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xva
For: Qliphoth
For: Qliphoth
of the batch of precision games released by the maker, this one’s the lowest quality. pretty much every save’s jumps have creative setups and work in unique ways, it’s just that some are plainly unfun and painful to do while others aren’t. prime example is the save on the left with the platform grab through a corner and the save before it — both are super interesting maneuvers, but they aren’t nice on the hands or fun to execute unfortunately. two saves I find fun are the save with a required bunnyfall and the 2nd save. there isn’t a super high tech requirement, I don’t even think any kind of difficult cancel tech is used. visuals are cool, name is cool, music I can’t remember which likely means it wasn’t that special and didn’t contribute much to the game (then again, what even is good precision music?)
overall alright but has some annoying hiccoughs
overall alright but has some annoying hiccoughs
Tagged as: Needle
[0] Likes
Rating: 6.2 62
Difficulty: 75 75
Jun 2, 2025
xva
For: I wanna be the RayTrapべつばら
For: I wanna be the RayTrapべつばら
an ultimate RayTrap game, and the only one I’d actually consider recommending. it has elements of all the other RayTraps that came before it, all neatly packaged into one game. there’s a decent amount of content too, about an hour or two — but as always with hour estimates, your mileage may vary. this game is the most polished, well-executed and well-made RayTrap game to date. it encapsulates many elements of the earlier games, like cryptic secrets, traps and room design. this game’s stages and bosses (to a degree) are often reminiscent of something you’d see in Butterfly. this indicates the development and gradual evolution of Rei’s iconic style into what it was near the end of his gamemaking career. the bosses aren’t too representative of Rei’s greatness as a maker, but they are creative I’d say
there are 6 stages and 5 bosses counting the final stage and final boss. the secrets are somewhat hard to guess as I said, but nowhere near on the same level as the OKAERI version of RayTrap. these well-hidden secrets had a positive effect — in the way that the water stage has one of the most clever secrets in any fangame I’ve ever played. a notably annoying boss is Rumia (or whoever the blonde girl is). her fight feels super luck-based and her attacks work in a stupid way. you essentially pray for her not to a) heal and b) instantly murder you with the circle attack. the other bosses are less notable and are typical adventure game bosses
my favorite parts of the game are the RayTrap reminiscence stage, the final stage and the final boss. the final stage is where Rei really put in the effort and made something great. I genuinely really love Rei’s style, to me it’s the essence of classic adventure. it encapsulates everything right with the genre, something very few games can accomplish. additionally, you can sense the future influence this had on Butterfly with some of the gameplay ideas seen in the final stage. you have to have played both in order to see what I’m talking about — if you do however, it’ll be something you can’t unsee. the final boss is quite fun, it’s a simple RNG-based avoidance with a few patterns that aren’t super hard to learn. it’s quite a nice and easy fight that doesn’t drag on for too long. another positive trait the maker exhibits is exactly this: Rei is consistently great at making avoidances. despite it being a subjective matter, I can’t really find a complaint that doesn’t fall under nitpicking
overall a solid adventure game. if you wanna play a RayTrap game for whatever reason, or you just wanna play an unknown, unplayed or obscure adventure game, this wouldn’t be a bad choice
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there are 6 stages and 5 bosses counting the final stage and final boss. the secrets are somewhat hard to guess as I said, but nowhere near on the same level as the OKAERI version of RayTrap. these well-hidden secrets had a positive effect — in the way that the water stage has one of the most clever secrets in any fangame I’ve ever played. a notably annoying boss is Rumia (or whoever the blonde girl is). her fight feels super luck-based and her attacks work in a stupid way. you essentially pray for her not to a) heal and b) instantly murder you with the circle attack. the other bosses are less notable and are typical adventure game bosses
my favorite parts of the game are the RayTrap reminiscence stage, the final stage and the final boss. the final stage is where Rei really put in the effort and made something great. I genuinely really love Rei’s style, to me it’s the essence of classic adventure. it encapsulates everything right with the genre, something very few games can accomplish. additionally, you can sense the future influence this had on Butterfly with some of the gameplay ideas seen in the final stage. you have to have played both in order to see what I’m talking about — if you do however, it’ll be something you can’t unsee. the final boss is quite fun, it’s a simple RNG-based avoidance with a few patterns that aren’t super hard to learn. it’s quite a nice and easy fight that doesn’t drag on for too long. another positive trait the maker exhibits is exactly this: Rei is consistently great at making avoidances. despite it being a subjective matter, I can’t really find a complaint that doesn’t fall under nitpicking
