notmaxwell's Profile

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Joined on: Aug 3, 2025

Bio:

aka 457
every game i've left a rating or review on i have cleared.
clear list is only used for monumental or impactful clears, or my favourite clears.
(My favourite games tab is different to my clears tab).

Best clear: I wanna hold right (97.5 Difficulty, 0.15 rating.)

I've submitted:
107 Ratings!
38 Reviews!
2 Screenshots!

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107 Games

GameDifficultyUser's Rating
I Want My Struggles To Like Me Again 60.0 10.0
Decession 92.0 10.0
I Wanna Eat the Winter King 93.0 10.0
Best Year 55.0 10.0
I Wanna Black Another 80.0 9.7
How I See World In Desaturated Colors 40.0 9.7
Synæsthesia 86.0 9.6
Not Another Needle Game 66.0 9.5
Float. 60.0 9.4
I Wanna Get Rid Of TV 60.0 9.3
Isopropylacrylamide 89.0 9.2
My Fanthology 55.0 9.0
I Wanna Find A New Puter 48.0 8.9
Mio Pokes The Carmine Needle 30.0 8.7
Happy birthday to Fengge 52.0 8.7
I Wanna Descend 85.0 8.6
I'll be here 91.0 8.5
So cute~ 60.0 8.2
I Wanna Be The Guy Remastered 42.0 8.2
Ebb Needle 2023 55.0 8.0
Conforming Needle 77.0 8.0
Ides of Noel 40.0 8.0
I Wanna Lisdexamfetamine 62.0 7.9
Ebb Needle 2022 57.0 7.8
The Worst Collab Ever 2 52.0 7.8
I wanna suspend in the sky 2 50.0 7.7
I wanna be soupreme 52.0 7.7
I wanna break through Seven trials 60.0 7.7
efficient 50.0 7.6
Cookie Temptation 60.0 7.6
I wanna be the Aisaka 48.0 7.6
I Wanna Make The Random Rooms 35.0 7.5
I wanna Advent 55.0 7.5
I wanna be the Indefinitely 65.0 7.3
i wanna fix what's wrong 50.0 7.3
I wanna enjoy the Electrified Butterscotch Dandy 55.0 7.3
How I Found Out About My Harsh Reality 50.0 7.3
I Wanna Be the Hades 67.0 7.2
I wanna be the Venus 53.0 7.1
I Wanna Escape And Be Free 87.0 7.0
I Wanna Sertraline 45.0 7.0
I wanna place some spikes 62.0 7.0
I wanna be the Tethys 58.0 7.0
I wanna suspend in the sky 52.0 7.0
Deliriant Needle 48.0 7.0
I Wanna Rely The Needle 4.5 20.0 7.0
I wanna best the needle 2 57.0 6.9
SilentNight,Happybirthday! 55.0 6.8
I wanna enjoy the Galvanized Peppermint Dandy 58.0 6.8
I wanna fly out of this storm 62.0 6.8
I want to freeze the you 40.0 6.8
mortar 45.0 6.8
I wanna be the Mars 62.0 6.8
I wanna P 87.0 6.7
I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy 60.0 6.7
Romulus III: The Game 35.0 6.6
I Wanna Uhuhu Spike 2 45.0 6.6
I wanna be the Apollo 62.0 6.6
I wanna be the Practice placement 52.0 6.5
I Wanna be the PTSD 58.0 6.4
Yellow Needle Game 60.0 6.3
I Wanna be the Zeus 53.0 6.3
There's no reason to say L 60.0 6.2
I wanna kantoku colors 60.0 6.0
I wanna be the Kantoku Needle 72.0 6.0
I wanna Athletic needles 48.0 6.0
I Wanna Uhuhu Spike 50.0 6.0
I wanna Elixir 52.0 5.9
I Wanna Take the L+ 48.0 5.8
I wanna oguo needle 55.0 5.8
I wanna uhuhu spike 3 55.0 5.5
I wanna M 35.0 5.5
I wanna be the Dotneedle 55.0 5.5
I wanna ≠ 60.0 5.2
I wanna ℞ 55.0 5.0
I wanna Look Up 86.0 5.0
I wanna be the Vine Tutorial 15.0 5.0
I wanna be the Ingenuity 52.0 5.0
I WANNA BE THE FLORIDA MAN 35.0 4.5
I wanna IDFK 65.0 4.3
I wanna Marcescence 87.0 4.0
I wanna (^^) 65.0 4.0
I wanna be the disparagement 66.0 4.0
I wanna Ъ 57.0 4.0
I Wanna EZL 45.0 4.0
I wanna be the Orpheus 68.0 3.9
Mereana Mordegard Glesgorv 35.0 3.8
I wanna horaizontal 48.0 3.8
I wanna silly needlur 30.0 3.7
I wanna Chill 60.0 3.6
I Wanna EZL 2 60.0 3.5
I wanna Escape the Sleepywood 87.0 3.5
I Wanna be the Nebula 60.0 3.5
I don't wanna go 20.0 3.5
Pestilence 65.0 3.2
I Wanna Healthy 60.0 3.0
I wanna fly the Far away 83.0 3.0
I wanna throw away my face 25.0 2.8
Herald’s Machina Towers 91.0 2.0
I wanna be the guy by Aless50 40.0 1.5
I wanna save agartha 45.0 1.5
I wanna Tomodati Backwards 91.0 1.3
I wanna be the DLすんな 85.0 0.5
I wanna be the DLしとけ 81.0 0.4
crude riverbed 62.0 N/A
Ebb Needle 2026 N/A N/A
I Wanna Be The GDeveloper N/A N/A

