xva's Profile
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emperor fan B)
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xva
For: Non-Conforming Avoiance 3
For: Non-Conforming Avoiance 3
hope you find a way to fix the d key on you® keyboa®d (in my case the key between e and t is broken)
[1] Like
Rating: 7.3 73
Difficulty: 12 12
Nov 22, 2024
xva
For: I wanna be the Dieary
For: I wanna be the Dieary
very interesting and old adventure game. something I really like about this game is its very unique and never-before-seen platforming, along with some standard bosses with equally good ideas thrown in
the game's generally yume nikki-styled, so some weird stuff is to be expected. the way you even access any of the stages in the game is to go to sleep until its nighttime, then go through the door at the top. most stages have secret items and a boss, where the stage outweighs the boss in difficulty pretty much every time. this game's difficulty is derived from like two main stages (purple and red trap-heavy areas) which both have the hardest platforming in the game not counting the last stage. the rainbowloid 9hp boss is my favorite, as it has quite a unique gimmick to it. it's something you'd expect to see in a game like Emperor (partially since Emperor has a boss that is rather similar to this - Reimu). the other bosses all have unique ideas or unique execution. a unique idea would be the bomb boss, while unique execution would be the wolf boss. what other bosses do you know of that shoot WWF logos at you and have two phases, of which the second is accessed by physically dropping down to the room below where the next phase begins. see what I mean?
there's also some weird doll room you can access by sleeping too much. it's just a jpg of a closeup of a hollow-eyed doll that slowly approaches you and kills you. I found that quite memorable for some reason, it kinda freaked me out when I first got to it by accident
overall good game, has some rough patches but is generally fun. recommended
[0] Likes
the game's generally yume nikki-styled, so some weird stuff is to be expected. the way you even access any of the stages in the game is to go to sleep until its nighttime, then go through the door at the top. most stages have secret items and a boss, where the stage outweighs the boss in difficulty pretty much every time. this game's difficulty is derived from like two main stages (purple and red trap-heavy areas) which both have the hardest platforming in the game not counting the last stage. the rainbowloid 9hp boss is my favorite, as it has quite a unique gimmick to it. it's something you'd expect to see in a game like Emperor (partially since Emperor has a boss that is rather similar to this - Reimu). the other bosses all have unique ideas or unique execution. a unique idea would be the bomb boss, while unique execution would be the wolf boss. what other bosses do you know of that shoot WWF logos at you and have two phases, of which the second is accessed by physically dropping down to the room below where the next phase begins. see what I mean?
there's also some weird doll room you can access by sleeping too much. it's just a jpg of a closeup of a hollow-eyed doll that slowly approaches you and kills you. I found that quite memorable for some reason, it kinda freaked me out when I first got to it by accident
overall good game, has some rough patches but is generally fun. recommended
Rating: 8.0 80
Difficulty: 63 63
Nov 22, 2024
xva
For: I wanna be the 500
For: I wanna be the 500
one of the most horrendous concepts for a game I've ever seen. this game is structured in just about the worst way imaginable, and I do not say that lightly. this game is very, very poorly made and you should not play it for any reason
the game boils down to one idea that, at its core, is an innately terrible idea and should've been shelved years ago at this game's conception. this idea is one trap-heavy stage with a 500-second timer. there's no restarting and dying causes you to be forced to wait about a second before being able to restart. this isn't that annoying of a gimmick, but the issues are derived from what comes after this platforming and the trap design itself. traps are relentless instagibs that just pile onto each other, and after this platforming segment, you have to play and beat a very boring and uninteresting Miku avoidance where you'll just die to the end repeatedly. the last attack is somewhat luck-based and makes little to no sense, you just stand in the middle and hope for the best. the Miku avoidance does suck, but it isn't anything too bad. the problem is - you have only like 5 attempts at this boss per every time you reach it. you know what that means? that means you'll have to rebeat the stage before this boss several times. you'll eventually get this shit down so much that you'll be doing it basically deathless, giving you essentially the maximum amount of time to clear Miku (around 430 seconds I think)
after beating Miku, you're thrown into this room where the countdown is removed but there's a new idea now. this one's not great either - go back to the beginning, no time limit this time, but find 4 secrets randomly strewn throughout the very "fun" trap stage you already beat like 10 times. these secrets are designed pretty much in the same exact way as the regular stage. more annoying instagib garbage, this time with the added fun of the saves being very long, therefore causing maximum time loss (time as in, the time you have left on this Earth) and maximum suffering. oh and you also have to fight a buffed, more annoying version of Miku. I'm pretty sure all poroniumu did was double the bullet density and call it a day, since the ending patterns seem to be entirely the same
