moogy's Profile
Send a PMJoined on: Sep 8, 2017
Bio:
It's all Kefit's fault.
I've submitted:
561 Ratings!
537 Reviews!
7 Screenshots!
Youtube Channel
Report this user
561 Games
537 Reviews
moogy
For: I Wanna Save My Boy
For: I Wanna Save My Boy
I agree with most of Kale's review, so I won't reiterate what he had to say. Just a few comments on stuff that jumped out at me:
I definitely agree that a precision platformer/needle game doesn't need a wide range of verbs to succeed, and in many cases giving the player too many actions or too much nuance in movement is actually detrimental to the overall design and play experience.
For better or worse, the jankier, more "fangame-y" elements of the game stick out for me more than the bulk of the platforming design, if only because they're so bizarre and inventive. Stuff like the spike room, the 254 platform, and the part where you have to defend Nelson while activating triggers may not be "polished" or conform to traditional ideas of what makes a game fun, but they have a certain flavor that makes them distinct and memorable.
I think the story is fine as-is (I find self-serious plots in I Wanna, of all things, to be pretty tiresome), but the gameplay side of things could have used more of a climax. Capping things off with a long save spanning an entire room is a bit of a cliche, but it can be effective when used properly and something similar would have been appreciated here. The final boss is hilarious and I loved it.
Overall, this definitely arzztt's best game so far, and I frequently found myself amazed by the sheer creativity he demonstrated in combining the various gimmicks and verbs to come up with new and exciting saves again and again. At the same time, I agree with the sentiment that he's probably taken this approach to design as far as it can go, and I'd like to see him venture out of his comfort zone and experiment more in future endeavors.
[1] Like
I definitely agree that a precision platformer/needle game doesn't need a wide range of verbs to succeed, and in many cases giving the player too many actions or too much nuance in movement is actually detrimental to the overall design and play experience.
For better or worse, the jankier, more "fangame-y" elements of the game stick out for me more than the bulk of the platforming design, if only because they're so bizarre and inventive. Stuff like the spike room, the 254 platform, and the part where you have to defend Nelson while activating triggers may not be "polished" or conform to traditional ideas of what makes a game fun, but they have a certain flavor that makes them distinct and memorable.
I think the story is fine as-is (I find self-serious plots in I Wanna, of all things, to be pretty tiresome), but the gameplay side of things could have used more of a climax. Capping things off with a long save spanning an entire room is a bit of a cliche, but it can be effective when used properly and something similar would have been appreciated here. The final boss is hilarious and I loved it.
Overall, this definitely arzztt's best game so far, and I frequently found myself amazed by the sheer creativity he demonstrated in combining the various gimmicks and verbs to come up with new and exciting saves again and again. At the same time, I agree with the sentiment that he's probably taken this approach to design as far as it can go, and I'd like to see him venture out of his comfort zone and experiment more in future endeavors.
Rating: 9.5 95
Difficulty: 70 70
Aug 20, 2020
moogy
For: Valder fields
For: Valder fields
Decent easy-ish jtool needle. Not really much else to say about it lol
[1] Like
Rating: 6.0 60
Difficulty: 39 39
Aug 13, 2020
moogy
For: I Wanna XV Spike
For: I Wanna XV Spike
Pretty much agree with the rest of the reviews here. While the pathing is interesting for the most part, the resultant design is simply not very fun to play at all. The use of apples and gravity arrows as pseudo-spikes on some screens kind of feels like cheating to me too.
[1] Like
Rating: 5.0 50
Difficulty: 64 64
Aug 13, 2020
moogy
For: I wanna Hydrate
For: I wanna Hydrate
Rating based on clearing the main game + all of the extra stages.
A gimmick/trigger needle game where the main design conceit is that every screen makes extensive use of Catharsis water, and *only* Catharsis water -- while each stage is pretty distinct in terms of design, you won't see any usage of waters 1-3 at any point in this game, which definitely sets it apart from the crowd.
Generally, the game is well-designed and creative, with excellent save placement. Each save feels focused, never overstaying its welcome. It would have been easy to inflate the difficulty of many screens simply by not including as many saves, but I'm very glad the creator exercised restraint in this regard, because it makes for a much more pleasant experience overall when every save isn't a marathon (especially since the game is pretty hard to begin with). The Catharsis water never really felt like it got stale, either. Ironically, the lack of other forms of water results in a lot of creative pathing and jump sequences; even the parts that aren't gimmick-heavy don't feel like your standard jtool needle.