38 Reviews

notmaxwell
For: Herald’s Machina Towers
rating based off intended mode
Present would be ~5, ~75.

Warning: Malding review. I'm complaining a lot here and some might be nonsensical. It's late at night and I just wrote passionately, there's no hard feelings here

To start off positively, this game has incredible visuals. I love the theme, the tower idea is done well especially how the gameplay is limited horizontally. Very nice stuff, title screen is also sick, menus are cool, and the clear screen is cool too. Screen movement is nice and the game's pacing is cool, I noticed the visuals kinda break a bit when paused, likely due to the instances being stopped when paused, and at the clear fade in it looks like it made the edges of my game white until I paused and it fixed itself, but these are just small nitpicks. Overall visually very cool, and the game sets itself up to be quite nice overall, has good potential, but I cannot say it delivers on the gameplay. The good:
There's some jumps i'm fine with, there's no real jumps I actually love but I generally liked the final jump of screen 1, and the fj 4f for screen 2. Both of these jumps are quite easy though, especially the former, so they're not really significant in the save's gameplay anyway. First 2 jumps of screen 2 are also decent, the djump up to the vine on the first one is obsessionally annoying but that's likely just me. Now is a good time to mention, this game has a gimmick, which plays an essential role in it's traumatic gameplay, where each vine is one-time-use. After jumping off a vine, it'll fall down and you can't use it anymore. Because of this, readjustment isn't viable, and most vine jumps in this game basically run on a "fucking ball it and pray" basis, and because of this gimmick, some vine jumps become incredibly awkward as a result, as for ones with a low enter it's impossible to jump up once to get better height and then jump over, you just have to immediately jump and pray that you did a low enough pause on the jump beforehand (this complaint is most relevant to the 2nd last jump of scrn1). This gimmick hinders this game more then it adds to it, the good vine jumps in this game, ie the first 2 on screen 2 would be completely unaffected if this gimmick didn't exist. It's only used in a way to make preexisting vine jumps just inconsistent and more awkward. That being said it also doesn't affect some of the worst vine jumps since they require 2-3f movement presses anyway.