complete and utter waste of time, this game is designed to cause nothing but pain and suffering. avoid this one at all costs
[0] Likes
the game boils down to one idea that, at its core, is an innately terrible idea and should've been shelved years ago at this game's conception. this idea is one trap-heavy stage with a 500-second timer. there's no restarting and dying causes you to be forced to wait about a second before being able to restart. this isn't that annoying of a gimmick, but the issues are derived from what comes after this platforming and the trap design itself. traps are relentless instagibs that just pile onto each other, and after this platforming segment, you have to play and beat a very boring and uninteresting Miku avoidance where you'll just die to the end repeatedly. the last attack is somewhat luck-based and makes little to no sense, you just stand in the middle and hope for the best. the Miku avoidance does suck, but it isn't anything too bad. the problem is - you have only like 5 attempts at this boss per every time you reach it. you know what that means? that means you'll have to rebeat the stage before this boss several times. you'll eventually get this shit down so much that you'll be doing it basically deathless, giving you essentially the maximum amount of time to clear Miku (around 430 seconds I think)
after beating Miku, you're thrown into this room where the countdown is removed but there's a new idea now. this one's not great either - go back to the beginning, no time limit this time, but find 4 secrets randomly strewn throughout the very "fun" trap stage you already beat like 10 times. these secrets are designed pretty much in the same exact way as the regular stage. more annoying instagib garbage, this time with the added fun of the saves being very long, therefore causing maximum time loss (time as in, the time you have left on this Earth) and maximum suffering. oh and you also have to fight a buffed, more annoying version of Miku. I'm pretty sure all poroniumu did was double the bullet density and call it a day, since the ending patterns seem to be entirely the same
complete and utter waste of time, this game is designed to cause nothing but pain and suffering. avoid this one at all costs
Rating: 0.6 6
Difficulty: 47 47
Nov 21, 2024
xva
For: I Wanna be the Scapegoat
For: I Wanna be the Scapegoat
fairly long adventure game with a bunch of content. I found it quite enjoyable and well-made, despite dagger being well-known for recycling a whole ton of assets for his games. I'd say that every room is well designed and unique, with the exception of a few that have unfun gimmicks that are either poorly implemented, aren't fun to work with, or are impeded by my difficulty of choice - that being hard. my other complaint is that this game could've done with some more unique spritework in particular areas. as I said, dagger doesn't only derive gimmicks and design from his other games, he does the same with sprites. I'm more so surprised there's no Hades spikes in this entire massive game
there's 6 areas, all with a bunch of stages within them and a boss. these stages usually cycle around one simple gimmick that isn't all too hard to grasp. there's a whole lot of them, like 15+ unique gimmick ideas I'd like to think. the stage design on its own is very good, utilizing some interesting pathing and mild puzzle solving, like in the stage with the gimmick that makes you collect these blue fire things that slow you down, where collecting too many make some jumps impossible. bosses are very easy compared to the stages, however this could be yet again a consequence of playing on hard. either way, the most notable bosses are Miku for having some pretty tough patterns for the difficulty I expected it to be, and the final boss for which I can say the same. final boss is also by far the most difficult one, but isn't anything too crazy. I beat it within about 20-30 minutes, since all I needed to figure out was the blue cherry pattern at the end
recommended
[0] Likes
there's 6 areas, all with a bunch of stages within them and a boss. these stages usually cycle around one simple gimmick that isn't all too hard to grasp. there's a whole lot of them, like 15+ unique gimmick ideas I'd like to think. the stage design on its own is very good, utilizing some interesting pathing and mild puzzle solving, like in the stage with the gimmick that makes you collect these blue fire things that slow you down, where collecting too many make some jumps impossible. bosses are very easy compared to the stages, however this could be yet again a consequence of playing on hard. either way, the most notable bosses are Miku for having some pretty tough patterns for the difficulty I expected it to be, and the final boss for which I can say the same. final boss is also by far the most difficult one, but isn't anything too crazy. I beat it within about 20-30 minutes, since all I needed to figure out was the blue cherry pattern at the end
recommended
Rating: 6.7 67
Difficulty: 68 68
Nov 21, 2024
xva
For: I wanna end the rainbow miku
For: I wanna end the rainbow miku
rare example of a game that essentially requires you to clear another game to be able to clear this one (that game being I wanna be the rainbow MIKU). thankfully, if you know all the patterns this isn't that difficult
last miku is lowkey worth waiting half an hour for
[0] Likes
last miku is lowkey worth waiting half an hour for
Rating: 4.5 45
Difficulty: 68 68
Nov 20, 2024
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