notmaxwell's Profile
Send a PMJoined on: Aug 3, 2025
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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).
I don't tend to give rating or difficulty values anymore, since it's meaningless and was demotivating to be placed alongside people who didn't play through the game, or can't tell the difference between a problem with the game or themselves.
I've submitted:
131 Ratings!
58 Reviews!
2 Screenshots!
131 Games
58 Reviews
For: I Wanna Cosowldati
It's interesting that the saves were placed in a way to where you have to walk up to the first jump of each save, but I felt like it didn't detract from the experience as much as you'd expect it to (the final save not having this is good, as if it did then this would add a lot of frustration).
Final save entirely revolves around the upwards and downwards double plane, keeping an align from the previous save lets you bonk and instantly turnaround for the first 2 corners and then 1f for the third, and the jumps after the downwards double plane are also not too difficult in comparison, you can 5f the final jump if you are below .15 valign, and the jump felt extremely good anyways. The upwards double plane can be a bit inconsistent, mainly due to the starting position, but if you enjoy double planes i'd definitely recommend playing this.
For: I wanna Abyss
For: I wanna walk mindlessly
Update: I'm giving this a 8.5, my genuine opinion is much higher but I don't want to mislead people as this game will be extremely frustrating for most. I'm doing this since to hopefully get some more attention and encouragement on this game, as when people look at delfruit and see 96 difficulty N\A rating they likely won't even click on the game.
This is a ftfa-like with only 6 jumps, although most jumps are seperated by very long walks, namely after the first and second jump. As for the quality of these jumps, it`s surprisingly high, the first jump is trivial but each jump afterwards requires some form of valign dependency, the 3rd jump requires a bhop, the 4th requires a specific valign range for a certain bonk force, and the prefinal & final jumps require a double and even triple cancel respectively. Each jump ramps up in difficulty, the 2nd jump is a 3f fj which is quite intuitive and consistent, the 3rd jump is a 23f 3p fj with a required valign dependent bhop, and the 4th jump is a 14f 3f. The 4th jump is a good bit harder than the 3rd, and then the 5th and final jumps are exponentially harder. Basically, the first 4 jumps are actually quite interesting and I`m a pretty big fan of them. And then there`s the last 2 jumps. The prefinal jump requires a 1+1+1 double cancel, with no leniency on the double cancel input (1+2+1 or 1+1+2 don't work) and then a frame perfect fj. It's extremely easy to mess up, especially after minutes of walking. But what comes after this jump is unfathomable. The final jump is a required 1+1+1+1 (Triple cancel) 22p 8+4. This jump is absurdly difficult- it's almost unreasonable but I love it. It's a really fun jump to do, pulling off the triple cancel feels incredible although it kills many, upon many deaths from the start of the save. The 8+4 also feels extremely intuitive and the fact that this jump was made on a 32px grid with no currently known alternative strats is insane to me, It's the most technically impressive 32px jump i've seen. This jump is partly why I don't mind the notion of putting it at the very end of a save, I've never been a fan of "mochi-likes" or other difficult needle saves where a common difficult jump is put at the end to farm deaths to, somewhat because in such aforementioned cases, the final jump is usually an extremely common and basic jump that lacks any interest. In this game, it's something absurd and rough by all means, but it's interesting and unique and honestly really cool. I haven't spoken at all about the walk, but it's not completely mindless, there's some extremely basic platforming to make sure the player isn't just holding down one key while doing something else. I don't mind it, it's fun to try to speedrun how quickly you can go through, but truthfully it all depends on the player's mentality anyway. I will say, it's basically guaranteed to die minutes into the save almost every attempt, as the first jump is quite easy, and the 2nd somewhat aswell, and to get up to the 3rd jump it's a ~3 minute long walk. Rough stuff, but i'm honestly extremely glad that i played this game, it's very unique and I'm glad it exists.
For: Xynchrome*
Visually really appealing, cool tileset with a nice background and some pulsing. Was a bit difficult to see the kid on the very edges of the screen which only mattered for the final save but I was also playing quite late at night so it's possibly my fault. Cool saves aswell and needle design is really nice, no minispikes and 16px placements make it look not messy while staying completely linear. Very clean stuff overall and I'm a big fan of the looks. Pause screen effect gets a special shoutout aswell.