overall a solid adventure game. if you wanna play a RayTrap game for whatever reason, or you just wanna play an unknown, unplayed or obscure adventure game, this wouldn’t be a bad choice
Rating: 6.8 68
Difficulty: 54 54
May 30, 2025
xva
For: I wanna be the RayTrapおかえり
For: I wanna be the RayTrapおかえり
a more complete RayTrap game in the form of a simple hub-based 4-stage adventure game. it’s the classic “x stages with one secret and one boss each where the secrets unlock a final stage”
the needle is trap-based as the title may lead some to think. I’m alluding to the fact that what is translated as “trap” in Japanese actually has nothing to do with the English word “trap”. the needle isn’t very hard but the secrets are quite cryptic and difficult to figure out. the secrets themselves aren’t any harder than the regular needle, it’s just that they’re hidden very well. secrets 1 and 2 are clever but possible to figure out on your own. however, secret 3 is very cryptic and nigh-impossible to figure out. it’s on the same level as something the Angry Video Game Nerd would complain about. you have to shoot one left-facing and one right-facing button so that their combined instance ID values equal to zero. without decompiling the game, you’re essentially left guessing as to what you’re meant to do to get the secret. this is also likely why the only other review of this game claims there are 3 stages, when in reality there are 4
the bosses are alright, they’re mostly RNG-based traditional adventure game fights with a simple gimmick/idea thrown in. nothing too difficult as always. while we’re here I should also mention how the final stage has the most structured platforming and the best boss. the final boss/avoidance is a classic Rei-style cherry barrage. good song, fun reads and a good time overall. it’s quite short but it maks up for it with that hard ass curving at the end. that isn’t something you really see at this difficulty
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the needle is trap-based as the title may lead some to think. I’m alluding to the fact that what is translated as “trap” in Japanese actually has nothing to do with the English word “trap”. the needle isn’t very hard but the secrets are quite cryptic and difficult to figure out. the secrets themselves aren’t any harder than the regular needle, it’s just that they’re hidden very well. secrets 1 and 2 are clever but possible to figure out on your own. however, secret 3 is very cryptic and nigh-impossible to figure out. it’s on the same level as something the Angry Video Game Nerd would complain about. you have to shoot one left-facing and one right-facing button so that their combined instance ID values equal to zero. without decompiling the game, you’re essentially left guessing as to what you’re meant to do to get the secret. this is also likely why the only other review of this game claims there are 3 stages, when in reality there are 4
the bosses are alright, they’re mostly RNG-based traditional adventure game fights with a simple gimmick/idea thrown in. nothing too difficult as always. while we’re here I should also mention how the final stage has the most structured platforming and the best boss. the final boss/avoidance is a classic Rei-style cherry barrage. good song, fun reads and a good time overall. it’s quite short but it maks up for it with that hard ass curving at the end. that isn’t something you really see at this difficulty
Rating: 6.0 60
Difficulty: 49 49
May 29, 2025
xva
For: I wanna be the RayTrapおかわり
For: I wanna be the RayTrapおかわり
this RayTrap differs from the other three, as this one consists of an avoidance boss rush that isn’t even tangentially related to the other two RayTrap games. there’s some short platforming followed by 4 bosses that are of varying quality and length. nothing is really super fun or well-made, but some of the bosses are charming
old habits die hard, as all of these avoidances have Rei’s signature long intros where you do absolutely nothing
- top left warp is a long (3min+) and boring avoidance with one of the most disrespectful endings I’ve ever seen in any avoidance ever. I’m not spoiling what it is, you’ll just have to be surprised and find out
- bottom left warp is some fun and easy pattern stuff that isn’t too hard to learn. there isn’t anything too unreasonable or tedious to learn, it’ll take 15 minutes maximum
- top right warp is a boring and learny old-style vocaloid avoidance that boils down to memorizing instagibs. there’s a bit of weird RNG in the fight but most of its difficulty still comes from memorization. the boss room uses a bit of a weird tileset but it’s whatever. makes it more memorable if you wanna look at it that way
- bottom right warp is the best avoidance in the game. a few predictable patterns, some fun and fast RNG and a pretty good song. there’s not a lot of waiting in this one surprisingly (or maybe I was desensitized to it since I cleared this one last)
