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phgQED
For: I wanna be the Ingenuity
For: I wanna be the Ingenuity
Another 'like' genre, here we have 'Goner_games', which are named after the aforementioned 'Goner' and seem to consist largely of highly technical one or two jump saves on a mostly 32/16px snap. The first jump of a Goner-like seems to require the player to utilize the negative space of one jump shape while situating themselves towards another, like dipping into a corner to full jump a sakurada gate. Align and valign knowledge will help a lot, even in the bits not indicated by the creator (the last jump, for example, is valign dependent, with a value of <.2 working for me). There are readmes included with strats for harder jumps, but I couldn't find an ingame way to display valign, which makes the majority of the strats useless. There is no music, and the tileset is default, both which seem to be staples of the genre. The only jump in this screen that gave me a major problem was the bottom left one which requires an align grab while falling through a 16px, and a fairly rapid turnaround full jump. I would like to play more games in this genre and see the ideas expanded, but in general the difficulty curve for 'Goner_games' seems to start in the low 60s, which means if you want to play one but aren't a needle hound or dedicated to grinding, this might be your best bet an intro the the lineage.
For what it's worth, a good number of jumps in this game just seem to 'work'—you see the jump, you internalize the method the creator intends you to use to complete it, and then you painstakingly align yourself with that strategy based on timing and distance. I think this is an important quality in a difficult jump, and one that's even more challenging to convey when the technical complexity of the jump increases. Eg. if I don't know I can bonk through a dplane with a setup, any inclusion of that setup that is necessary will seem strange to me, and I might not be able to complete it without some external influence or help. That is to say, maybe you can look at a jump like that and intuit exactly what you're supposed to do... it felt like this game was aiming for that kind of experience, even though it didn't successfully achieve it all the time. Again, the last jump looked like it just should have worked, but is valign dependent, etc.
A great fun genre intro but not necessarily a masterful execution of the formula. Shouts to YBMA for the recommendation.
Time: ~37min
Deaths: 1351
For what it's worth, a good number of jumps in this game just seem to 'work'—you see the jump, you internalize the method the creator intends you to use to complete it, and then you painstakingly align yourself with that strategy based on timing and distance. I think this is an important quality in a difficult jump, and one that's even more challenging to convey when the technical complexity of the jump increases. Eg. if I don't know I can bonk through a dplane with a setup, any inclusion of that setup that is necessary will seem strange to me, and I might not be able to complete it without some external influence or help. That is to say, maybe you can look at a jump like that and intuit exactly what you're supposed to do... it felt like this game was aiming for that kind of experience, even though it didn't successfully achieve it all the time. Again, the last jump looked like it just should have worked, but is valign dependent, etc.
A great fun genre intro but not necessarily a masterful execution of the formula. Shouts to YBMA for the recommendation.
Time: ~37min
Deaths: 1351
Tagged as: Needle
Goner_Game
[2] Likes
Rating: 7.0 70
Difficulty: 65 65
Jul 16, 2022
phgQED
For: I wanna ⑨
For: I wanna ⑨
An incredibly traditional L-game with narrow shaped pathing and a kind of gross but likeable tileset. While there are a few interesting jumps here, the game sort of gives up halfway through and just becomes long distance block jumps with no interesting pathing or shapes of any kind. This game also has, without apology, one of the worst save systems I've ever encountered. It's touch-based, and resets on intervals, meaning unless you perfectly internalize that interval it's going to save you half-way through your jump mid-air. It also has the K2 save bug, meaning you'll frequently spawn and die instantly, or spawn one space to the left of where you want your setup to be, or be pseudo-soft-locked until you figure out the right combination of jumping and resetting and holding and dying until the game magically lets you live again. Many of the jumps felt unsatisfying to perform because of this save system, as the saves aren't embedded, meaning that if any part of you touches one, even though you die afterwards, it 'counts' as doing the jump. There is of course a remix of Tomboyish Girl in Love, and Cirno is the strongest, no question, but I would not recommend this game, even to L-game diehards, or even to new players based on the relative difficulty of the jumps you can actually do. The saves ruin it entirely. If there's a patch, maybe that would be fun.
