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Joined on: Mar 11, 2015

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31 Reviews!
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31 Reviews

geogeo222
For: I wanna be GENKI with you
GENKI is a longer fangame with a very striking style, accompanied by average platforming with a lot of gimmicks and light puzzle elements. Every stage has a different appearance, and consists of a platforming section followed by a boss.
Where this game excels is aesthetics, with tons of pleasant and original animated sprites that fill the levels with motion and make them feel alive. Most of the tile-sets look great too, and in some of the levels, the feeling of atmosphere is hard to match. The style is quirky, a little bit messy, but very enjoyable. The whole game carries a slightly eerie vibe. The music choices are usually a nice touch, but kind of forgettable.
The levels and gimmicks are sometimes puzzle-oriented, but the puzzle elements are pretty shallow, and never take the focus. The platforming is unique with its heavy use of gimmicks, but is definitely lacking something, and usually a little vague. I was bored at times, although thankfully it never became a chore to play through thanks to the plentiful gimmicks and the great visuals.
The bosses are also unique, and more inventive than the platforming. They're all on the easy side, but I had fun with them. Some make you damage them in ways other than shooting directly at them, and they'll throw some interesting stuff at you.
Overall it's a good game, but not a great game. Although a little boring at times, it's definitely still worth your time for being a great looking game and unique, if not successful, in almost every aspect. I think less experienced players would especially enjoy this game.

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Tagged as: Gimmick Boss Long
[0] Likes
Rating: 7.0 70       Difficulty: 35 35
Apr 2, 2015
geogeo222
For: I wanna celebrate 100
This is an exceptionally fun 100-floor game, which I think is possibly the best introduction to fangames that I could recommend. The game is divided into themed stages that are 10 floors long and end with a boss, with the exception of the late game, which has a few stages of about 8 floors long. The game has a strange, very broad difficulty curve but never becomes above average in difficulty. There is a lot of variety here, a lot of fun to be had with this game in both the platforming and the bosses. This game is easily one of the more fun 100 floor fangames.

My full review:

Note that my experience with this game is almost entirely in a speedrun setting, and I feel that part of the appeal of this game is playing it this way.

The platforming is one save per floor. There is a lot of variety in the layout and obstacles on each level; some floors are very spacious and require large jumps, some are more compact. Some have just spikes, moving obstacles, or a combination of both. In general, the platforming never seems repetitive, and each level stands out in at least a small way. Several stages make use of the classic water and vine gimmicks pretty well. A great many of the levels have included some sort of skip, shortcut, or fast-strat which allows for a lot of great optimization in a speedrun setting, or for you to have a more casual experience. The variety of stage themes also keep the game feeling fresh. The music and tilesets, although not the fanciest looking, are matched very well, and make each stage stick out in your mind.

The bosses, although not particularly innovative, are fun and fair every single time, and have a kind of theme of tracking the player. 75 percent of all the attacks the bosses will throw at you fire based upon your position, and every boss except 2 employs some form of this, so there will be a lot of projectiles coming at you in very predictable ways. Pattern and RNG attacks are present, but they are not at all complex, so you will never find yourself being completely doomed by RNG or grinding out pattern memorization. Once you get a technique down for each, they can be defeated very consistently if you stay on your toes and have a good sense of timing for the attacks. I find the bosses equally as enjoyable as the platforming, and in terms of fun, consistent boss design, this game is fantastic.

The difficulty curve is a bit strange, but it doesn't make the game worse, and it never becomes too hard for stages to be completed first try consistently. The first 30 floors of platforming are very, very easy, with the hardest parts being the bosses. At the 30s, the platforming becomes much more difficult than the first 3 stages. The 40s are easier than the 30s. The 50s is the second or third most difficult stage in the game. 70-77 is insanely short and easy. As you can see, there's some strange stuff going on there, but I see this as another conscious design-choice. I can't tell you why it was made this way, but I can say it makes for a well-paced and enjoyable run.

The final boss is the last notable thing about this game. It's arguably the hardest thing in the game, and it's absolutely heart-pounding to get here in a pb run. It has a phase corresponding to each of the other bosses, and features infinite jump and the most RNG in the entire game. It was a great challenge on the first playthrough, and remains one of the most fun bosses I've played in a fangame.

Anyone interested in fangames needs to play this game.

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Tagged as: Boss 100_Floor
[3] Likes
Rating: 8.5 85       Difficulty: 40 40
Mar 24, 2015
geogeo222
For: I wanna be the Venus
I Wanna be the Venus is an above-average difficulty needle game with a nice relaxing vibe. For me, this was a good introduction to tougher needle, because it features a variety of really tough jumps, but the saves are pretty short. Combined with the chill music and tileset, this makes for a forgiving setting for beginners to practice some more difficult jumps.

There's not much to say about this one other than that. There are no bosses, no gimmicks whatsoever, no traps, just pure platforming. It's not too long, and can definitely be completed in one sitting if you have a little bit of experience under your belt.

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Tagged as: Needle NoBoss
[2] Likes
Rating: 7.2 72       Difficulty: 60 60
Mar 23, 2015
geogeo222
For: I wanna be the Showdown
Showdown is a short, fairly easy 50-floor game that takes place in a reduced play area. 1 screen = 1 save, and your progress is saved automatically when you reach a new screen. Like I Wanna be the GreeeeN by the same author, many of the screens employ a gimmick. Just to name a few, you will see spikes along the outer walls that track and shoot at you, a giant apple that chases when you look away, and spikes with a thwomp mechanic(Mario influence noted). This makes the game feel nice and fresh throughout, as you're never doing the same thing over and over. There are also 2 bosses, which are both kinda easy, but the second one is a lot more satisfying that the first.

This game has a higher graphical production value than the other two P games, partially aided by the reduced play area, which lends itself better to the short-form gimmick-based platforming P is known for. This is framed in what looks like an etch-a-sketch, which, alongside the lullaby style music, hearkens back to a sense of child-like wonder.

Overall, I think this game improves on the formula of GreeeeN, and I would suggest Showdown in place of it. The game is enjoyable throughout for beginners and even somewhat experienced players (not that I would know. Kappa), with a small lull which is the first boss.

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Tagged as: Gimmick Boss 50_floor
[0] Likes
Rating: 7.5 75       Difficulty: 25 25
Mar 23, 2015
geogeo222
For: I wanna be the ORE SAIKYOU!!
This fangame employs a pretty unique concept. The jumps all look insanely difficult, but the spike hitboxes are actually lesser then what they appear to be. It's interesting, but that gimmick is all this really has going for it. The single screen here isn't particularly fun, and there's little production value.
I also have a hard time imagining a good use for a gimmick like this, other than simply making jumps look harder than they really are, and that's something I don't see a lot of purpose for other than to be deceitful.

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[0] Likes
Rating: 4.0 40       Difficulty: 30 30
Mar 22, 2015

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