Screen 1, starts off fine, first jump is alright but it starts the trend of '2-3f tap on vine. win' that for some unknown reason so many jumps use. 2nd jump is nothing, but the middle jump is ... insanity, starts off with 2 long jumps, first jump can be a fj or not, and then a very small pause and another fj, fine so far, into a pretty vague right press to get a optimally high vine grab and then, because i'm sure it needs to be like this, it's a 2-3f movement tap and immediate re-press of the same key afterwards. It's so, so, so, inconsistent, it feels unfathomably arbitrary and stamina based, the movement key repress also sucks since you can press it again too early and overshoot it way too much, it's all just really, really unfun, and it's the same thing, a tiny vine movement press. I'm not against 2fs or 3fs, not at all, but it's spam, there's just so so many of them, hell, after this jump is yet damn again, another tiny vine movement press and repress quickly after. It's the same painful, draining movement right again. And, the jump up to this, is yet again, a long jump with a short pause and a long jump after (since you want to grab the vine at a good height to pass the minispikes). It's painful and inconsistent and awkward as all hell. These 2 jumps aren't hard, they're not very precise, it's not tight or anything, matter of fact, most of this game isn't tight, only screen 3 truly is. It's just unfathomably damn awkward and feels so terrible to play, deaths feel completely faultless and uncontrollable since it's really hard on the hands to pull of some of these movements constantly and they're just so inconsistent and vague. I don't like this screen at all (1), thankfully the final jump is fine, but it's more of just a nothingburger since it's an easy setup with a 2f jump height window and a fj after. Dying to screen 2 pretty much always feels terrible since you get the knowledge that you have to deal with screen 1 which has more jumps that include micro-inputs on vines then jumps that don't. Screen 2 shows that Nick does make good vine gameplay in this style though, as mentioned previously the first 2 jumps here are pretty fine, first is a bit meh sometimes but the 2nd is actually pretty fun to pull off, it's good in isolation but brought down by what's before it. These 2 jumps show that Nick can make peak, but the rest just isn't. 3rd jump of this screen is fine, it's quite easy in comparison but then again nothing in this game is actually tight until the end of scrn2, just awkward. Then there's the diagonal jump into the vine, the diagonal jump is fine, all good there, but then, it's another one of these stupid 2-3f vine movement press and repress. I don't know why there's more. The repress here isn't actually too much of a problem since it's a good bit later so thankfully it's not as terrible as the 2 jumps on screen 1 in that department but the initial press is still just a 2-3f vine press and it's not interesting at all nor does it bring anything to the table that screen 1 hasn't. Jump after that is fine, and the fj 4f is decent. I'm not a fan of the 4f back up much, but it's nowhere near as devastating as the vine jumps. Screen 3 is a bit different, first jump is fine, and the platform jumps up are mediocre. I didn't like them much but I also don't think they're as daunting as the vine jumps in this save, it's inconsistent at first, sure, but they get better with time and truthfully i'll gladly take those over the other jumps this game throws at you, bit weird how you have to delay movement by 1\2f after jumping so it makes it a bit iffy, but it's fine. Now you have the final jump (except the golden area). The final jump here is my least favourite jump I have ever played in a fangame. I cannot think of a single jump that I have ever played that is worse than this jump, and the fact that it is after all the complaints I have had with the rest of this save is actually traumatic. It's the combination of all my complaints with this game plus an added cherry on top of horror at the end. This jump starts with, you know it, fj fj low pause to get over the fruit. Because you start on a platform you can often die to this from platform bhop which kills you to the top spikes, and before this is an incredibly visually vague left input press since you start the djump in a diagonal. After this, you pass the fruit, get given permanent catharsis water, and immediately met with ... a forced 2-3f vine press and even Worse repress than before. Incredible. I'm not gonna say it again but the repress here is very shortly after the intial tiny tap, badly conveyed, ofc inconsistent since for it to be properly consistent you'd have to be doing the same right press length, and feels actually terrible. And it's even harder than it seems since if you don't do it perfectly you'll have a bad enter into the final stutter and likely die. Tremendous. The final stutter is absurd, way harder than it seems or it should be and I don't know why it exists. Water diagonal stutter with a horrific enter at the end of all of this. Great. I died there ~6 times or some amount because it just feels like damned rng at this point, poorly conveyed inputs stacked upon poorly conveyed inputs that rely upon eachother and it's all arbitrary as all hell. It's the most agonizing, unfun, painful jump I have ever played. I cannot think of a jump this bad, awkward and almost fp left press into the middle of a diagonal (that's delayed from jump input too) into fj fj low pause (except you can't do it perfectly since if you do, you might get platform bhop and die!) into vine 2-3f and immediate repress that's so open and awkward into that stutter. Nick I don't know what you were on man, It's kind of impressive that you cooked this up but like ... what the hell dude :sob: I died here a shit ton, obviously, since it's fucking absurd, let alone putting THIS at the end of an already intensely problematic save is just unreasonable. It's not good. And the worst is that it's not the end, there's a choke section after. There's not much to say here except that it's the better side of gameplay even though it's just gates and a diagonal with catharsis water, but it's mean that there's a choke section after that final jump. It's aura though so I'll give it a pass and it would be awesome if the rest of the game's gameplay didn't make it hell to get to.