Difficulty rating reflects actual jump difficulty. With fighting the save system included, it's more of a 55.
Time: ~8 minutes
Deaths: 988
[0] Likes
Difficulty rating reflects actual jump difficulty. With fighting the save system included, it's more of a 55.
Time: ~8 minutes
Deaths: 988
Rating: 2.5 25
Difficulty: 45 45
Jul 2, 2022
phgQED
For: I wanna be the Phosphorus
For: I wanna be the Phosphorus
My first dip into 'arsenic-likes', which insofar as I can tell are a particularly difficult short-save needle but without the tileset and shape stylisism of an L-game. The saves are much more to the point, and the maneuvers a little more straightforward. There's also no apologies about requiring cancels at times, and a few charlie and invert flavors here and there. There are only a few saves that stand out difficulty wise, with much of the second half of the game feeling 'free' compared to the first. Worth a look if you're interested in another linage of needle subgenres.
Time: ~29min
Deaths: 1283
Time: ~29min
Deaths: 1283
Tagged as: Needle
Arsenic-like
[0] Likes
Rating: 6.9 69
Difficulty: 58 58
Jul 2, 2022
phgQED
For: I wanna give the cat some acid
For: I wanna give the cat some acid
This is a game that attempts to be psychedelic without (for me) really reaching far enough to do so. One challenge in making a 'psychedelic' feeling game is that even in most default engines, fruit moves. That sets a precedent that things in general can move, and animated tilesets and backgrounds do wonders towards making the player feel like they are 'tripping out'. As such, this game is working with entirely static visuals, and it doesn't really communicate an 'acid' feeling so much as a prickly research chemical that leaves a feeling of burned glass in the back of your head that you can't scratch out.
The needle itself was my main issue with the game: it is incredibly rote, consisting almost entirely of named jumps, to such a degree it seems like the creator was either bound by them as a design constraint or didn't have the vocabulary to include more interesting formations. There is one noteworthy non-named jump on the last screen that stood out to me, but everything else surrounding it was half-diamond, diagonal, corner, and more 16px and 8px ledge grabs than I could count. While I think this can do a lot in terms of increasing the 'prickliness' of a level's design, that type of prickliness is more psychedelic in a negative way to me, while a cat on acid theoretically sounds fun and happy, albeit not being a responsible display of pet ownership.
Also the needle and general block layout felt 'dopamine-adjacent' to me in that there was a trend towards off-set ledges, 8px snap, and more open and weird shapes than closed in corridors.
Maybe worth a play if you like the cute cat save sound effect, and the clear screen was great, but the needle made me grumpy.
Time: ~33min
Deaths: 820
The needle itself was my main issue with the game: it is incredibly rote, consisting almost entirely of named jumps, to such a degree it seems like the creator was either bound by them as a design constraint or didn't have the vocabulary to include more interesting formations. There is one noteworthy non-named jump on the last screen that stood out to me, but everything else surrounding it was half-diamond, diagonal, corner, and more 16px and 8px ledge grabs than I could count. While I think this can do a lot in terms of increasing the 'prickliness' of a level's design, that type of prickliness is more psychedelic in a negative way to me, while a cat on acid theoretically sounds fun and happy, albeit not being a responsible display of pet ownership.
Also the needle and general block layout felt 'dopamine-adjacent' to me in that there was a trend towards off-set ledges, 8px snap, and more open and weird shapes than closed in corridors.
Maybe worth a play if you like the cute cat save sound effect, and the clear screen was great, but the needle made me grumpy.
Time: ~33min
Deaths: 820
Tagged as: Needle
psychedelic
[1] Like
Rating: 4.0 40
Difficulty: 45 45
Jul 2, 2022
phgQED [Creator]
For: I Wanna —
For: I Wanna —
A two screen L-game. Contains one normal and one EX stage, as well as two secrets. Thank you especially to all the testers for helping me make this game the best it could be. <3
Difficulty rating estimate includes extra.
[1] Like
Difficulty rating estimate includes extra.
Rating: N/A
Difficulty: 55 55
Jul 1, 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 |
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