moogy's Profile
Send a PMJoined on: Sep 8, 2017
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It's all Kefit's fault.
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537 Reviews!
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561 Games
537 Reviews
moogy
For: Comfort Needle
For: Comfort Needle
Decent water-based needle, worth ten minutes if you're bored.
[1] Like
Rating: N/A
Difficulty: 49 49
Oct 12, 2019
moogy
For: VoVoVo
For: VoVoVo
Another excellent game from arzztt, featuring varied and engaging platforming that utilizes a wide range of gimmicks in creative ways. Think piece's -venture series, coupled with a bit of CN3 and a healthy helping of VVVVVV, and you're on the right track. I tend to enjoy games that combine fangame physics and gimmicks with design more reminiscent of "mainstream" precision platforms, and this one is no exception. I especially appreciate the amount of content; there are enough stages to keep you busy for a few days, or for one extra long fangaming session.
Really I don't have anything bad to say about this game, I'm only not rating it higher since I reserve 9+ for games of extremely significant length/difficulty. If you like fangames at all you will probably enjoy this game.
[0] Likes
Really I don't have anything bad to say about this game, I'm only not rating it higher since I reserve 9+ for games of extremely significant length/difficulty. If you like fangames at all you will probably enjoy this game.
Rating: 8.5 85
Difficulty: 60 60
Oct 10, 2019
moogy
For: I wanna stop the Simulation
For: I wanna stop the Simulation
Based on the initial version posted on DelFruit.
A respectable effort for a marathon game; while I found most of the first half boring, this year's game didn't wear out its welcome with a terribly drawn-out stage at the end like last year's.
Detailed comments in spoilers below.
The biggest issue I have is that the first half of the game is honestly just... boring. The Baba stage is all right (though honestly very simplistic puzzle-wise other than maybe one screen), but Runman, SMB2, and Isaac don't really accomplish much. Recreating such a broad range of games in GMS is commendable, but simply copying aesthetics and mechanics doesn't automatically equate to fun.
The Isaac stage is probably the best example of this - yes, it's impressive that you recreated Isaac in Game Maker like this, but it's just not interesting to play at all. It's pretty much the same as just opening Isaac yourself and playing the first two floors that get generated, except with a more limited pool of items and fixed bosses. None of the players during the actual marathon run died even once here, and neither did I - it doesn't necessarily need to be brutally difficult, but if it's not distinguishing itself from the original game via the mechanics then I at least expect some fangame bullshit to compensate.
To go through the rest of the stages:
The Runman stage simply has no kill objects or fail states until the boss, which is... an odd decision. Probably works better in a marathon/race context. SMB2 has some fun traps and explores SMB2 mechanics in ways the original game did not, but... I dunno, it just felt bland to me.
Baba stage is fine but I would have liked to see some more difficult puzzles. The boundaries of the screen killing you is also a very odd decision and led to a few IMO unwarranted deaths.
Spelunky has a bit more bite to it than previous levels, but I feel like making a level based on Spelunky without actually recreating the roguelike elements of the original was just a bad idea. You're left with a limited design space for interesting platforming if you just stick to Spelunky's mechanics and enemies. Using the shotgun's recoil to enhance your jump is kind of neat, but the implementation leaves a lot to be desired; figuring out how to get max height took me a while, but once I did, the jumps that required it were basically trivial.
After Spelunky, the game picked up a lot for me. The Contra stage is a nice take on the original, adding some I Wanna-esque platforming and traps to spice things up a bit, and SCIV, while not actually very similar to the original game, has snappy pacing and pulls off melee combat with the Kid surprisingly well.
I don't really have any complaints with the throwback stage save for the placement of some of the enemies in the Kirby part... I was also expecting the VVVVVV gravity flip to go faster but that's not really a big deal.
I liked pretty much all of the bosses; the Baba one felt a bit tacked on but otherwise they were all a fair challenge and helped keep me engaged with the game throughout the earlier parts. The final boss is a bit harder than the rest of what the game throws at you, IMO, but it's the final boss, so the difficulty spike is warranted. Only thing I would change in it is Bonzi Buddy's second attack, which felt very RNG-heavy in an unfun way.