Needle wise this game is incredible. I loved playing through this so much to the point it got addicting and I couldn't stop myself from just coming back to the game for more sessions in a single day- it's really enjoyable to figure out and perform each save, even the final ones. This game has a little bit of everything aswell, there's some saves that revolve around cancel or numpad usage (14, 15) or cancelling into a vine (4,5) and some saves that revolve heavily around quick and tight input strings (12, 13) etc. Some saves have cool utilization of platforms, water or vines aswell. There's genuinely an impressive amount of variance in terms of how each save plays & what it demands of the player. Because of this, figuring out this game and learning what to do is incredibly fun, practicing a save and figuring out what it requires and how to pull off some of these jumps is really rewarding and interesting since almost every save brings some unique-ness to the table. Special shoutouts to saves 6, 7, 10, 12, 13, etc. There's actually a good bit of leniency with some saves in this game aswell so some spots have different strategies (Such as cancelling out of the platform in save 6 compared to 1fing out, or skipping the platform and invert in save 9). The last 4 saves ramp up in difficulty a decent bit, but I don't think it's too severe to where it detracts from the experience. 12 is extremely enjoyable & consistent once you get the hang of it, and 13 utilizes an extremely input-dense and tight vine jump into a drop sphincter and plane, the former of which is quite difficult to get the movements down consistently for a while, but I still commend the save for being unique and interesting- and I found it consistent and enjoyable anyway (But I'm saying this to mention that this save (13) is what i'd consider the most volatile, nevertheless impressive).
My only criticism of this game revolves around the savepoint's hitboxes, you can skip save 12 & 13 by saving in the downwards plane, and for some saves such as 13, 4 or 5 you have to move to the edge of the block past where you can save every attempt, which can cause some extra strain after a while. The savefiles also don't properly show time & deaths. I don't think these are major issues, but the latter of the main two could bother some people quite a lot.
Overall I had a genuine blast playing this game, one of the best times i've ever had playing needle and it never felt like I was stuck or that the game felt tedious. I heavily recommend giving this game a try if interested.
For: LCIS
You can get the general gist of this game from a single screenshot of the 1 save this game has to offer, but somehow there's even more nuance that detracts from the already unpleasant experience. First of all, the obvious, visuals are nonexistant, every single jump in this game is a named jump, and almost all of them aren't used in interesting ways, and the game uses an unreliable niche engine.
It gets worse though, for example on the left side you have to do a bad align corner, it's one or the other depending on what align you take but it's required to do so, which is not fun as neither jumps are simple corners. The super f's are fine, but the ledges and inverts at the top left aren't. These jumps are feel really bad to pull off, especially the first invert, and basically act as a consistency wall for most of the time, and it's also impossible to have good align for all these ledges. This left side also just has a lot of 5fs, not all are required (as you can 4f the inverts and survive, i did when clearing) but it's not really a lot of variance. The jump to the double invert is surprisingly easy to mess up and feels terrible when you do so, and the double invert can just be jumped over, which i don't think the creator noticed, although you have to regrab another ledge at a pretty high vspeed which is extremely inconsistent, especially this deep into the save.
Then it's the downwards planes. My god. It's so beautiful. Luckily, 5 out of 7 downwards planes can be made substantially easier by some setups resulting in hold left strats. But not all of them, as the 2 worst align downplanes require the player to just do them raw, with the worst align aswell. These setups are valign dependent, meaning this game had to have some pretty hefty valign strats for it to even be reasonably cleared, which in reality aren't *too* difficult, but it depends on your ability to tell apart a 1+1 to a 1+2 cancel in the moment for the raw downwards planes, and then act accordingly, and it's pretty easy to misread. It's also not perfect, even if played properly there's a ~10% chance that the valign setups that run on hopes and dreams don't work out, as you can't see your valign in game and even the best strats aren't perfect. After this is the upwards planes, which are also extremely easy to die to after everything. Then it's just another setup downwards plane with a 92% chance of working. Even though the bottom right looks to be absurdly difficult on first glance it's certainly the easiest section but it's also somewhat gambling, it's way more likely that you will be in the right valign range than not but it's nasty having something like this so deep, and the non-setup downwards planes with the worst align are extremely rough to say at the least.
I mentioned at the start of this review that this game has a 'niche engine', it's using Sephalos's engine. It's overall fine, but it does have some slight differences i noticed. While it does have some form of 1f directional key fix, it's inconsistent, and restarting sometimes requires 2 presses, i noticed a slight difference with vspeed on the middle jump resulting in the ledge grab on the right being a bit tighter, alongside this the game doesn't have double dance which killed off a theorized valign strat for the downwards planes (rip my beloved) and worst of all- the game is stuck with #1 priority, you can't minimize it at all, nothing can go above the game, it's basically stuck there on the screen unless you close it. The game also has guyrock.mp3 as the background music but the engine lets you mute it.
You don't need this review to say not to play this since you weren't going to anyways.
1 Game
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| crude riverbed | 63.3 | 7.0 | 5 |
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