I'm sorry if i sound like an asshole, I don't blame nick or think he's a bad creator at all, I just can't say I think this game has good gameplay, it has the same few problematic inputs copied all over, and then merged into a demonic creation at the very end. It's also worth talking about the present difficulty I guess. It's weird, the saves are placed in incredibly odd spots, for some reason the final save is at the end of scrn2 so you have to do 3 deathless which is really messed up and quite likely the hardest by a good bit, and the first save forces you to do one of the agonizing scrn1 jumps from the start which is also pretty difficult. Some other saves in this mode are like, free, and are only separated by the non-problematic jumps. This game as a whole is basically just a few horrifying jumps separated by some fine jumps that become upsetting due to the knowledge of having to play the horrifying jumps everytime you die. I wouldn't recommend playing this, maybe play it on present difficulty but don't go any further than that.
Sorry nick for the negative review, I might've been pretty harsh here but as you probably can tell I'm quite passionate, no actual hate ofc, and i mean you cooked like crazy on the visuals

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[0] Likes
Rating: 2.0 20       Difficulty: 91 91
Apr 11, 2026
notmaxwell
For: Isopropylacrylamide
banger??
Really enjoyable needle game, uses 32px strictly (including fruit in a cool way at the final screen), and plays very nicely with it. 4 Screens long & each screen gets easier and less dense (Screen 3 might seem more dense than 2, but it's not since the vine and water jumps are basically just all fjs). It's got some good visuals too, somewhat of an eerie vibe to it especially with the bgm which made it quite pleasant to play, nothing obnoxious and overall it's actually quite calm. Gameplay is for the most part phenomenal, I absolutely love most of it, screen 2 - 4 are some of the most consistent & fun 32px needle i've played, it's practically the perfect difficulty aswell, it doesn't feel like the screen is overbuffed or too dense and some jumps are easier than others but that's good. I'm not sure if i'd even call this setup-needle, although there are setups and a lot of the harder jumps require frame perfect heights it just has that kind of 'flow' to it, screens get unbelievably consistent, especially 3 & 4. Screen 4 i absolutely love, yes, it starts off with an animation-dependent fruit jump but it's very consistent and made in a way where it's a really unique and good jump, rest of the screen isn't much but isn't bad either, screen 3 flows great aswell, overall this game's usage of water jumps and vines are minimal yet really good for 32px needle, albeit quite easy for the most part in comparison to the rest of the gameplay, but it's used tastefully for breaking up difficult jumps such as how it separates the first and final jump of screen 3. I really like this gameplay, it's really good, perfect mix of setup jumps & other intuitive things that just flow all so damn well. Even your usual complaints that i have with jumps such as visual unintuitive-ness isn't really prominent here. Although, sadly, screen 1 has a few problematic jumps, specifically 2, the plane-corner & the final jump. The former of such is kind of obvious as to why it's questionable, it's the hardest jump of the whole game by a decent bit, and it's pretty awkward to pull off (atleast I found it to be), it does get consistent but at a slower rate than everything else in the game due to it's difficulty. It is indeed also a bit vague on that initial jump height. The final jump is also a bit weird, it's basically a buffed 4.5, or plays similarly, as you're required to do a 1-2p before fj, it can be pretty awkward hitting this & the turnaround required, and truthfully it's kinda hardware dependent. These 2 jumps make screen 1 the hardest screen in the game by a good margin (imo), but i did find it to get pretty consistent anyway even with the troublemaker jumps, it's a bit of a shame though since without those 2 the game would be absolutely sublime in gameplay, it's still quite a lot of fun though, getting attempts past those 2 jumps feels very rewarding and the screens afterwards are all incredible. Other than those 2 jumps in a save with ~20 jumps I genuinely don't have a single gameplay complaint. That's how good I think the last 3 screens are, it's actually amazing.
Another neat touch is the screen death counter, I think it fits pretty well here and it's pretty cool to see the numbers go up over time, good addition and i'd see it helping the mental game for a difficult clear like this. Clear screen is okay, it's a bit lackluster, but I don't really mind too much.


