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: I wanna explore the Mountains
For: I wanna explore the Mountains
Ratings based on the updated version, extra not included.
This game has a lot of unique, compelling design and lives up to its title; rarely can a needle game manage to establish itself as a holistic experience in its own right, but Denferok succeeds in selling the narrative of the Kid exploring the uncharted depths of some far-flung mountain thanks to his careful attention to maintaining a consistent aesthetic and playstyle. There's nothing else quite like this game out there, and given that the average fangame rarely aspires to more than simple functionality as far as aesthetics are concerned, I feel Denferok's success with this approach warrants accolades.
But the game's greatest strength is also its greatest weakness - at times, the concept of cave exploration and the graphics themselves intrude on the base mechanics they are built around. To state it more plainly, there are many visibility issues, and some gimmicks are simply pushed too far for their own good. For most of the game, neither is too much of a game breaker, but it all comes to a head in the final (gigantic, maze-like) screen, which acts as a microcosm of both the game's strengths and its weaknesses. Conceptually, I love this area! Figuring out the zig-zagging path through the area is a lot of fun in its own right, and you really feel like you're an adventurer charting out the caverns as you proceed with each new save. Unfortunately, in practice, a lot of the design is just plain annoying - not only can you not fucking see anything (particularly spikes and saves), but there are many jumps that have their difficulty artificially inflated in an obnoxious way due to taking place through screen transitions. There's probably no quick, band-aid fix for the latter issue, due to how the screen was designed, but simply cooling it with the atmospheric lighting would have helped greatly with the former, both on this screen and throughout the game.
I really did enjoy this game overall, but there are too many minor annoyances throughout, both aesthetically and mechanically (infern0's review mentions some of my problems with the actual needle design), for me to rate it any higher than this. As it stands, the needle design is simply too difficult for it to blend well with the aesthetic design, and the flaws of both stick out as a result. That said, it really is a one-of-a-kind experience, and I'm definitely interested in playing more games by Denferok, so I hope he can improve from here.
Also, the last bit after the final stage was literally impossible to see without turning up my monitor's brightness. Like, seriously?
[2] Likes
This game has a lot of unique, compelling design and lives up to its title; rarely can a needle game manage to establish itself as a holistic experience in its own right, but Denferok succeeds in selling the narrative of the Kid exploring the uncharted depths of some far-flung mountain thanks to his careful attention to maintaining a consistent aesthetic and playstyle. There's nothing else quite like this game out there, and given that the average fangame rarely aspires to more than simple functionality as far as aesthetics are concerned, I feel Denferok's success with this approach warrants accolades.
But the game's greatest strength is also its greatest weakness - at times, the concept of cave exploration and the graphics themselves intrude on the base mechanics they are built around. To state it more plainly, there are many visibility issues, and some gimmicks are simply pushed too far for their own good. For most of the game, neither is too much of a game breaker, but it all comes to a head in the final (gigantic, maze-like) screen, which acts as a microcosm of both the game's strengths and its weaknesses. Conceptually, I love this area! Figuring out the zig-zagging path through the area is a lot of fun in its own right, and you really feel like you're an adventurer charting out the caverns as you proceed with each new save. Unfortunately, in practice, a lot of the design is just plain annoying - not only can you not fucking see anything (particularly spikes and saves), but there are many jumps that have their difficulty artificially inflated in an obnoxious way due to taking place through screen transitions. There's probably no quick, band-aid fix for the latter issue, due to how the screen was designed, but simply cooling it with the atmospheric lighting would have helped greatly with the former, both on this screen and throughout the game.
I really did enjoy this game overall, but there are too many minor annoyances throughout, both aesthetically and mechanically (infern0's review mentions some of my problems with the actual needle design), for me to rate it any higher than this. As it stands, the needle design is simply too difficult for it to blend well with the aesthetic design, and the flaws of both stick out as a result. That said, it really is a one-of-a-kind experience, and I'm definitely interested in playing more games by Denferok, so I hope he can improve from here.
Also, the last bit after the final stage was literally impossible to see without turning up my monitor's brightness. Like, seriously?
Rating: 7.0 70
Difficulty: 75 75
Jan 5, 2018
moogy
For: I Wanna be the Needle Satan
For: I Wanna be the Needle Satan
This game probably looks like absolute trash since it's just a bunch of precise needle with basic visuals and no BGM (lol), but I actually think it's very well-designed for what it is. It really pushed me past my limits in a lot of places, forcing me to get more comfortable with frame perfect sequences, aligns, exact pixel positioning, etc. than I perhaps wanted to be. Don't be fooled by the seemingly simplistic needle formations - each save presents a unique challenge and there's a real sense of satisfaction to be gained from beating each new save that comes your way.
