Creator's Comments:
very_cool [Creator]
WHAT? HELP ME!
Tagged as: good_music
Thank_You_Game
[3] Likes
Rating: N/A
Difficulty: 70 70
Mar 11, 2025
8 Reviews:
touhoe
peak gimmicks peak movement peak visuals peak vibes, fav save is rotateland
My only gripe is that some of the screens are pretty trial & error in a way that isn't quite as satisfying as smth like v's trigger needle, not sure why exactly its just a vibes thing. they're still satisfying for sure, but something hard to quantify is missing
[2] Likes
My only gripe is that some of the screens are pretty trial & error in a way that isn't quite as satisfying as smth like v's trigger needle, not sure why exactly its just a vibes thing. they're still satisfying for sure, but something hard to quantify is missing
Rating: 9.4 94
Difficulty: 72 72
Mar 14, 2025
PlutoTheThing
This game has some of the coolest ideas I've ever seen in a needle game, every screen feels super creative and ones like the teleporting vines or the rotating screen or the ones with the gravity flipping fields that move up and down are super super fun to play. Like with all thank you games it's exciting just to see what comes next. The only exception for me was the final save, I like the idea but climbing the two towers made me really uncomfortable physically which was very frustrating to experience, but it's mostly a personal issue, I think others will think it's awesome. Definitely worth playing.
[2] Likes
Rating: 9.0 90
Difficulty: 66 66
Mar 13, 2025
Lake
Gedagedigedagedago
Jokes aside this was a pretty nice gimmick needle game. Like every other thank you game each room has a different gimmick. I really liked how the gimmicks were implemented in each room. Every room was fun to learn and execute with the only exception being the final section of the final save. If you like gimmick needle give this game a shot.
[2] Likes
Jokes aside this was a pretty nice gimmick needle game. Like every other thank you game each room has a different gimmick. I really liked how the gimmicks were implemented in each room. Every room was fun to learn and execute with the only exception being the final section of the final save. If you like gimmick needle give this game a shot.
Rating: 9.5 95
Difficulty: 75 75
Mar 13, 2025
xva
I’ve never been super fond of these “thank you”-type games. I always saw them as gimmick-packed clusterfucks that hardly qualify as needle, to the point where I debate whether I should give them the Needle tag or not. these games are often so far removed from what needle means to me that I can’t tell what I’m even doing half the time. it all becomes a blur to me. however, and it’s a big however - what I greatly admire and respect is the fact that these games require a lot of time, effort, love and care to be put into them, as producing something of this quality is a mortifyingly difficult task. despite how much I dislike the premise and how I’m naturally opposed to this style of needle, I’m not particularly averted from these kinds of games. in Layman’s terms - I typically give them a shot
to further add to the circumstances: I’m essentially a traditionalist when it comes to fangames. I love the classics and I love stuff that references the classics. adventure games are the epitome of this idea, hence why they’re my favorite genre. avoidance follows closely behind, with needle being left at last. it’s not that I have a particular dislike for needle, but I find it typically less interesting than avoidance and adventure. all of these factors make it seem like this game is something I could never in a million years play, let alone enjoy. it is the antithesis to everything I would play and enjoy
with that being said, this game is immaculate. it’s fantastic, flows incredibly well and just works. at first, every screen in this game seems like the purest form of jank. learny, long, complicated and difficult. however, the more you play each save, the more it begins to sink in just how intricately and intelligently everything is designed. each screen is iconic to a good degree - to the point where I can pretty much recall all the screens in the game from memory. they’re so ‘one-of-a-kind’ that you can’t help but appreciate the genius that took to design them. some gimmicks in particular seem simple, but designing interesting needle around them is very difficult. prime example is the screen where you shoot a certain block, which then causes the other blocks adjacent to it to begin disappearing. that screen in particular is one of my favorites, as the actual gameplay around it is not only fun, but exceptionally genius. it’s one of those screens which you clear and then say to yourself: “man that was good. I don’t know how the maker even conceptualized this.”
last two saves are particularly notable and are the only reason the game is 80 to me. I feel the last two saves have been scientifically engineered to be the most mentally straining and awkward gameplay ever put in a videogame. I truly believe that there is nothing more confusing and uncomfortable that has ever been put in a videogame that I’ve heard of. I won’t spoil more than I already have, but expect some insane bullshit unlike anything you’ve seen before
music kinda blows, I don’t know why literally any other music wasn’t chosen. it’s rare for me to completely mute games I’m playing
highly recommended
[1] Like
to further add to the circumstances: I’m essentially a traditionalist when it comes to fangames. I love the classics and I love stuff that references the classics. adventure games are the epitome of this idea, hence why they’re my favorite genre. avoidance follows closely behind, with needle being left at last. it’s not that I have a particular dislike for needle, but I find it typically less interesting than avoidance and adventure. all of these factors make it seem like this game is something I could never in a million years play, let alone enjoy. it is the antithesis to everything I would play and enjoy
with that being said, this game is immaculate. it’s fantastic, flows incredibly well and just works. at first, every screen in this game seems like the purest form of jank. learny, long, complicated and difficult. however, the more you play each save, the more it begins to sink in just how intricately and intelligently everything is designed. each screen is iconic to a good degree - to the point where I can pretty much recall all the screens in the game from memory. they’re so ‘one-of-a-kind’ that you can’t help but appreciate the genius that took to design them. some gimmicks in particular seem simple, but designing interesting needle around them is very difficult. prime example is the screen where you shoot a certain block, which then causes the other blocks adjacent to it to begin disappearing. that screen in particular is one of my favorites, as the actual gameplay around it is not only fun, but exceptionally genius. it’s one of those screens which you clear and then say to yourself: “man that was good. I don’t know how the maker even conceptualized this.”
last two saves are particularly notable and are the only reason the game is 80 to me. I feel the last two saves have been scientifically engineered to be the most mentally straining and awkward gameplay ever put in a videogame. I truly believe that there is nothing more confusing and uncomfortable that has ever been put in a videogame that I’ve heard of. I won’t spoil more than I already have, but expect some insane bullshit unlike anything you’ve seen before
music kinda blows, I don’t know why literally any other music wasn’t chosen. it’s rare for me to completely mute games I’m playing
highly recommended
Rating: 9.0 90
Difficulty: 80 80
Apr 22, 2025
Delicious Fruit
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