I have two main complaints with the game, though. First is simply that it's on a GM8 Yuuutsu engine, as the creator's comment states. This isn't exactly a dealbreaker, but the game is hard enough that the input lag and save displacement bug start to get pretty obnoxious after a while, especially on the more precise parts. Secondly, I really didn't like the final save (technically the penultimate save, but it's clearly meant as the climax to the game); several parts of it feel unnecessarily precise for how long it is, and the design isn't really as inspired as the rest of the game, maybe because the creator felt compelled to reuse every gimmick in it. The extra screens were all fun, at least.
Overall, I wanna Hydrate is a great game that utilizes its main gimmick effectively in a variety of contexts and ends up feeling like more than just a generic needle game with Catharsis water everywhere, which it easily could have been. I'd recommend it to anyone who wants a longer needle-based game and doesn't mind some original design elements (i.e., stuff you can't just make with jtool). While it's fairly challenging, the generous save placement means it's unlikely you'll get walled anywhere and makes it easy to keep going with.
[4] Likes
A gimmick/trigger needle game where the main design conceit is that every screen makes extensive use of Catharsis water, and *only* Catharsis water -- while each stage is pretty distinct in terms of design, you won't see any usage of waters 1-3 at any point in this game, which definitely sets it apart from the crowd.
Generally, the game is well-designed and creative, with excellent save placement. Each save feels focused, never overstaying its welcome. It would have been easy to inflate the difficulty of many screens simply by not including as many saves, but I'm very glad the creator exercised restraint in this regard, because it makes for a much more pleasant experience overall when every save isn't a marathon (especially since the game is pretty hard to begin with). The Catharsis water never really felt like it got stale, either. Ironically, the lack of other forms of water results in a lot of creative pathing and jump sequences; even the parts that aren't gimmick-heavy don't feel like your standard jtool needle.
I have two main complaints with the game, though. First is simply that it's on a GM8 Yuuutsu engine, as the creator's comment states. This isn't exactly a dealbreaker, but the game is hard enough that the input lag and save displacement bug start to get pretty obnoxious after a while, especially on the more precise parts. Secondly, I really didn't like the final save (technically the penultimate save, but it's clearly meant as the climax to the game); several parts of it feel unnecessarily precise for how long it is, and the design isn't really as inspired as the rest of the game, maybe because the creator felt compelled to reuse every gimmick in it. The extra screens were all fun, at least.
Overall, I wanna Hydrate is a great game that utilizes its main gimmick effectively in a variety of contexts and ends up feeling like more than just a generic needle game with Catharsis water everywhere, which it easily could have been. I'd recommend it to anyone who wants a longer needle-based game and doesn't mind some original design elements (i.e., stuff you can't just make with jtool). While it's fairly challenging, the generous save placement means it's unlikely you'll get walled anywhere and makes it easy to keep going with.
Rating: 8.5 85
Difficulty: 72 72
Aug 13, 2020
moogy
For: I wanna steal mom's phone to watch an episode of K3
For: I wanna steal mom's phone to watch an episode of K3
wahfuu made me play this
[1] Like
Rating: N/A
Difficulty: 30 30
Aug 8, 2020
- 0
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 21
- 22
- 23
- 24
- 25
- 26
- 27
- 28
- 29
- 30
- 31
- 32
- 33
- 34
- 35
- 36
- 37
- 38
- 39
- 40
- 41
- 42
- 43
- 44
- 45
- 46
- 47
- 48
- 49
- 50
- 51
- 52
- 53
- 54
- 55
- 56
- 57
- 58
- 59
- 60
- 61
- 62
- 63
- 64
- 65
- 66
- 67
- 68
- 69
- 70
- 71
- 72
- 73
- 74
- 75
- 76
- 77
- 78
- 79
- 80
- 81
- 82
- 83
- 84
- 85
- 86
- 87
- 88
- 89
- 90
- 91
- 92
- 93
- 94
- 95
- 96
- 97
- 98
- 99
- 100
- 101
- 102
- 103
- 104
- 105
- 106
- 107
User's games list is empty!
User's favorites list is empty!
529 Cleared Games