[0] Likes
Rating: 7.5 75
Difficulty: 69 69
Dec 30, 2017
moogy
For: I wanna Especial
For: I wanna Especial
No idea why the difficulty ratings are so low on here, this game is actually kinda rough. There are two stages of roughly equivalent difficulty, but that feel fairly different design-wise. The first one is a lot of 32px configurations, whereas the second one is more Nader-esque. Both have a lot of fairly precise jumps and while I never got walled there were a few saves that felt like they were pushed just a bit too far.
Save balance is pretty poor in places, and it doesn't really do anything you haven't seen in other games, but it's fun enough to warrant a playthrough if you're a more experienced needle player. The worst part of the game is probably the save placement... many of them are in mid-air or tucked away in alcoves for no reason, and there's even one during a drop you can miss entirely. Not sure what's up with the save placement, if it was done in an attempt to make the game more "interesting" it didn't pan out.
[0] Likes
Save balance is pretty poor in places, and it doesn't really do anything you haven't seen in other games, but it's fun enough to warrant a playthrough if you're a more experienced needle player. The worst part of the game is probably the save placement... many of them are in mid-air or tucked away in alcoves for no reason, and there's even one during a drop you can miss entirely. Not sure what's up with the save placement, if it was done in an attempt to make the game more "interesting" it didn't pan out.
Rating: 6.0 60
Difficulty: 60 60
Dec 28, 2017
moogy
For: I wanna play the Needle game
For: I wanna play the Needle game
Fantastic needle game for anyone who's at least semi-experienced. The game flows perfectly, with every save leaving you satisfied and yet still hungry for more - I opened it up on a whim and ended up playing through the entire thing in one sitting because I just couldn't stop! Jguy really knows how to construct spikes and pace saves and this game might just be his best period. Absolutely a must-play for anyone who enjoys needle at all.
That said, the auto-scroller in the first stage and the penultimate save of the final stage with the static apples are kinda bad, so it's not *perfect*. There are other saves making use of moving apples, but I actually thought they were pretty engaging and didn't get annoyed by them... Others might not want this in a pure needle game, though.
[1] Like
That said, the auto-scroller in the first stage and the penultimate save of the final stage with the static apples are kinda bad, so it's not *perfect*. There are other saves making use of moving apples, but I actually thought they were pretty engaging and didn't get annoyed by them... Others might not want this in a pure needle game, though.
Rating: 7.5 75
Difficulty: 60 60
Dec 24, 2017
moogy
For: I wanna be the Earth
For: I wanna be the Earth
Green stage: Hot garbage. Do you enjoy doing jumps that require exact positioning and frame jump heights over and over again for every save? Probably not, but that's what this stage consists of. It became extremely tedious to play and there's a certain save that requires a triple frame perfect sequence at the start every time which gave me cancer. Difficulty rating based on this, it's a lot harder than the other two... and not really for good reasons.
White: Kind of generic infern0 needle but it's not bad, especially compared to the previous stage. There are a few screens that have one or two jumps that feel more precise than the rest which kind of kills the pacing, but at least he didn't make you figure out a bunch of garbage setups for every single jump. The save sound gets drowned out by the music, not a major issue but it can be annoying since there's not much feedback for saving otherwise.
Blue: Meh. Each individual save is pretty easy, but they're so long and have so many distinct jump sequences that I ended up playing them on autopilot and dying more than I should have. Not really a fan of this one save per room style of needle in general, since it lends itself to saves which feel more like busywork than unique challenges.
Every stage has a problem with saves being too far away from the first jump you have to make, by the way. They're all Z saves anyway, just let me shoot them from anywhere or use default saves, please.
[0] Likes
White: Kind of generic infern0 needle but it's not bad, especially compared to the previous stage. There are a few screens that have one or two jumps that feel more precise than the rest which kind of kills the pacing, but at least he didn't make you figure out a bunch of garbage setups for every single jump. The save sound gets drowned out by the music, not a major issue but it can be annoying since there's not much feedback for saving otherwise.
Blue: Meh. Each individual save is pretty easy, but they're so long and have so many distinct jump sequences that I ended up playing them on autopilot and dying more than I should have. Not really a fan of this one save per room style of needle in general, since it lends itself to saves which feel more like busywork than unique challenges.
Every stage has a problem with saves being too far away from the first jump you have to make, by the way. They're all Z saves anyway, just let me shoot them from anywhere or use default saves, please.
Rating: 5.0 50
Difficulty: 61 61
Dec 24, 2017
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