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143 Reviews
phgQED
For: Wake up
For: Wake up
An adventure to 16px ledgeland. The tileset is nice but kinda close to default, the music is two mixes of Canon in D (and not good ones, nor do they loop properly), and the game itself is very short. I enjoyed getting the raw sense of the designer's preferences, since 16px/ledge stuff is in every screen to an absurd degree. I'm ambivalent about whether I would recommend this game strictly on its own merit or even for people who really enjoy 16px stuff, but it was enjoyable for me, even though it certainly won't hold up as one of my favorites. Just a short vision into someone's creative mindset with a piece of classical music I really like. The end.
Time: ~26min
Deaths: 412
[0] Likes
Time: ~26min
Deaths: 412
Rating: 5.6 56
Difficulty: 37 37
Jan 7, 2022
phgQED
For: Narsarsuaq
For: Narsarsuaq
"Narsarsuaq (lit. Great Plan;[2] old spelling: Narssarssuaq) is a settlement in the Kujalleq municipality in southern Greenland. It had 123 inhabitants in 2020.[3] There is a thriving tourism industry in and around Narsarsuaq, whose attractions include a great diversity of wildlife, gemstones, tours to glaciers, and an airfield museum." - Wiki
The location might explain the generally low-key/chill-tone vibes and aesthetic in this game. Overall the needle is not too dense but is also somewhat punishing in its orientation. Saves are short but jumps are buffed as a result, and something about the entire experience just felt 'troll-ish'. Not deliberate spike traps or anything like that, but just a general sense of malice to the needle configurations. Also, lots of gates. Shout outs to gates every time.
Intermediate difficulty but on the tighter side, not necessarily recommended unless you're v. bored or looking for time to kill.
Time: ~20min
Deaths: 656
[0] Likes
The location might explain the generally low-key/chill-tone vibes and aesthetic in this game. Overall the needle is not too dense but is also somewhat punishing in its orientation. Saves are short but jumps are buffed as a result, and something about the entire experience just felt 'troll-ish'. Not deliberate spike traps or anything like that, but just a general sense of malice to the needle configurations. Also, lots of gates. Shout outs to gates every time.
Intermediate difficulty but on the tighter side, not necessarily recommended unless you're v. bored or looking for time to kill.
Time: ~20min
Deaths: 656
Rating: 3.5 35
Difficulty: 42 42
Jan 7, 2022
phgQED
For: I wanna be the Tethys
For: I wanna be the Tethys
"In Greek mythology, Tethys was a Titan daughter of Uranus and Gaia, a sister and wife of the Titan Oceanus, and the mother of the river gods and the Oceanids. Although Tethys had no active role in Greek mythology and no established cults,[2] she was depicted in mosaics decorating baths, pools, and triclinia in the Greek East, particularly in Antioch and its suburbs, either alone or with Oceanus." - Wiki
This is a perfect articulation of what makes dopamine's style of game theirs: the wobbling, psychedelic aesthetic. The contrived and contorted level geometries that still somehow feel open and even inviting sometimes. The constant background vibration of unearthly music that pulses like a human heartbeat. And the jumps that are never quite what they seem... sometimes difficulty is thrown in your face, other times, it sneaks up on you sideways, in a jump you swore you recognized and could do easily, until an extra spike or pair of teeth forces you to confront a familiar situation in an unfamiliar way. None of the levels use the 'full' screen, which somehow makes each screen feel more like an 'entity' or an 'object' than a cohesion of multiples... everything seems strewn and designed to elicit an emotional response via the technical, rather than the other way around. It is, in practice, a very absurd thing to attempt to describe... but this game feels alive somehow. It feels like a piece of a lineage. A work in a series of greater works. It is, in short, one of my favorite fangames, and probably my favorite 'style' of fangame of all time.
There are no gimmicks in this needle game, even soft ones (like platforms or vines). Just you, some blocks, some spikes, and a sense that your experience is being orchestrated in a bizarre, unseen way.
