xva's Profile
Send a PMJoined on: Jan 20, 2023
Bio:
emperor fan B)
clear sheets
https://docs.google.com/spreadsheets/d/1pn07jAflJ-pawGtthcU44LYLh1F-GpwaZvI1swrgy2M
I've submitted:
585 Ratings!
585 Reviews!
132 Screenshots!
Twitch Stream
Youtube Channel
TwitterReport this user
585 Games
585 Reviews
xva
For: I wanna despair entrance
For: I wanna despair entrance
entrance avoidance with some odd balancing. everything is mostly fine and readable minus some telegraphing issues. a lot of the attacks you solely need to master the timings for - as in, when things happen and what things happen. as per usual with entrance fights, final is by far the hardest attack, with the attack before you go to the left being by far the most difficult thing in the game. the cherries, on top of being transparent, are hard to read because of Miku’s positioning at the top of the screen. I’d say it’s luck-based, but I can’t claim that yet as I haven’t played the game for that long. somehow, true final, where the cherries begin curving, is more readable than any other sequence in final. the engine may feel a bit weird at times. I can’t really tell what’s different about it, but something is up with it that I can’t quite describe. the death sfx is also quite annoying, it bothers me how high-quality and jarring it is.
[0] Likes
Rating: 6.1 61
Difficulty: 69 69
Mar 14, 2025
xva
For: I wanna be the Sunflower Fairy Kid mode
For: I wanna be the Sunflower Fairy Kid mode
a surprisingly long floor game turned trapfest that never seems to end. it gets quite overbearing and irritating at times and will make you lose patience by the end of it, where you’ll need it the most. the game’s quite long and has a ton of same-y content. it begins with some very easy floor needle, reminiscent of Yellow Star or the Conquer the Blow series. light traps, easy platforming, a few skips here and there, and some fairly trivial bosses sprinkled in. suddenly, about halfway in, some sort of switch is flipped in the maker’s head and the game turns into a trap-filled mess. every screen becomes inundated with traps to a comical degree. the ‘last’ stage, being a prime example of the classic bad apple trope, has the highest trap density of anything I’ve seen yet. this stage becomes very boring to figure out and isn’t very short either. final boss kinda sucks, it isn’t too interesting. the main gimmick of it often doesn’t even kill you even when it’s supposed to. not that that’s a bad thing, it makes it a bit faster at times
not recommended
[0] Likes
not recommended
Rating: 4.0 40
Difficulty: 51 51
Mar 14, 2025
xva
For: I wanna be the Flower
For: I wanna be the Flower
Klein’s games are always really interesting to me. I firmly believe he is one of the pioneers of fangame design, up there with the Eastern greats such as Carnival, Nekoron, Cyber, Yoyo and others. he always makes such unique and interesting games. Flower is no exception, despite its arguably lower quality than some of his other works
Klein doesn’t have many original games, as he often collaborates with other makers to produce his games. Flower, being similar to Butterfly, are both made by the two-person team consisting of Klein and Rei. after playing Klein’s hardest and best solo game, Emperor, I wasn’t sure what to expect. surely nothing on the level of Emperor, but at least something similar. turns out, Flower is quite different from Emperor. it’s not structured in the same way, has way less stages and is much, much easier. I wouldn’t go into this game expecting Emperor 0.5 or something
Flower consists of a handful of trap-heavy platforming stages, one boss and one avoidance at the end. the needle is alright coupled with the traps. the jumps themselves can be very uncomfortable at times but oh boy the traps. the traps aren’t overbearing instagibs, but are very specific sequences of fakeouts that are surprisingly fun to figure out, especially in co-op with another person. this is most often seen in the blue stage, the one people know from Kamilia 3. as I said, the needle isn’t very great, but it is entertaining at times. the one boss is a long touhou-style fight (not like a touhou shmup, but just a boss with a touhou character) where the player has 3hp. it’s quite fun despite its length. the avoidance that everyone knows from this game is the famous benzen avoidance found in Z2 and K3. admittedly, it’s quite shit in Z2 but I suppose it’s alright here. it’s a bit learny but nothing too crazy. there are some suspect RNG moments as per usual but it’s all generally stomachable (despite the boring intro)
overall an okay game. at least it’s unique - it’s a Klein game after all
[0] Likes
Klein doesn’t have many original games, as he often collaborates with other makers to produce his games. Flower, being similar to Butterfly, are both made by the two-person team consisting of Klein and Rei. after playing Klein’s hardest and best solo game, Emperor, I wasn’t sure what to expect. surely nothing on the level of Emperor, but at least something similar. turns out, Flower is quite different from Emperor. it’s not structured in the same way, has way less stages and is much, much easier. I wouldn’t go into this game expecting Emperor 0.5 or something