I'd really recommend playing this if you're interested in it, It's a lot of fun and flows incredibly well for a long 32px needle save.

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Tagged as: Needle
[0] Likes
Rating: 9.2 92       Difficulty: 89 89
Apr 6, 2026
notmaxwell
For: I wanna Tomodati Backwards
Evil needle game
I'll keep it real, I didn't enjoy this game all that much. It's fine visually, it's fine to look at and i presume it's not really meant to do all much with it's inspiration so it's all fine, no real problems in that department. However, considering the game's length and et cetra you'd expect it to be pretty decent in the gameplay department, to which in my opinion I think it is certainly not. Starting off with the good, the middle row contains some pretty cool and fun jumps, the valign dependent 12f is quite good, the 4f afterwards is also a personal favourite, very good jump, and the 2 jumps after that are both quite nice aswell. Sadly you never really get to play and enjoy these jumps because 95% of playtime will be spent on the first 2 jumps (or pretty much the first row), as especially the 2nd jump contains the majority of the whole game's difficulty, and also so much frustration. This jump in particular is so awkward and arbitrary, for example the movement presses just feel vague and off, it certainly doesn't help that it's from a bad align ledge too, but my main problem with the jump is that it's so difficult to get better at it. It seems like you die in practically the same position if you do the 15f jump height but mess up the movement left press by 1f too late, to if you did the movement perfectly but a 14f. Those 2 deaths look the same, and many other deaths have that same problem such as delaying the left press by 1f too late, etc, it makes it so damn hard to actually improve muscle memory at the jump since it's difficult to tell how you actually died other than intuition. I also just didn't find it fun, it never truly got consistent for me and pair it with the first jump which isn't bad but the bad align ledge gets a bit annoying at times just makes for an incredibly frustrating and boring experience where you die to the first 2 jumps repeatedly. As mentioned, the 2nd jump is by far the hardest jump in the game, it's kind of insane how difficult it is, it's absurd, this jump alone is harder than the entire top row, so the game's balanced in a way where everything past said jump feels like an extension to the jump as a result, it doesn't feel like your playing the rest of the game more does it feel like your playing the jumps past the 2nd, it turns the 2nd jump into the focal point of the whole gameplay. I wouldn't really recommend this, some good jumps in the middle especially but it's not worth it to clear over, even moreso that you won't even really experience the good parts as you'll be stuck playing that one jump over and over again. I have beef with that one jump. It's personal.

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[1] Like
Rating: 1.3 13       Difficulty: 91 91
Mar 30, 2026
notmaxwell
For: I wanna Look Up
Okay 32px 'ftfa-like' game, visually not very interesting & a bit too faithful to where nothing is really brought to the table, menu being guyrock and clearscreen being a bit boring makes the game not too enticing. Gameplay is actually great for the first 2 saves (out of 3), I really enjoyed playing the first save, the challenge of the save is mainly condensed into the corner to the final water jump, and all of those got incredibly consistent very quickly and felt quite nice to play, even the water jump which is somewhat questionable. I found it to be a quite fun save and had a very linear experience with it, pretty nice. Screen 2 is the easiest out of the 3 by a very large margin, there's not much to say other than it wasn't problematic and had some cool jumps in it. No complaints and enjoyed it aswell. Save 3 is where my issues arise, I just can't get behind the top left jump and a few other questionable ones. The 2nd half of this screen is great, I did the 1fbh 21f fj strat for the final jump and found it quite a lot of fun, 15f was fun, etc, it's just the first half of this save is infuriating as all hell. The water jumps are certainly unique, but I don't love it, the jump into them feels a bit awkward and un-intuitive, it just doesn't really click well and it doesn't help that it's not really a ftfa-like jump either, so it's kind of an outlier. The prominent water jump of screen 1 also had this same problem, but I found that one actually enjoyable and very consistent to pull off, this wasn't. This includes the djump timing which just feels a bit off & having it before the Demonic turnaround jump that effectively acts as a sphincter in the top left is just a back to back evil combo. The djump after the water plane is also a bit weird to me but I didn't really spend much time checking if there was better strats for good vstring or not. First jump is fine, corner is fine, jump up with the water is awkward and irritating. Overall found Screen 3 to be a bit harder than screen 1, likely due to it being a lot more unbearable.