Flatly recommended to everyone.
Time: 3hr17min
Deaths: 3275
[4] Likes
This is a perfect articulation of what makes dopamine's style of game theirs: the wobbling, psychedelic aesthetic. The contrived and contorted level geometries that still somehow feel open and even inviting sometimes. The constant background vibration of unearthly music that pulses like a human heartbeat. And the jumps that are never quite what they seem... sometimes difficulty is thrown in your face, other times, it sneaks up on you sideways, in a jump you swore you recognized and could do easily, until an extra spike or pair of teeth forces you to confront a familiar situation in an unfamiliar way. None of the levels use the 'full' screen, which somehow makes each screen feel more like an 'entity' or an 'object' than a cohesion of multiples... everything seems strewn and designed to elicit an emotional response via the technical, rather than the other way around. It is, in practice, a very absurd thing to attempt to describe... but this game feels alive somehow. It feels like a piece of a lineage. A work in a series of greater works. It is, in short, one of my favorite fangames, and probably my favorite 'style' of fangame of all time.
There are no gimmicks in this needle game, even soft ones (like platforms or vines). Just you, some blocks, some spikes, and a sense that your experience is being orchestrated in a bizarre, unseen way.
Flatly recommended to everyone.
Time: 3hr17min
Deaths: 3275
Rating: 10.0 100
Difficulty: 58 58
Jan 7, 2022
phgQED
For: I wanna deride Kotaro- from aslant
For: I wanna deride Kotaro- from aslant
A simple gimmickless needle game that takes the shape of an adventure through a small castle, with pillars and banging dance music. The pathing is mostly linear with a few creative loop-arounds that take advantage of the connected screens. The hardest named jump is probably an f-jump, but there are a few non-named jumps that were for some reason harder than anything else in the rest of the game. A great introduction to needle games or for a beginner looking to see what else is out there.
Time: ~25min
Deaths: 181
[0] Likes
Time: ~25min
Deaths: 181
Rating: 7.7 77
Difficulty: 26 26
Jan 7, 2022
phgQED
For: I Wanna 8-)
For: I Wanna 8-)
A really cute short needle game with small screens and variations on named jumps. There are a few pseudo avoidance sections that involve fruit patterns, and the occasional "what the heck is this doing here" spike in difficulty. It was fun to have a glimpse into the creator's preferences and what kind of jumps they preferred even early in their aiwanna experience. In particular, I noticed a few corners, great use of jump refreshers, occasional mashing challenges which required very high input speed, and a baby version of the stage 9 consistency test we'd all come to know and love. It's not called that, or anything, nor is it much more than a corner in a room with a platform... but it hints at greater dreams to one day come. It has a wonderful clear song.
Also, what is the mystery of the creature? I wish to one day know its aims and intentions.
Time: ~22min
Deaths: 438
[2] Likes
Also, what is the mystery of the creature? I wish to one day know its aims and intentions.
Time: ~22min
Deaths: 438
Rating: 6.9 69
Difficulty: 38 38
Jan 7, 2022
11 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna be the (mis)Nomer | 68.4 | 4.9 | 11 |
I Wanna be the AIW | 56.0 | 6.9 | 25 |
I Wanna be the Fleeting Flower Forever | 71.8 | 7.1 | 7 |
Heart-Shaped Triangle | 61.8 | 7.6 | 10 |
I Wanna Meet the Oracle at Delphi | 65.2 | 5.8 | 10 |
I Wanna One Day Wonder | 44.6 | 7.5 | 11 |
Stranded. | 67.9 | 6.6 | 10 |
Suffering | N/A | 6.5 | 4 |
I Wanna [VERB] the [ADJECTIVE] [NOUN] | 67.9 | 6.3 | 11 |
I Wanna – | 61.3 | 5.9 | 8 |
I Wanna — | 55.3 | 7.6 | 12 |
38 Favorite Games
128 Cleared Games