Flower consists of a handful of trap-heavy platforming stages, one boss and one avoidance at the end. the needle is alright coupled with the traps. the jumps themselves can be very uncomfortable at times but oh boy the traps. the traps aren’t overbearing instagibs, but are very specific sequences of fakeouts that are surprisingly fun to figure out, especially in co-op with another person. this is most often seen in the blue stage, the one people know from Kamilia 3. as I said, the needle isn’t very great, but it is entertaining at times. the one boss is a long touhou-style fight (not like a touhou shmup, but just a boss with a touhou character) where the player has 3hp. it’s quite fun despite its length. the avoidance that everyone knows from this game is the famous benzen avoidance found in Z2 and K3. admittedly, it’s quite shit in Z2 but I suppose it’s alright here. it’s a bit learny but nothing too crazy. there are some suspect RNG moments as per usual but it’s all generally stomachable (despite the boring intro)
overall an okay game. at least it’s unique - it’s a Klein game after all
Rating: 5.9 59
Difficulty: 65 65
Mar 14, 2025
xva
For: I wanna be the Dark Blue
For: I wanna be the Dark Blue
classic, short game with some basic platforming and gimmicks. some traps are a little mean but it’s nothing too crazy. you can’t really see them coming at times, which is somewhat unfortunate. I feel the game would be much better without them. there’s some puzzle elements and a few bosses if I remember correctly. it’s fine, I suppose - not super notable
[0] Likes
Rating: 6.2 62
Difficulty: 31 31
Mar 14, 2025
xva
For: I wanna be the Boshy
For: I wanna be the Boshy
rating based on hard-on, all collectibles
Boshy is a game that needs no introduction. I’ll keep my review somewhat short, as I feel like I don’t have much to add. there are essentially no new perspectives and nothing I can really say that hasn’t been said before. I’m personally speaking as someone who hasn’t played Boshy as one of their first fangames, but as their 450th (approximately). my main critique of this game will have a lot to do with this, since it actually relates to physics. while playing the game, I heavily complained about the bad physics and the overall jankiness of nearly every section. everything is generally poorly designed and doesn’t work a lot of the time. many deaths don’t feel like your fault and it feels like you can only get so good at certain mechanics. the game has a whole ton of gimmicks, which are all implemented in various degrees of quality, ranging from completely dysfunctional to completely consistent. this provides quite the experience, as there isn’t a single other game much like this one. there just aren’t games that are this long and variable in terms of gameplay and quality
the game’s difficulty on hard-on is well-split between the bosses and the platforming. by this I mean the platforming and the bosses are of a similar difficulty. almost every boss has an equivalent platforming area, with the exception of perhaps one - that being Sonic. with that, I’ll first mention two of the most important bosses. Sonic is likely the hardest boss in the entire game despite Solgryn being objectively harder. the key difference is, by the time you reach Sonic you still have no idea what you’re doing and the physics feel funny - but by the time you reach Solgryn, you will have mastered the controls and you know what you’re doing. this, combined with the doubleshot glitch and a phase 1 quick kill, can make Solgryn much easier. all of this, with one caveat:
even then, you’ll still need to remember and learn how to do each phase individually
this sentence is very, very important. it applies to every boss in the entire game. I don’t think this game is super traditionally ‘skill-based’ in many ways. it doesn’t test your traditional needle skills or your traditional avoidance/reading skills, but your perseverance and adventure skills. adventure skill is some sort of combination of gimmick skill and overall ‘ability to figure things out as you go’. this is manifested in ways such as figuring out save + restart setups for certain timings, figuring out when and how to dodge triggers and traps, understanding how gimmicks function and how they can be used/abused, etc. this is all very crucial to not only the platforming, but to the bosses as well. figuring out shot patterns (as in, damaging the bosses) is very difficult and is pretty much half the difficulty within them. this is something that you’ll eventually just get a feel for if you’ve played adventure games enough, since adventure games often have bosses that require shooting. this is what I mean by adventure skill, it’s a group of specific skills acquired by playing adventure games
the platforming is quite janky but illogical at times. it has some interesting ideas, no matter how random they are. it’s notably much harder on hard-on because of the severe lack of saves in many areas. primarily world 11, the entire tower segment after it and the Veni Vidi Vici save in world 4 - which is the hardest save in the game. the best world is ninja gaiden, and the worst is likely castlevania