Worth noting this game had insane performance issues and a weird fullscreen shader problem (or whatever it's called), one of the kids eyes was 6px wide and while debugger fixed it to an extent it still persisted but as 2px, really weird. Alongside this the game had a diabolical ~6f of input delay before I extracted the exe & used debugger, likely some win11 stuff since this engine on studio 1.49 is always incredibly odd for my hardware, but be warned, I found this game to have a more troublesome engine than ones used for Crimson Needle or Seven Trials. This also exemplified me finding screen 3 very frustrating as 2 inputs on 1 frame & 1f movements are very inconsistent and weird. Play with caution if your on a win11 laptop I guess.

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[0] Likes
Rating: 5.0 50       Difficulty: 86 86
Mar 29, 2026
notmaxwell
For: I Wanna Eat the Winter King
An incredibly unique and interesting game, not just within the fangame scope for me personally, as the artwork and themeing of this game makes it such a damn interesting game & experience that I completely believe is near impossible to get anywhere else. I don't even know where to completely begin since my opinion on this game is so convoluted and conflicting but one thing is for sure- it's a game that I won't forget, and even after clearing it, it's constantly in my mind and is just so intriguing. It has questionable moments with it's gameplay but I can't even say that I think that it was made poorly or is objectively bad, it's absolutely rough sometimes and is damn mentally draining every now and then but even that suits the overall theme of the game right? Looking back in hindsight, having all the weird deaths (that i'll explain more later) made an attempt to the final screen feel like you've earned it, and combining that with the stellar atmosphere and visual work produces emotions i've only felt a very few times while playing fangames, and it makes that clear really do feel like you've overcome a enormous barrier.
Something that makes fangames so interesting to me and makes me enjoy playing them as much as i do, especially very difficult ones is just how different the experience and game itself is compared to the usuals most videogames offer, this is a key reason as to why I'm such a fan of precision games, or L-needle, that kind of design and gameplay is so niche and rarely seen outside of fangames which makes it so unique and interesting to me, and I feel the same way about this game. Visually it's beautiful, some of the best art i've ever seen in a fangame and the theme is amazing. I can't stress that enough, I love the theming this game goes for, the way you start off comfortable in some kind of lab building, with a radio playing calm music, and transition further and further into screens that are less forgiving and more intense, after exiting the lab through what seems to be a hole in the wall with the intense blizzard from outside leaking in, alongside an unknown red mist seeping in through the bottom, you get to screen 2, which completely embraces the blizzard. Now the player is outside in the open, in the middle of an audibly intense storm, the ground and blocks are covered in snow, and you can see what resembles a tree branch above the platforming, while still being able to slightly hear the radio from the first screen yet drowned out by the storm. I didn't mention this in screen 1, but the subtlety of this game is so beautiful, it's the only game of such difficulty where you can actually take a second away from the grind to examine the visuals and have fun, while doing this i actually broke the radio and it jumpscared me so bad but that's the kind of detail I love. The art is genuinely so good that it feels to me on par with famous indie games such as hollow knight or rain world, and i'm bringing this up here since I've firsthand known people who haven't seen this game before get it mixed up with both of those, it's that good. Anyway, back to screen 2, there's some nice framing, white snow-ridden blocks on the bottom, black tree branch on the top, snowy christmas blocks in the middle, it's well done. There's also subtle layers in the background, it all just adds a lot to the atmosphere that I really can't stress is fantastic. Screen 3 is mostly similar, except the player is now shown the trunk of the tree, with an entrance that has light pouring into it. I mentioned before, but I like the framing this game does, in this screen the tree takes up the whole middle quadrant, it's the main focal point and it immediately asserts itself as your goal, that the player has to get inside of that tree. I won't talk about the screen transitioning here, since that's for the gameplay portion, but as questionable as it is, it's unique, and it does tie into this, on screen 2 your able to see there's gameplay on the tree branch, and at screen 3 the player is given their goal of where to reach. Once at the top, you leap over into the tree, entering the final gameplay screen of the game, and the vibe is completely different. Once inside the trunk, the visuals change drastically, the primary colour is now black, juxtaposed to the white of the constant blizzard, it's dim and mostly brown (as you'd expect from being inside of a tree trunk), with some particles of snow falling in. I really like this change, the sudden transition and music change really cements it aswell, it really makes it feel like the final push to reach somewhere that by all means you shouldn't be able to reach. The screen is menacing by design too, there's only 2 jumps, first of which is divisively messed up, more on that later but it's a very compact screen, you can only see 7 blocks wide, it's very condensed and it really just provokes emotions when you get there, it's really amazing. Afterwards there's a fall and then the clear screen. I love a good clear screen after a difficult game and this one is amazing, certainly in my top 5 of all time for sure. You can see the winter king (presumably) dead laying on the ground above a pit seeping of red unknown mist, it's mysterious, but that's great, it leaves you with questions that don't necessarily need answers. Not only is it a great clear screen but it delivers on the name & is interactive, you eat the lad, during so his arm and sword falls off into the pit, and the screen gets darker, rolls the credits and the game closes itself. It's cinema. I love this ending, it still gives you some things to think about, even if not intended by the creator to be that purposeful, like why is there blood on the king's sword & how did he die, alongside the whole notion of the red mist from the pit that isn't just in the trunk but also in the lab at the very start.
Overall, the visuals in this game are undoutebly amongst my favourite from a fangame ever, and it's really up there in terms of video games as a whole for me. Genuinely, this is the stuff I love and I cannot describe enough how much this game slaps visually, it turns it into such a unique experience and journey.

