Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
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Hi, I'm Jopagu. She/They pronouns please :)
I don’t play much avoidance so my diff ratings on those might be scuffed.
Clears list is all the games I played before I started reviewing them. I'm trying to slowly go through those and replay/review them all.
I review games based on how much I would recommend them to others. 0s are reserved for games I do not recommend for ethical reasons. This does not mean I have anything against people playing or enjoying those games.
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504 Ratings!
499 Reviews!
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504 Games
499 Reviews
For: I wanna make the Novelty
A lot of the stages boil down to just needle, and these are definitely the weakest. The needle design is very outdated, with a lot of jumps that are a bit awkward, particularly in the infinite jump stage, and the screen wrap stage, which has some jumps that are really out of place in difficulty.
Another sore spot is the traps, which are often in annoying places. The worst offenders are the second stage, which is pure pick a path guesswork and thus extremely annoying to play, and the seventh, which adds traps at the end of slow autoscroller sections.
Of course, the game is not all bad. The black and white gimmick is awesome, definitely the most fun stage for me. In addition, the bosses are pretty decent, if a bit boring and unoriginal.
Overall, this game is an alright one to play, but I wouldn't really recommend it unless you have nothing else to play. I think the second game in this series does a lot of the same ideas much better, so I would recommend playing that one over this.
For: I wanna be the GOBOU
Gobou is perhaps one of the most unique fangames out there. In a rare turn of events, platforming takes the back seat, to the point where it's almost non-existent. Rather, the focus is on defeating enemies with a surprisingly vast arsenal of weaponry and skills.
Admittedly, the combat is rather simple. Most enemies don't move, they all have pretty simple attacks. For a lot of the game, it's pretty boring just sitting out of an enemy's range and attacking them until they die. The sections that have multiple enemies attacking at once somewhat alleviate this, but many saves are unfortunately just long strings of single enemies (with traps)!
The real highlight of the game is the incredible skill tree, which you unlock decently far into the game. It features three main classes you can choose between (essentially fighter, mage, rogue), and it also had a wide variety of neutral skills. I was pleasantly surprised by how much I was motivated to switch my kit around. Some enemies/bosses are easy to burst down with melee, while others require range, or the vertical beam attack to hit them above you. I also was switching between various buffs, to increase my energy, mana, or even speed. I at first thought a speed buff was useless, but I found a place for it in the final boss with it's large arena! This really kicked up my enjoyment of the game, as it made the combat more of a puzzle to figure out what build would best deal with a given save.
The bosses, while not particularly unique, are quite fun, as the skills create different combat paradigms than are usually featured in fangames. I had a lot of fun figuring out when I could safely use skill in order to maximize damage and defeat the bosses as quickly as possible.
Additionally, I would be remiss if I didn't mention some of the fun obstacles in the non combat sections. The minecart rides were really cool, they really spiced up the game and kept the middle from getting boring. I liked how the game used cycle based obstacles like crushers and lasers. There was also a cool maze section that was based around finding values to solve a math equation.
Ultimately, I may have had no idea what was going on in the Japanese story, but that doesn't mean I didn't have fun. Gobou was a super unique experience, and the skill tree was implemented really well to create a lot of variety in how you can approach things. Definitely a recommendation for adventure fans, with bonus points since it's very approachable to beginners.
For: I Wanna Kill The BLB 2: Nemesis Tamatou
The gameplay is similarly all over, with lots of different ideas thrown in. I had a pretty good time with all of it, though it never felt like anything really came together. The platforming parts are ultimately cute, but rather unmemorable. There is a cool puzzle minigame at one point that I had a lot of fun with. The bosses (final aside) were similarly a bit forgettable, though I enjoyed them despite this simplicity.
One thing that makes this game shine is the coin and upgrade system, which add some depth and let you have various options for improving your character. The upgrades all felt natural, and made the game feel a lot more special. One of the upgrades even lets you lower the difficulty, which makes the final boss in particular a lot easier. Due to this, the game is super approachable, and very beginner friendly, while still allowing experienced players to choose a tougher challenge.
