Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
Bio:
Hi, I'm Jopagu. She/They pronouns please :)
I don’t play much avoidance so my diff ratings on those might be scuffed.
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425 Ratings!
423 Reviews!
10 Screenshots!
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425 Games
423 Reviews
Jopagu
For: I want
For: I want
This is perhaps the hardest review I've had to write out of almost 150 fangames reviewed so far. I legitimately do not know what to say about this game. I don't know if I can recommend it, heck I don't even know if I actually had fun.
Now, that's kind of hyperbole. It took me most of the game to crystalize my thoughts, but by the time of writing this review I can say that I enjoyed this game. It's a one of a kind experience, that's for sure. I love fangames that try new things, and get weird with it, and I Want is the epitome of that. Not everything works out well, and some sections are particularly uncomfortable to play, but every area at least had me respecting the idea, and the balls to publish it. I could nitpick and talk about every little thing I loved, and everything I disliked, but I think that would be doing a disservice to the game. So I'm just going to tell you to play it, and enjoy the surprises. This isn't for everyone, not by a long shot, but I think you should at least watch a video of this. It's a one of a kind fangame, and an experience that I think everyone here should have, for better or for worse.
Also, visual challenge needle based.
[1] Like
Now, that's kind of hyperbole. It took me most of the game to crystalize my thoughts, but by the time of writing this review I can say that I enjoyed this game. It's a one of a kind experience, that's for sure. I love fangames that try new things, and get weird with it, and I Want is the epitome of that. Not everything works out well, and some sections are particularly uncomfortable to play, but every area at least had me respecting the idea, and the balls to publish it. I could nitpick and talk about every little thing I loved, and everything I disliked, but I think that would be doing a disservice to the game. So I'm just going to tell you to play it, and enjoy the surprises. This isn't for everyone, not by a long shot, but I think you should at least watch a video of this. It's a one of a kind fangame, and an experience that I think everyone here should have, for better or for worse.
Also, visual challenge needle based.
Rating: 8.7 87
Difficulty: 59 59
Aug 4, 2022
Jopagu
For: I Wanna Catch the Clown
For: I Wanna Catch the Clown
Catch the Clown is an incredible tech demo, and a decent game. I think it's worth noting that you should go into this like a tech demo, cause if you just pay attention to the gameplay the ratings on this might feel a point or two too high.
Catch the Clown is an homage to classic gamemaker tutorial games. I fiddled around with a lot of these as a child, and playing this unlocked memories that were nearly forgotten, making this quite a nostalgic experience for me. The game is mostly needle with traps, and some puzzly elements. None of that is super special, and if not for the cute sprites the needle would be quite generic. The game peaks with a cool driving section, reminiscent of about 10,000 Flash games. This section is really cool to see in a fangame, and left me with a big smile. The other highlight is the final boss, which ends with an awesome space shooter. However there are a few complaints, like the first phase being quite random, and the second phase lacking variety, with attacks lasting a long time. It's still a pretty fun boss, but the visuals and theme back up somewhat weaker gameplay.
The game really shines as a demonstration of Renex's work making GM8.2, Renex engine, and just general programming competence. There's 3d animation, reflective surfaces, and crazy animations galore. I really like the fiddling with the title bar that happens. With these things in mind, the game is much better, as the crazy feats of gamemaking make the quality of the gameplay almost irrelevant. Renex has quickly become the most prominent figure on the programming side of the community, and I look forward to seeing the other heights he reaches. (His next game already looks likely to top this 10x over, so this excitement is quite justified).
[2] Likes
Catch the Clown is an homage to classic gamemaker tutorial games. I fiddled around with a lot of these as a child, and playing this unlocked memories that were nearly forgotten, making this quite a nostalgic experience for me. The game is mostly needle with traps, and some puzzly elements. None of that is super special, and if not for the cute sprites the needle would be quite generic. The game peaks with a cool driving section, reminiscent of about 10,000 Flash games. This section is really cool to see in a fangame, and left me with a big smile. The other highlight is the final boss, which ends with an awesome space shooter. However there are a few complaints, like the first phase being quite random, and the second phase lacking variety, with attacks lasting a long time. It's still a pretty fun boss, but the visuals and theme back up somewhat weaker gameplay.
The game really shines as a demonstration of Renex's work making GM8.2, Renex engine, and just general programming competence. There's 3d animation, reflective surfaces, and crazy animations galore. I really like the fiddling with the title bar that happens. With these things in mind, the game is much better, as the crazy feats of gamemaking make the quality of the gameplay almost irrelevant. Renex has quickly become the most prominent figure on the programming side of the community, and I look forward to seeing the other heights he reaches. (His next game already looks likely to top this 10x over, so this excitement is quite justified).
