Madoka Needle

Creator: om1

Average Rating
8.2 / 10
Average Difficulty
83.1 / 100
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Tags:

Needle (10) x_Floor (3) FTFA-like (2) x-Floor (1) water-vine-platform (1) long-save (3) 80_floor (3) 80_Floors (1)

Screenshots

  • by Lake
  • by Lake
  • by Liliaum
  • by Liliaum
  • by gafro
  • by Liliaum
  • by Lake

19 Reviews:

Skuldafn
An awesome 80f needle game, it has various styles of needle, the most common is precision long saves/ftfa-like'ish which is like 60% of the game, the needle is very creative and never feels boring. One of the best experiences I've had with vanilla needle x-floor games.

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Tagged as: Needle x_Floor 80_floor
[6] Likes
Rating: 9.2 92       Difficulty: 85 85
Jun 13, 2022
Wifie
Probably an insanely good needle game.
According to the author, this is an 80 floor needle game.
Needle or puzzle? You will face many jumps require many unique setups and ... if you don't know how to do,just try full jump,that always make sense.

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[3] Likes
Rating: 7.5 75       Difficulty: 85 85
Jun 12, 2022
xva
fantastic 80-floor needle game with all sorts of styles. whereas your average x-floor would just kinda half-ass these needle styles and only pull off one or two styles well, Madoka excels in every single one it tries. FTFA-like, 32px, precision, setup, consistency, pathing - all renditions of these styles are displayed at their best. I’d go as far as to say it’s even masterclass-level in some parts, like in 32px and pathing, where I believe the game exceeds the most. pathing in particular is the style Madoka focuses on the most, as it’s sort of omnipresent no matter what. some of the most unique, interesting and intuitively-designed saves I’ve ever played are the ones that have the most complex pathing, requiring extremely specific and difficult maneuvers. the late floors are great at this: 71, 72, 77 (despite the massive skip), 78. speaking of 78, it’s likely the best floor in the game even including the final floor. 78 is a room everyone should remember in my opinion, it’s such an iconic room. it’s so well-made and meticulously crafted that it deserves similar amounts of recognition that floors like CN1/CN3 92 get (but perhaps in a better light in the case of CN1 floor 92). 79 has one of the more egregious chokejumps in the game, a 4.5 that makes you really nervous, then a forced 9f with some frame perfect pause and a fulljump. after 79 more importantly comes floor 80, the last floor. it’s a much longer save, having several sections/areas that reflect the individual needle styles that are featured throughout the game. all the aforementioned styles are present in this floor to some degree, serving as some sort of “ultimate test”. the floor itself is designed about as well as the floors leading up to it. it only has one or two bad jumps which I found somewhat annoying (the last jump of the pathing segment and the entire last segment, which I first tried but that’s besides the point).

the only real complaints I have are that it isn’t 100 floors long, but 80; and that floors 50-55 are sub-par and not as fun or unique as the rest of the game

fantastic game, a true masterpiece. massively recommended

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Tagged as: Needle FTFA-like 80_floor
[2] Likes
Rating: 10.0 100       Difficulty: 86 86
Nov 14, 2024
DerpyHoovesIWBTG
This game feels like the perfect example of a maker that has great ambitions but lacks the motivation to finish the rest of their project, and once the project has been finished they didn't want to have a second look at how fun the gameplay is which results in a big drop in quality. To me the first time I noticed this was at floor 44, although some might say the FTFA section starting at floor 31 is where the experience for some people starts feeling sour. With exception of the FTFA floor I've mentioned before, the first half of the game is extremely well made and well thought of. The visuals compliment the needle well and the music is also pretty chill to listen to. 26-30 had the best visuals in my opinion.

When I got further and further into the game I began to annoy myself to small things that were barely or just not at all apparent in the earlier floors. Jumps that look like setups but aren't, random 1f or cancel jumps that shouldn't really be there but most importantly the lack of cohesion between the floors. I feel like the maker just tried to churn out the game as soon as possible by just throwing in random Jtool maps they had in their collection with no prior playtesting or balancing other than "this screen would fit that floor". This results in screens that feel very exhausting to play due to the huge swings in difficulty on every floor you beat, and when I decide to come back to start the next session I always felt disappointed because I know the next floor will usually be hard in a bad way. Also, a special shoutouts to floors 59 and 66 which have the most obvious skips in the entire game, where the former lets you skip a small part of the save and the latter lets you skip 95% of the floor which I didn't even notice because I thought that was where I had to go.

Now the reason why I ultimately decided to write this is because of the sheer disappointment I had while grinding floor 80. The first 15 minutes were very enjoyable to play and learn. That was until I got to the last screen, which was also the hardest and most precise part by far and feels entirely out of place for where its placed in the floor. It's a couple of random FTFA-type jumps stitched together which doesn't sound that bad, except that you only have one shot at it every 90 seconds into an attempt. This section also gets worse due to the smooth camera that makes timing your jumps twice as hard as it should be, especially the second and last jumps. I ended up dying there over 20 times before I finally got it, and this comes from someone that has played and made stuff in that genre somewhat often. Had that section been placed as the first or second screen, then I'd have safely called it my favorite floor in the entire game. Sadly the opposite of this is true, and when I got the clear it felt very unrewarding because I know this floor could have been much better if the maker decided to give one more shit about balancing it.

I can recommend the first half of the game unless you are bad at FTFA to which you should probably quit at floor 31, but if you can't stomache the rest of the floors after then I want to say quit this game in an instant. The ideas are there, but unfortunately the execution was not and the needle ends up falling very flat because of it.

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Tagged as: Needle x_Floor
[1] Like
Rating: 2.8 28       Difficulty: 80 80
Nov 23, 2024
tuhkakuppi
Lots of needle styles, I liked the precision parts. Third to last full area has some very big skips though (and other nearby areas), and there were some missing saveblockers.

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Tagged as: Needle
[1] Like
Rating: 7.0 70       Difficulty: 78 78
Jun 25, 2022