: 0.8 8
Difficulty: 80 80
Mar 4, 2017
Delicious Fruit