Rating: 8.5 85
Difficulty: 55 55
Aug 4, 2022
Jopagu
For: I Want to Meet Miki
For: I Want to Meet Miki
Meet Miki is a fun adventure game with some spooky vibes and a variety of cool gimmicks. Be warned however, that when the game says it has four stages, it means that like a math teacher. The first three stages each have four sub-stages, making the game secretly quite long. However, it's pretty enjoyable. The first stage is a traditional adventure, and is the only part of the game with bosses. The bosses were pretty cool, so I would've liked to see them in the other stages. The 2nd and 3rd stages are gimmick platforming, with the 2nd being more traditional and the 3rd being more needly. Both of them has some really cool gimmicks, although some in the 2nd stage especially are a bit awkward. I really loved the ledge grab gimmick in stage 3 though. Stage four is really cool, at least in theory. I felt like it really underdelivered, which was a massive disappointment. There are only two puzzles, and then a whole lot of walking around and waiting. The final stage is relatively short, introducing a fun but kinda jank gimmick. There's an optional boss, but the game recommends only doing it if you're going for true end, and since I hadn't found any secrets I skipped it. Overall, the game is decent, with a lot of cool ideas for gimmicks. Several parts underdeliver though, so the game winds up as a bit of a mixed bag.
[0] Likes
Rating: 8.0 80
Difficulty: 50 50
Aug 4, 2022
Jopagu
For: Shiz Nits
For: Shiz Nits
Shiz Nits is a very unique experience, with an eclectic mix off 90's music, creative visuals, and movement gimmicks. The theming is fun, and I love the soundtrack, but having the same visuals the whole time gets a bit old. It changes things up a bit with different killers, like circles and hearts. The screen layout design is the highlight of this game, with diagonal kill blocks, circles, and more. The layouts are super unique, creating needle that looks different from any other fangame I've played. The main movement gimmick is really fun, and my biggest complaint about the game is that this isn't used more. There are a plethora of screens that don't use the main gimmick, instead just making normal precise needle. Additionally, until the final screen there's never any enforced timing, meaning the potentially awesome flowing sections that this gimmick enables non-existent. The final boss is really cool, it's not too hard, with HP I beat it in <5 tries. It has several really unique attacks, and managed to create a really fun experience that isn't difficult or learny. Overall, this game is an easy recommendation since it's so short, and an experienced player can digest this uniquely enjoyable game in under half an hour.
[0] Likes
Rating: 8.5 85
Difficulty: 49 49
Aug 3, 2022
Jopagu
For: I wanna kill the Kermit 2
For: I wanna kill the Kermit 2
Kermit 2 is a classic fangame well deserving of that title. The game takes you on a massive journey, through extreme landscapes, psychedelic dreamscapes, and Florida. It has that Wonderful charm, with simplistic graphics and music with lyrics(!!). The game combines those things with really fun platforming, and bosses that are mostly simple but enjoyable. In another rare move, the bosses are easier than the platforming, allowing needle focused players to enjoy a higher level adventure game without getting walled by bosses and avoidances. The game goes through three hubs, with some connecting segments.
The first hub features an ice area, which I found to be a bit annoying due to some awkward screen transition jumps. However, the area ends with a really fun sleigh ride section, that I wish had a few more screens! Next, this hub has the down under. This game has some fun trigger pathing, and a funny miniboss, before a boss at the end. I enjoyed most of this stage, but this was probably my least favorite boss, due to the necessity of getting close to things that are spawning bullets. Thirdly, this hub has the moon. This area is one of my favorites, using David Bowie's Space Oddity to create a haunting but beautiful area. The low gravity platforming is really fun, and is some of the best usage of the gimmick that I've seen. The second half of the area loses the gimmick, and has some cute little aliens running around. After a funny trap, the game goes into a fun boss set to some boppin' Daft Punk.
The second hub has the best area in the game, the puppet stage. This stage has some really cool visuals, with black gooey enemies. The stage has a lot of completely unique bizarre creatures, that only show up once. This area reminded me somewhat of GENKI, mixed with The End Is Nigh. The boss to this stage is incredible, and one of the best fangame bosses I've seen, period. It does a great job of utilizing the gun, requiring for attacks in ways more varied than "shoot the boss". Secondly, this hub has a 32px precision needle stage. It was... fine. There are some cool jumps in there, but there is some major save balance issues, and the needle flows way differently than the rest of the game. Overall this area ended up feeling like a down point in the game, especially since the boss is quite weak. The third area in the hub is a greyscale guy tile area, with a heavier focus on traps. I understand the purpose of this area both from a gameplay standpoint and thematically, but it ends up being the least memorable stage in the game. The hub ends with a guy tower using a cool shoot water gimmick. This is one of the hardest spots in the game, but it's really fun throughout. It ends with what I felt was the hardest boss in the game. The boss is pretty fun, and I really like the easy avoidance it ends with. However, I felt it could do with being a bit easier, to better flow with the rest of the game.
