The Worst Collab Ever 2

Creators: ameliandyou, lukeiguess, Sully, Duke, Stella, Durian, mosamari

Average Rating
6.9 / 10
Average Difficulty
41.8 / 100
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Tags:

Needle (4) Avoidance (4) Gimmick (3) Collab (2)

Screenshots

  • by eggkid
  • by eggkid
  • by eggkid
  • by eggkid

7 Reviews:

UbersawMedic
Before talking about how cute the stages are, this collab does a couple of things to really elevate the format.

Firstly, the game lets you switch freely at will between the nerfed and original versions of each stage. This solves the divide between experiencing the maker's craft and playing a more balanced take on them, simply by giving power to the player on how to play through the screens. In other collabs or contests, I considered that nerfing the stages kind of missed the point of the format, but being given the choice made me embrace the nerfed saves when I felt they were needed.

Then, you unlock stages by reaching portals in the screens around the game. There's not enough content to really make a Metroidvania out of this in here, but for such a small touch, it really made everything feel interconnected and, well, more cooperative.


Following are my mini-reviews of each of the stages! Unless stated, I started playing everything in Normal difficulty.


Heino: Water!
As amateurish as this looks, the maker put in some very noticeable effort to make this stand out in some way.

The spike formations are interesting visually; they regularly break from the 32px grid and don't make the screen feel claustrophobic by overcluttering it. The true water3 (because it gives you three jumps) and catharsis water were nice to play with.

Overall, a short but pleasant time! 8/10.



Sully: Squirrels!
A stage that borders on experimental, with the misdirect on where the actual path goes being a thing that would normally happen in a trap game, but it happens with so little pomp it makes the stage feel surreal instead of trollish.

The first two screens are probably hand-drawn? The first one you don't really spend much time on except when going for the black warp, and in the second, the only places where you can spot this are in the pear-lightbulb and on weird "tiling."

The screen after with the default grey background of sleepiness was kind of intriguing, and the boss was a bit awkward, but it wasn't long enough for that to become a true problem.

Chill, surrealish time. 8/10.



Duke: Dragons!
This stage is a mixed bag. The first half is just too hard and unwieldy. As a person that has designed a stage around upping the room_speed I can speak from experience when I say that fangame controls just become kind of frustrating at those speeds, and the levels have to be designed around that. This stage doesn't, so it just makes ok-ish platforming unnecessarily harder instead of more interesting. The accelerated music is cool, though.

Buuuut then we reach the last screen, which is one of my favorite things about this game so far. Very cool, spacey mood, which goes great with the gameplay. This screen bars your way constantly but without losing variety at any point, so each bit of progress you manage really makes you feel like you are exploring a remote place.

Evening out the lows and highs, I rate this an 8/10.



Stella: Momentum!
Very inspiring stage. It takes the pretty simple gimmick of "field that when you touch it, you go up," and with a couple of extra tweaks, it adds so much depth to it. The fields acting like a pseudo-gravity reverse make for technically deep maneuvers, allowing you to do stuff like cancel your downwards momentum or even "bonk" the floor to refresh your double jump.

I'm split on whether to recommend playing the original or nerfed version. The original one has saves that are probably too long to be enjoyable and asks you to figure out stuff way too deep into a save. On the other hand, the nerfed version removes a lot of depth out of some jumps, even if it has better save placement.
Personally I played the screens on the original version but then switched to nerfed only to save further into the screen.

Very cool. 8/10.



Durian: Spikes!
I like the concept of this stage, but it's just way too claustrophobic and tight for little gain. Tried playing the original difficulty for a couple of minutes before it became obvious that it was just too much and switched to nerfed.

Otherwise there's just not a lot going on with this stage. The music is nice, and I appreciate the vibe the screen is going for, but then the song isn't properly looped, and it's so jarring every single time. Poor pianist.

In honor of the missing last half of the song, I'm awarding this screen an 8/10.



Mari: Crouching!
Firstly, the crouching kid sprite is adorable. 10/10.

Aside from that, I really respect the attitude that Mari talked about in the readme quote. I have found myself having much more success actually finishing projects where I just kinda do and feel things out and then worry later (or not at all) about if they are actually Good. This stage does feel like Mari was forcing themselves to follow this methodology, so in that sense it's a success. The ideas this stage presents are interesting and don't feel forced.

Theeeeen again there's the flipside to that, which is that even a very good first sketch is still only a first sketch. This stage lacks a lot of refinement, with things being too hard or lacking just a bit of thought. For example, when starting out, you don't have any way to practice your movement before things get more cramped, which, funnily enough, you can sidestep by pressing F5 and practicing in the roomier hub. The more open gameplay of the (nerfed) second screen feels better with this gimmick than the precision-based start to the stage, with vines interacting pretty cutely. Kinda like more interesting Maker vines!

So yeah, keep doing like this and kill your perfectionism. Just remember to polish what you make later! 8/10.



Amelie: Snakes!

Super cute, but also... interesting!? Woah. Because like, the snakes never actually kill, just """"teleporting"""" you to their tail is a very flavorful change of pace, but at the same time they act like mini-checkpoints. Nice!

So yup, small stage but as well executed as it could have been. 8/10


So yeah, if you want to spend a fun couple of hours check this out! Thanks to all the makers and ameliand you for putting this together, it was a treat!

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[4] Likes
Rating: 8.2 82       Difficulty: 45 45
Sep 21, 2025
notmaxwell
It's actually quite good. Game name miiiiiggghhhtttt not be so true..
It has quite a lot of charm and silly-ness and i was having fun pretty much the entire way through, some of the gimmicks like mari, amelie, & stella's are really good, especially for something that was meant to be decently silly. Squirrel Diagonal.

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[1] Like
Rating: 7.8 78       Difficulty: 52 52
Sep 21, 2025
MooMooArmageddon
Rating based on nerfed mode

Despite what the title and general aesthetic may lead you to believe, this is not a sudoku game, it is in fact a needle collab (mostly).

I liked most of it, my favorite stages are amelia's and stella's

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Tagged as: Needle Gimmick Collab
[0] Likes
Rating: 7.0 70       Difficulty: 35 35
Sep 26, 2025
CocoaKitteh
Tagged as: Needle Avoidance Gimmick Collab
[0] Likes
Rating: 5.5 55       Difficulty: 35 35
Oct 2, 2025
eggkid
Tagged as: Needle Avoidance Gimmick
[0] Likes
Rating: 6.0 60       Difficulty: N/A
Sep 23, 2025