time and time again I’ve commented on how janky, bad and poorly designed this game is. however, we oo have to put it into historical context: it’s 2010, and Solgryn was a 13 year old kid making a game for a streamer who thought I wanna be the guy was too easy. obviously you’re gonna put a ton of crazy, wacky difficult bullshit in it without a second thought. in a way, this game is quite charming because of this and I can see why people adore this game so much
I can’t recommend this game, but I’d give it an endorsement that is by definition larger than just a recommendation: everyone should play this game for the historical value alone
[1] Like
Boshy is a game that needs no introduction. I’ll keep my review somewhat short, as I feel like I don’t have much to add. there are essentially no new perspectives and nothing I can really say that hasn’t been said before. I’m personally speaking as someone who hasn’t played Boshy as one of their first fangames, but as their 450th (approximately). my main critique of this game will have a lot to do with this, since it actually relates to physics. while playing the game, I heavily complained about the bad physics and the overall jankiness of nearly every section. everything is generally poorly designed and doesn’t work a lot of the time. many deaths don’t feel like your fault and it feels like you can only get so good at certain mechanics. the game has a whole ton of gimmicks, which are all implemented in various degrees of quality, ranging from completely dysfunctional to completely consistent. this provides quite the experience, as there isn’t a single other game much like this one. there just aren’t games that are this long and variable in terms of gameplay and quality
the game’s difficulty on hard-on is well-split between the bosses and the platforming. by this I mean the platforming and the bosses are of a similar difficulty. almost every boss has an equivalent platforming area, with the exception of perhaps one - that being Sonic. with that, I’ll first mention two of the most important bosses. Sonic is likely the hardest boss in the entire game despite Solgryn being objectively harder. the key difference is, by the time you reach Sonic you still have no idea what you’re doing and the physics feel funny - but by the time you reach Solgryn, you will have mastered the controls and you know what you’re doing. this, combined with the doubleshot glitch and a phase 1 quick kill, can make Solgryn much easier. all of this, with one caveat:
even then, you’ll still need to remember and learn how to do each phase individually
this sentence is very, very important. it applies to every boss in the entire game. I don’t think this game is super traditionally ‘skill-based’ in many ways. it doesn’t test your traditional needle skills or your traditional avoidance/reading skills, but your perseverance and adventure skills. adventure skill is some sort of combination of gimmick skill and overall ‘ability to figure things out as you go’. this is manifested in ways such as figuring out save + restart setups for certain timings, figuring out when and how to dodge triggers and traps, understanding how gimmicks function and how they can be used/abused, etc. this is all very crucial to not only the platforming, but to the bosses as well. figuring out shot patterns (as in, damaging the bosses) is very difficult and is pretty much half the difficulty within them. this is something that you’ll eventually just get a feel for if you’ve played adventure games enough, since adventure games often have bosses that require shooting. this is what I mean by adventure skill, it’s a group of specific skills acquired by playing adventure games
the platforming is quite janky but illogical at times. it has some interesting ideas, no matter how random they are. it’s notably much harder on hard-on because of the severe lack of saves in many areas. primarily world 11, the entire tower segment after it and the Veni Vidi Vici save in world 4 - which is the hardest save in the game. the best world is ninja gaiden, and the worst is likely castlevania
time and time again I’ve commented on how janky, bad and poorly designed this game is. however, we oo have to put it into historical context: it’s 2010, and Solgryn was a 13 year old kid making a game for a streamer who thought I wanna be the guy was too easy. obviously you’re gonna put a ton of crazy, wacky difficult bullshit in it without a second thought. in a way, this game is quite charming because of this and I can see why people adore this game so much
I can’t recommend this game, but I’d give it an endorsement that is by definition larger than just a recommendation: everyone should play this game for the historical value alone
Rating: 4.6 46
Difficulty: 72 72
Mar 14, 2025
- 0
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
- 108
- 109
- 110
- 111
- 112
- 113
- 114
- 115
- 116
User's games list is empty!
91 Favorite Games
588 Cleared Games
Delicious Fruit