Overall I'd say the game improved as it went on and I was left with a mostly positive impression by the end.
[2] Likes
A respectable effort for a marathon game; while I found most of the first half boring, this year's game didn't wear out its welcome with a terribly drawn-out stage at the end like last year's.
Detailed comments in spoilers below.
The biggest issue I have is that the first half of the game is honestly just... boring. The Baba stage is all right (though honestly very simplistic puzzle-wise other than maybe one screen), but Runman, SMB2, and Isaac don't really accomplish much. Recreating such a broad range of games in GMS is commendable, but simply copying aesthetics and mechanics doesn't automatically equate to fun.
The Isaac stage is probably the best example of this - yes, it's impressive that you recreated Isaac in Game Maker like this, but it's just not interesting to play at all. It's pretty much the same as just opening Isaac yourself and playing the first two floors that get generated, except with a more limited pool of items and fixed bosses. None of the players during the actual marathon run died even once here, and neither did I - it doesn't necessarily need to be brutally difficult, but if it's not distinguishing itself from the original game via the mechanics then I at least expect some fangame bullshit to compensate.
To go through the rest of the stages:
The Runman stage simply has no kill objects or fail states until the boss, which is... an odd decision. Probably works better in a marathon/race context. SMB2 has some fun traps and explores SMB2 mechanics in ways the original game did not, but... I dunno, it just felt bland to me.
Baba stage is fine but I would have liked to see some more difficult puzzles. The boundaries of the screen killing you is also a very odd decision and led to a few IMO unwarranted deaths.
Spelunky has a bit more bite to it than previous levels, but I feel like making a level based on Spelunky without actually recreating the roguelike elements of the original was just a bad idea. You're left with a limited design space for interesting platforming if you just stick to Spelunky's mechanics and enemies. Using the shotgun's recoil to enhance your jump is kind of neat, but the implementation leaves a lot to be desired; figuring out how to get max height took me a while, but once I did, the jumps that required it were basically trivial.
After Spelunky, the game picked up a lot for me. The Contra stage is a nice take on the original, adding some I Wanna-esque platforming and traps to spice things up a bit, and SCIV, while not actually very similar to the original game, has snappy pacing and pulls off melee combat with the Kid surprisingly well.
I don't really have any complaints with the throwback stage save for the placement of some of the enemies in the Kirby part... I was also expecting the VVVVVV gravity flip to go faster but that's not really a big deal.
I liked pretty much all of the bosses; the Baba one felt a bit tacked on but otherwise they were all a fair challenge and helped keep me engaged with the game throughout the earlier parts. The final boss is a bit harder than the rest of what the game throws at you, IMO, but it's the final boss, so the difficulty spike is warranted. Only thing I would change in it is Bonzi Buddy's second attack, which felt very RNG-heavy in an unfun way.
Overall I'd say the game improved as it went on and I was left with a mostly positive impression by the end.
Rating: 7.0 70
Difficulty: 50 50
Oct 8, 2019
moogy
For: I Wanna Escape The Darkness World
For: I Wanna Escape The Darkness World
Rating includes extra.
Has the loudest music I've ever heard in a fangame, and that's saying a fucking lot.
Aside from that it's a generic (bad) needle game with a bunch of corners and other questionable design. To give you an idea of the level of quality on display here: One of the saves in the extra screen is just doing a cancel, then a plane. And then the next save is a single corner. Truly inspired.
The main game includes some non-standard kill objects with terrible hitboxes, which is obviously also very Good.
[0] Likes
Has the loudest music I've ever heard in a fangame, and that's saying a fucking lot.
Aside from that it's a generic (bad) needle game with a bunch of corners and other questionable design. To give you an idea of the level of quality on display here: One of the saves in the extra screen is just doing a cancel, then a plane. And then the next save is a single corner. Truly inspired.
The main game includes some non-standard kill objects with terrible hitboxes, which is obviously also very Good.
Rating: N/A
Difficulty: 54 54
Sep 30, 2019
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