there’s also a final Reimu boss in the gamefiles that isn’t used. I wonder why since the code for it seems finished and functional
unfortunately not a great game, it’s often very tedious and there isn’t much to do
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old habits die hard, as all of these avoidances have Rei’s signature long intros where you do absolutely nothing
- top left warp is a long (3min+) and boring avoidance with one of the most disrespectful endings I’ve ever seen in any avoidance ever. I’m not spoiling what it is, you’ll just have to be surprised and find out
- bottom left warp is some fun and easy pattern stuff that isn’t too hard to learn. there isn’t anything too unreasonable or tedious to learn, it’ll take 15 minutes maximum
- top right warp is a boring and learny old-style vocaloid avoidance that boils down to memorizing instagibs. there’s a bit of weird RNG in the fight but most of its difficulty still comes from memorization. the boss room uses a bit of a weird tileset but it’s whatever. makes it more memorable if you wanna look at it that way
- bottom right warp is the best avoidance in the game. a few predictable patterns, some fun and fast RNG and a pretty good song. there’s not a lot of waiting in this one surprisingly (or maybe I was desensitized to it since I cleared this one last)
there’s also a final Reimu boss in the gamefiles that isn’t used. I wonder why since the code for it seems finished and functional
unfortunately not a great game, it’s often very tedious and there isn’t much to do
Rating: 5.2 52
Difficulty: 44 44
May 29, 2025
xva
For: I wanna be the RayTrap
For: I wanna be the RayTrap
a bit of a mess really, there isn’t a lot to learn or gain from this game. it plays like it’s super ancient, as if it’s from 2009. the RayTrap games are essentially a collection of games that stayed unplayed and undocumented for a while. they aren’t super hard or interesting, but they display a few interesting ideas here and there that indicate the beginnings of Rei’s gamemaking genius. it’s fascinating to see that Butterfly is what eventually came of Rei and his work — a game that’s far, far removed from this one
the needle is scatterbrained and filled with awkward traps and instagibs, not many coherent ‘jumps’ to speak of. saves are short and don’t make much sense. the needle is really not the highlight though, it’s the bosses. one of the bosses is just a cherry boss that isn’t notable at all, but the other two are interesting. the 2nd boss, being Miku, uses what I think is the most overplayed song in avoidance history. you already might know what it is, but I won’t spoil it. it’s got one of the most out-there patterns I’ve ever seen right at the beginning. I feel as if Rei didn’t really have a firm grasp of how coding in GMK really worked, since all the patterns are extremely barebones to the point where you can tell exactly what code was used without needing to decompile the game. other than that it’s got one learny pattern in the middle of the avoidance that’s kinda annoying. the Reimu platforming area that comes after is quite goofy and unusual, and so is the boss that follows. I might be insane but I’m fairly certain it has a required apple align. intentional or not, that is silly as hell. the attacks are actually quite fun despite the patterns being archaic and the RNG being simple. the song is good and I enjoyed the fight. the game ends shortly after
oh yeah and Remilia makes an appearance like three times so watch out for that
messy, strange but definitely charming. many of the design choices are unusual and border on avant-garde, which I really enjoy
[0] Likes
the needle is scatterbrained and filled with awkward traps and instagibs, not many coherent ‘jumps’ to speak of. saves are short and don’t make much sense. the needle is really not the highlight though, it’s the bosses. one of the bosses is just a cherry boss that isn’t notable at all, but the other two are interesting. the 2nd boss, being Miku, uses what I think is the most overplayed song in avoidance history. you already might know what it is, but I won’t spoil it. it’s got one of the most out-there patterns I’ve ever seen right at the beginning. I feel as if Rei didn’t really have a firm grasp of how coding in GMK really worked, since all the patterns are extremely barebones to the point where you can tell exactly what code was used without needing to decompile the game. other than that it’s got one learny pattern in the middle of the avoidance that’s kinda annoying. the Reimu platforming area that comes after is quite goofy and unusual, and so is the boss that follows. I might be insane but I’m fairly certain it has a required apple align. intentional or not, that is silly as hell. the attacks are actually quite fun despite the patterns being archaic and the RNG being simple. the song is good and I enjoyed the fight. the game ends shortly after
oh yeah and Remilia makes an appearance like three times so watch out for that
messy, strange but definitely charming. many of the design choices are unusual and border on avant-garde, which I really enjoy
Rating: 3.0 30
Difficulty: 51 51
May 29, 2025
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