Now for gameplay, this is the most questionable and divisive part of the game by a large margin. It's certainly different from games around it, whether for the better or worse, I can't deny that it made the game stand out. First of all, the game uses a 32px grid for most of the gameplay, so i'll be mainly comparing it to other games similar, it's not really a game that revolves around 'setup needle' for the most part though, it's somewhat it's own thing. In my opinion, the overall difficulty balance of the game is S2 > S1 > S4 > S2-4 intermission, and the gameplay quality for each screen would be S4 > S2 > S1 > S2-4 intermission. Starting off with the first screen, it's mostly pretty decent in my opinion, there's some jumps that feel great to pull off & that I found to get very consistent and a few jumps that I struggled with a little bit. I didn't find it to be much of a problem outside of the occasional circumstances, and this screen as a whole got very consistent for me. Special mention to the final jump, I think it's very unique and cool, and it also limits the gameplay for the screen to be solely on the left side while having a large gap. Screen 2 is interesting, it starts off alright, the 2nd jump I think is a bit questionable, I personally found it a bit arbitrary with the left and right movement presses, it gets consistent but it doesn't feel great when you die to pressing a movement key 1f too long or short. The jump afterwards is actually just a fj, this game has a custom engine feature where your starting valign doensn't change from some region in the .4 range, which means that doing a fj for this jump is 100% consistent. I think a point could be made about how the game doesn't mention that anywhere (atleast from what i've seen), since it is somewhat useful to know but it's not a big deal. The jump afterwards is a required 1-2p double fj (or 22f, possibly 21f) with a very strict turnaround. This jump is one of, if not the most awkward in the entire game to me, it's just too arbitrary to be put in a long difficult save such as this, it's not really a setup-orientated jump, and don't get me wrong it doesn't have to be, but it's just a pretty intense hand movement that doesn't feel great to die to, and doesn't seem to get very consistent past a certain threshold. The jump afterwards I actually quite like, except for the screen transition making the double jump a bit visually weird. I'll talk about the screen transitions after, but overall I still do quite enjoy this screen, it's fun, and while the 2nd & 4th jump are a bit weird, they do still get quite consistent and they didn't bother me too much. The jumps inbetween S2 and S4 I'll talk about separately, so it's onto screen 4 now. Screen 4 is my favourite screen in the entire game gameplay-wise. I love it, it's absolutely mean and harsh but that's what makes it so good. The first jump is kind of ridiculous, the start of it is extremely visually vague and somewhat awkward to perform at first, especially because it's on 32px grid, it does not feel at all like a jump made for such grid, I personally like that, but I understand other people not. Anyway, the rest of the jump is just turnarounds, I find them quite enjoyable, though it's worth noting what makes this jump so difficult is that the turnarounds are commonly impossible depending on how you do the start of the jump, it relies upon itself, and because of it looking so seemingly open it can be an incredibly deceiving jump. It's also in my opinion the most difficult jump in the entire game, placed at the very end, furthering that notion I mentioned before about how screen 4 feels like that final push, having the hardest & most vague thing in the game saved right for last is mean, it's evil but it's unique and I love it. The second half of the screen consists of some precise water jumps, they're pretty chokeable especially with the emotions you feel after passing the first jump, it's nothing too crazy but I actually found them to be quite fun, atleast in practice, in the real thing I found them to be decently good although due to the location you don't get many attempts here. The final jump from the platform is absolutely nerve wracking, you can fall down and fj up, I chose not to due to practicing without that strategy, so it's a bit of a risky one. Screen 4 overall is just so different to me, I can't deny, you could argue (and be right for the most part) that the screen is absolutely evil bullshit. But that's what makes it so good, it's damn hostile but it deserves to be.
