I Wanna Take A Walk In The Sun

Creator: fha183

Average Rating
6.8 / 10
Average Difficulty
76.1 / 100
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Tags:

Adventure (1) Needle (7) Gimmick (7) Long (3)

Screenshots

  • by NightShark115

Creator's Comments:

fha183 [Creator]
This is just an ordinary long gimmick needle game

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Tagged as: Needle Gimmick Long
[3] Likes
Rating: N/A       Difficulty: 76 76
Sep 27, 2022

9 Reviews:

Kureist
I have something to say about the heated discussion in the Chinese community. Compared with Morning Dew, the game is not that experimental and well-coded. But why not jump out of this domain? Consider it as a normal fangame instead of just benchmarking it against Morning Dew. I know this game is made based on dew and many other games. But it does still have something new. During my test play, I don't actually feel bored, which makes me think it does have something desirable.
Another aspect, proposed by Lucien. He criticizes the circumstance of the game. He said although this is an imitation of morning dew, it has not imitated even the most basic stuff: atmosphere.
Let me explain my opinion. The game itself is not that bad, but the creator gave it an excessive position, which caused all the discussions.
Just like Auguste Rodin said, "A clumsy artist always carries other people's glasses." Get rid of the style of dew-like. The game might become better. So I still have a positive attitude towards this game, hoping such quarrel won't happen again.

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Tagged as: Adventure Needle Gimmick
[9] Likes
Rating: N/A       Difficulty: N/A
Oct 1, 2022
Cthaere
If you know nothing about this game and are interested in playing it, I would advise that you do not consume any piece of information about it save for the non-spoilered parts of the rest of this review, lest you decrease the quality of your own experience. Go into this game with an open mind and low expectations to get the most out of it.

I wanna take a walk in the sun is a long needle game which contains both JTool needle, CTool needle, and general gimmick needle in comparable amounts. The jtool needle is for the most part in modern style, taking after late CN2 - post CN3 games. Throughout the games, there are many throwbacks and references to other notable gimmick needle games such as Volatile Presence, Cry Myself To Sleep or Hydrate.

As far as gameplay is concerned, the game is mostly fun to play, if failing to stand out in many parts. For how long this game is, there were a meager few instances of me being wowed by it, although it is worth noting that they do exist, and that many modern gimmick needle games fail to achieve even that. As for the weaker parts, they are relatively uncommon, and while some of them feel intentional, many of them do not and seem to stand in violation of common modern needle design tropes, although I cannot recall anything that fully annoyed me. As for some of the overarching aspects of the game, removing snap from 98% of platforms would have made the game significantly better, and having a more healthy spread between jtool and the more creative parts would have done better than having all of the good stuff shoved in the 2nd half with pure jtool being 80% of the first half. While they are not too common, the vast majority of gameplay issues could likely have been fixed with better testplay, and so it is a bit disappointing to play the game in this state.

As far as the atmosphere goes, it borrows tilesets heavily from other games and occasionally song picks. In cases the song is taken as well, the atmosphere feels cheap, unoriginal and unfitting, while the parts with original music manage to clash jarringly in places and rarely work to create a good, cohesive atmosphere. The lack of dynamic visuals in 80% of the game as well as the usage of NANC2 default engine gimmicks with their sprites and SFX intact exacerbates these issues, as the game feels very flat and whatever immersion there does exist to be salvaged is swiftly broken by the nang triple jump star. This isn't to say the game is ugly, or that the soundtrack is bad, nor that the fit is so bad so as to reduce from the experience; However, for a game that feels as though it was trying to craft an atmosphere, it fails to do so, meaning rather than points being deducted for poor production, instead no bonus points are added for well executed one. In many cases, it does feel as though relatively little work and a minor overhaul of the soundtrack could have significantly increased both atmospheric cohesion and production feel, and so this aspect remains very disappointing.

All in all, if you can stomach 30+ screens of 70 diff jtool to get to the interesting stuff, I would recommend this, although even when you do get to the good stuff don't set your expectations too high; If you can't, you should probably refrain from this game.

And now, for the spoilered part:



So now it's time to address the elephant in the room: Morning dew.