The third hub is an epic conclusion to the game. The first area is a beautiful psychedelic area, making strong use of symmetric needle design and moving spikes. It ends with a cute mini-avoidance, and winds up being enjoyable, although the easiest part of this hub. The second area is Florida. It's a funny Sudoku-ish area with a boss that's kinda funny but a bit annoying. Not much else to say about this place, it's cute and I'm glad it was included. The third area is a cool concept, where you have to beat it with no saves, gaining 5 extra lives each screen. It's fun, although a couple screens were much harder than the rest, and the only major life drains.
The game ends with another guy tower, this one reusing bits from every other stage. It's a cool finale, taking you back through all your memories of the game and creating some really fun, though brutally hard, platforming. The final boss is an epic conclusion, with a short avoidance section, an attacking period, and then a second phase. I really like how Wonderful managed to make a climactic final boss that's long and varied without making it the hardest part of the game. I particularly enjoy the second phase, the spikes rising from the floor make for some fun dodges.
Overall, I can't recommend this game enough for fans of adventure games, particularly the needle inclined. The game has a fantastic sense of style, really fun platforming, and some great bosses. The Kermit series really feels like the pinnacle of the pre-modern era of adventure games, bridging the gap between modern polish and classic charm.
Also, I'd recommend you go read Marc's review, it's a great exploration of the themes in the Kermit series.
[0] Likes
The first hub features an ice area, which I found to be a bit annoying due to some awkward screen transition jumps. However, the area ends with a really fun sleigh ride section, that I wish had a few more screens! Next, this hub has the down under. This game has some fun trigger pathing, and a funny miniboss, before a boss at the end. I enjoyed most of this stage, but this was probably my least favorite boss, due to the necessity of getting close to things that are spawning bullets. Thirdly, this hub has the moon. This area is one of my favorites, using David Bowie's Space Oddity to create a haunting but beautiful area. The low gravity platforming is really fun, and is some of the best usage of the gimmick that I've seen. The second half of the area loses the gimmick, and has some cute little aliens running around. After a funny trap, the game goes into a fun boss set to some boppin' Daft Punk.
The second hub has the best area in the game, the puppet stage. This stage has some really cool visuals, with black gooey enemies. The stage has a lot of completely unique bizarre creatures, that only show up once. This area reminded me somewhat of GENKI, mixed with The End Is Nigh. The boss to this stage is incredible, and one of the best fangame bosses I've seen, period. It does a great job of utilizing the gun, requiring for attacks in ways more varied than "shoot the boss". Secondly, this hub has a 32px precision needle stage. It was... fine. There are some cool jumps in there, but there is some major save balance issues, and the needle flows way differently than the rest of the game. Overall this area ended up feeling like a down point in the game, especially since the boss is quite weak. The third area in the hub is a greyscale guy tile area, with a heavier focus on traps. I understand the purpose of this area both from a gameplay standpoint and thematically, but it ends up being the least memorable stage in the game. The hub ends with a guy tower using a cool shoot water gimmick. This is one of the hardest spots in the game, but it's really fun throughout. It ends with what I felt was the hardest boss in the game. The boss is pretty fun, and I really like the easy avoidance it ends with. However, I felt it could do with being a bit easier, to better flow with the rest of the game.
The third hub is an epic conclusion to the game. The first area is a beautiful psychedelic area, making strong use of symmetric needle design and moving spikes. It ends with a cute mini-avoidance, and winds up being enjoyable, although the easiest part of this hub. The second area is Florida. It's a funny Sudoku-ish area with a boss that's kinda funny but a bit annoying. Not much else to say about this place, it's cute and I'm glad it was included. The third area is a cool concept, where you have to beat it with no saves, gaining 5 extra lives each screen. It's fun, although a couple screens were much harder than the rest, and the only major life drains.
The game ends with another guy tower, this one reusing bits from every other stage. It's a cool finale, taking you back through all your memories of the game and creating some really fun, though brutally hard, platforming. The final boss is an epic conclusion, with a short avoidance section, an attacking period, and then a second phase. I really like how Wonderful managed to make a climactic final boss that's long and varied without making it the hardest part of the game. I particularly enjoy the second phase, the spikes rising from the floor make for some fun dodges.
Overall, I can't recommend this game enough for fans of adventure games, particularly the needle inclined. The game has a fantastic sense of style, really fun platforming, and some great bosses. The Kermit series really feels like the pinnacle of the pre-modern era of adventure games, bridging the gap between modern polish and classic charm.
Also, I'd recommend you go read Marc's review, it's a great exploration of the themes in the Kermit series.
Rating: 8.8 88
Difficulty: 74 74
Aug 1, 2022
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 53.0 | 6.7 | 15 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 7 |
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