DelFruit News
Fangame Awards 2025 Nominations
The nomination form for The Fangame Awards 2025 is now open!
If you need a reminder of the format, you will be nominating your personal favorite games for each month of the year + the 4 classic "golden" categories we've always had + our 4 beloved Community Awards! You are able to submit up to 4 nominees (graded as 1st, 2nd, 3rd, and 4th places) you think best fit each category.
Here is the link to our form: https://forms.gle/jKyM8V9QExgSWkYP8
The forms are also available in Japanese, Chinese, and Korean. If you're unable to view it, Here is another form in English and Chinese at this link: https://shimo.im/forms/2MrtzAbs0ONiplAz/fill
(They'll be open for only 1 week, permanently closing on January 9th at 11:59 EST.)
Finally, The Fangame Awards 2025 will take place on February 21st at 4pm EST. The show will be streamed live on the Fangame Marathon Twitch channel: https://www.twitch.tv/fangamemarathon
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For: Glob
Regarding difficulty, I personally didn't find it particularly hard, so I’m giving it a 65.
Many people say this game is better than Morning Dew, but I’d like to offer my personal opinion: in terms of both level design and atmosphere, this game can't even touch Morning Dew. Even viewed from a 2026 perspective, Morning Dew remains incredibly ahead of its time, and there still isn't a game that surpasses it or captures the feeling I got when playing it. As for this game, GLOB, it feels very formulaic and cliché compared to Morning Dew.
Let's talk about the level design. Starting with the pure needle (jump-and-shoot) sections: I must say some parts are quite innovative, showing the author has a deep understanding of needle crafting. However, novel as they may be, some parts just don't feel good to play. They are sometimes overly precise or rely too much on muscle memory, and the difficulty balancing in certain spots is poor, so I didn't have much fun with them. Regarding the diverse gameplay, there is a huge variety, all built upon existing elements, but the design of the final two levels makes absolutely no sense to me. I genuinely can't imagine anyone who wouldn't find those last two stages boring. The final screen is complete nonsense—purely luck-based. There's also the second screen of the third-to-last stage, which requires shooting bullets through a 16px gap; the precision and reaction required were just too much, and I really disliked that part.
Why do I think this game is inferior to Morning Dew? What I'm about to say might offend some people, so let me apologize in advance. I honestly feel that anyone with even a basic understanding of gimmick needle crafting wouldn't give this game such a high score. This game getting a 9/10 is a bit overrated. I believe most gimmick games these days just follow the same formula: diversity of mechanics and inserting minigames every few stages. Clearly, GLOB is one of these games. I’m not denying the author's effort, but the game simply lacks a unique feel; at least for me, it plays just like any other cookie-cutter gimmick game. When I say it's overrated, I mean there are far better gimmick games out there. Predecessors like I Hate Double Turn Team did uniqueness and level design better, and later games like Trinkets surpassed it in atmosphere and gameplay, yet neither of those received higher than a 9.
Think carefully about the core design of the games I mentioned above—don't they all follow that same formula? Morning Dew is no exception, but Geogeo executed it far better than any of them. Although it has the widely criticized Rocket stage and the Full-Screen Ice stage, if you study the core design, you won't look down on those mechanics. Morning Dew's level design actually hides a complete learning system. The pure needle sections progress gradually in difficulty, and all the jumps are incredibly fluid. Taking the Rocket stage as an example of the gimmick sections: it has two parts, both executed brilliantly. The first part helps the player familiarize themselves with the rocket controls, and the second part—the chase sequence—requires the player to flexibly apply all the skills learned previously. That kind of architectural design really leaves me in awe. Add in the rich elemental content and the wildly imaginative minigames, and I am truly impressed by the author's design prowess. Geogeo truly treated Morning Dew as a standalone work of art. It's a pity that many players fail to grasp the profound depth of its level design.
I hope that one day, a game will finally appear that can truly replace Morning Dew.
For: Ebb Needle 2023
For: I wanna be the ReHasi
For: Crazy Back Dancers
This avoidance is absolutely miserable to play. You have 3 HP, but there are an infinite amount of luck checks scattered all throughout this avoidance, and each one has the potential to hit you more than once. Some of these are so egregious it becomes clear there wasn't nearly enough test play, so instead they decided to just slap some HP on and call it a day. The most obvious example I can think of is the attack where you're on a single platform inside of a star (right before the big fall). At the end of this attack, a circle closes in and you need to jump into the middle, but there is a very high chance an RNG cherry will hit you here anyways. If this was properly test played, then it should've been very obvious to pull the RNG away during this part. I could talk about all the other garbage attacks too, but that would take too long.
The chorus pattern is very easy and consistent once you learn it, but learning it is still fairly annoying. My advice is to not worry about getting hit before this attack if you're still learning the pattern. You absolutely need to know how to do it entirely hitless anyways if you want a better chance of clearing.
I don't even think the visuals are enough to make this a good viewing experience. You're better off just watching the official PV of the song if you want something to watch while listening to this song.
Seriously, stop making avoidances like this with poorly balanced RNG and HP. Just look at the reviews of "I wanna Love Rag" for example. This kind of design philosophy only works to make the least fun experience imaginable.
For: I wanna 零
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