It is extremely apparent the game tries modeling itself after Morning Dew. From the name, through the many, many stolen stage visuals, the attempt at the OST, even the post-credits cutscene. While I have said in the preamble that the player should not think about Dew lest they ruin their experience, it is inevitable the realization will happen at some point, simply due to it being at the very core of what this game seeks to achieve. As such, comparisons to Morning Dew are every bit justified, as the game itself invites them*.

And well, in every conceivable metric, this game does not live up to dew. However, it is important to know the effect of this: The comparison serves only to highlight the places this game is lacking, rather than make the game actively worse. This game isn't mediocre because it doesn't live up to Dew; It does not live up to Dew because it is mediocre**. And here lies the true problem in the comparison: Trying to be Dew means not being allowed to be mediocre, and this comparison sets the expectation that it will not be, one that cannot be fulfilled.

While I do believe this comparison is warranted, I would also want to point out a few things regarding it: First, it is only one perspective to look at the game, one which should not consume all of your field of vision. It is no more important than the analysis of the game as an independent game. Second, while the game does imitate dew, it feels much more as though it tries paying tribute to it (and the other games represented inside) rather than trying to become an alternative to it, and this must be taken into account when looking at the two side by side, as this casts a much more empathetic light on it.

While I cannot say my experience wasn't tainted by this knowledge, I do not think it had too big an effect, and as such I would still abide by the unspoilered part of the review. And yet, I do wish it lived up to Dew. It is what it is, though.


Footnotes:

*for those of you who wanna go "but you can't know what the creator was thinking!!!!": you're technically right, however judging solely from the game and readme, it is by far the most likely interpretation, and we've been playing the "trying to interpret the author" game from the moment art itself was born and came to the conclusion that such interpretations deserve their place and in some cases even overrule the author's word.

**"Mediocre", while ultimately the right word, has some unwanted connotations to it. To clarify, "mediocre" to me in this context means the game is not overtly creative or evocative, not that it is not fun or successful. I consider this to describe the vast majority of fangames, and there are many highly regarded games that I consider to fall in this definition of "mediocre", including some I have rated very highly. Games such as Vandal or Alphazetica would fall in this category: Bringing very little new to the table even at the time they came out, but being very enjoyable nonetheless. Again, there were a couple points this game managed to break free; However, as a whole, I would consider it to fall under this definition.

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[4] Likes
Rating: 7.0 70       Difficulty: 75 75
Oct 4, 2022
tuhkakuppi
Very long game. Loads of smooth needle, and the gimmicks are nonintrusive enough to not hinder progress out of nowhere.

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Tagged as: Needle Gimmick
[2] Likes
Rating: 7.0 70       Difficulty: 72 72
Oct 4, 2022
CanusAntonius
Was really enjoying this till during the gimmick platform stage rather early on it had a save that started with a corner and felt 20 difficulty higher than everything else in the game. Pretty disappointing considering everything else before this was rather fun, especially the first stage which involved moving cherries that made the saves interesting. I did expect the game to get harder due to the ratings, but not out of the blue like that and because of a random corner and some awkward as hell movement with the gimmick at the end.

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Tagged as: Needle Gimmick
[1] Like
Rating: N/A       Difficulty: N/A
May 2, 2023
theTics
Since I expected this game would last for like 10 screens, it felt so long for me. This might be the only fangame that my impression about the game changes multiple times during playing. There were about 5 moments I felt like 'this is gonna be an ending' but weren't. About halfway through the game, I stopped thinking about the ending and started to focus about the game itself. The needle and gimmicks in the game were pretty smooth to go through for the most part. Despite some saves that were a bit off the balance in my criteria, they were at a tolerable extent. Though I'll be lying if I say I wasn't bothered thinking about the originality of the game. I just can't seem to figure out why copying soundtracks and tilesets from other fangames would be good at any points. I think it just makes the game less creative. Aside that, the game has uniqueness in some cutscenes and neeldes. I can't say all of the journey was worth it given how long the game was, but they were definitely some parts that made me smile.

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Tagged as: Needle Gimmick Long
[1] Like
Rating: 7.2 72       Difficulty: 79 79
Feb 11, 2023