Now for the jumps inbetween screen 2 & 4. There's the screen transitions, that go hand in hand for these jumps, as you'll be switching between S2 & 3 quite a lot. For the record, screen 3 only has technically 1\2 jump\s. A good align ledge to get up to screen 2's F jumps, and a fj to get into the trunk entrance for screen 4. The latter of which I quite like, I actually can't say too much about it, since I never practiced it, and I didn't die much to it, but it's a satisfying jump to pull off and it's generally just interesting due to how it's made with the screen transitions in mind. The ledge is good, It's a bit basic so there isn't much to say, the jump over back to screen 2 is a bit questionable with the double jump input timing & first jump height being vague, but so is every screen transition jump except for the fj. I didn't have any problems with the F jumps, though I had one instance where my eyes got a bit tired (alongside my brain I guess) so after passing the last F jump I held left right into the spikes, but that's not even the game's fault other than having so many screen transitions in a short timeframe might be a bit taxing on the eyes, although this is probably barely true. My main problem with the screen transitions comes from the last jump of screen 2's double jump over to screen 3. It's really difficult to tell at first what the proper jump height is for the djump unless you've made note of this jump before playing the game, it's just a bit too tight for it's own good in my opinion, for example if you 10f into the jump to my knowledge the double jump height has to be either a 10f or 11f, and both of those are effectively blind since you can't see the spikes to avoid on screen 3 and the input release is so close to the transition. All the other jumps in the transitions aren't nearly as tight as this one, so it just felt like it didn't deserve to be this way, and also I think it's a bit harsh if your playing this game blind. Once on screen 3 you can piece together the route without having to do trial and error, but if someone were to play this game blind one or more deaths to this jump are confirmed as there's no way for them to see it coming. It's not a big deal truthfully, but I think it's a bit bothersome when talking about the gameplay.
I'd also be wrong if I wasn't to mention the ... Deaths? that happen in this game. For some currently unknown cause to me, a lot of odd deaths just happen in the S2-4 intermission. Failing F jumps, holding left into spikes, etc, it doesn't feel good when it does happen due to this segment being vastly easier than all the other segments of this game, so it ends up leaving the player disappointed and with the sour taste of a 'wasted attempt', though I don't know if this is the game's fault or not. It just happens, for instance I just kept having this at the ledge in Screen 3, and a few F jump deaths aswell even though dying to those is incredibly uncommon for me. Be warned if you are going to play this game, this is a real issue, I don't know why it happens, it would be great to have a solution but expect your brain to just suddenly lose all power once at this portion of the game. My current theory is either something todo with the screen transitions visually 'zoning' me out, or the custom engine used in the game as I had some other input problems that have a chance to be from the same cause, but if so it's certainly not noticeable enough to actually know for sure. I'm not really taking this into account for the game's quality, and for me atleast the visuals and interest I have with this game overcome this problem, but do be warned that it does detract from the experience of playing this a good bit, it's not very enjoyable to die to effectively everything for no realistic reason, you just kind of die everywhere in this game and it's pretty draining & demotivating as a result. Though, on the other hand, it absolutely gives you an experience that is unique even within games similar to this, good or bad it's something special.

I'm going to end it here now, this game is quite special to me and does mean a lot, it's something I saw years ago and found it so cool and interesting, but thought i'd never be able to actually play it. It's genuinely beautiful, and it's such a unique game and experience as a whole that I wholeheartedly love, even though it's taxing and harsh on the mind at times, it pulls through and feels unforgettable to clear. I'm very happy I played this game.

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Rating: 10.0 100       Difficulty: 93 93
Mar 19, 2026

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