The final boss is probably the best part of the game. It's super unique, really memorable, and the jokes manage to be funny even if I don't get them. The second part is super long, going through a lot of creative segments, but yet it keeps a low level of difficulty that stops it from getting annoying.
The game also has some secrets and an alternate ending, which makes it a prime candidate for a replay some day! Overall, I would highly recommend this to adventure fans, especially beginners, as it has a lot of charm while remaining relatively easy.
For: I wanna kill the Guy
The platforming is largely decent, though often uninspired. The choice to use a custom engine is bizarre, it adds very little and just makes the platforming feel very clunky. The platforming near the end also introduces a horrible spotlight effect. I'm not exaggerating when I say this might be the worst use of spotlight I've seen. It adds nothing except making you do blind jumps and hiding objectives. As mentioned, the game is filled with bugs, such as a teleporter that kills you if you're using a skin. I would've loved to compliment all the unlockable skins, but since the game prevented me from using them they are unfortunately wasted.
The far bigger issue is the bosses. It's incredible how each new boss made me feel like I was experiencing a new low of fangame design. The first boss is almost okay, except for the fact that you only get 1 attack per phase, meaning I left the boss without experiencing most of it's attacks. After this though, the bosses are just horrendous. Each of them is jam packed with bugs. At some point I tried counting them, but I actually lost track due to each boss having 5+ bugs, many of which were attempt killing. Even if you weren't getting bugs, the bosses are simply not fun to play. They all have slow, boring, and long intros before getting to a harder part. The difficulty comes from having to learn annoyingly precise patterns, or getting lucky in frustrating RNG sections. This culminates in having to replay a slog of an opening every time, hoping you don't get a bug that ruins the attempt, and then dying to having to learn some new attack or getting bullshit RNG.
Ultimately, the game really just needed more time in the oven, and some playtesting passes. Most of the bugs I experienced seem hard to miss, it's really incomprehensible how they made it in and were never patched. The game really just feels like stages were rushed out without testing or polish, instead just getting to the next stage as quick as possible (further evidenced by one stage missing a boss that was never added). There really should have been some focus on making sure existing content was functional and fun before adding more.
For: I wanna be the Co-op
Co-op is a game that shines for it's novelty, as one might expect. Having a game that is not only multiplayer, but has puzzles and platforming designed around two people, is super cool. The game really shines in it's platforming, particularly the two person pathing puzzles. Figuring out what both people have to do is really fun.
Unfortunately, I think the game has some major design flaws that make large portions of it unpleasant to play. The biggest issue is the bosses. The first two bosses are frankly abysmal, with mind-numbingly boring ordered attacks, making them long, learny slogs. The later bosses are actually pretty fun, at least if they were single player bosses. The main issue is that they are so long, when one person dies they have to sit there for several minutes while the other person continues. This creates a compounding effect where one person has more practice, and thus is continually doing better. The bosses could really do with some sort of revive or way for a dead player to contribute. Fundamentally, the bosses are just singleplayer bosses thrown in to a multiplayer game. I earlier praised the platforming for incorporating co-op aspects, but the bosses completely ignore that. I really wish they were in some way designed around the multiplayer aspect.
The platforming also has some sore spots, particularly in the final stage. Here, the game gets a bit too difficult for its own good, and the saves become annoying as both players need to do some precise jumps in the same attempt. Additionally, the multiplayer is implemented pretty poorly, with high latency and desync. This is fine for more puzzly sections, but a lot of saves require timing and reacting to your partner, which is very frustrating when your view of where they are is very unrealistic.
Ultimately, the game is still really cool. I didn't have problems with most of the platforming, and playing on the easy difficulty probably smooths out a lot of my complaints. Unfortunately, I found myself very frustrated with the bosses, and it really put a damper on the experience.
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 53.0 | 6.8 | 16 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 7 |
70 Favorite Games
68 Cleared Games