moogy's Profile
Send a PMJoined on: Sep 8, 2017
Bio:
It's all Kefit's fault.
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214 Ratings!
190 Reviews!
2 Screenshots!



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214 Games
190 Reviews
moogy
For: I wanna hope the 2018-G
For: I wanna hope the 2018-G
One screen of easy but kind of annoying needle followed by a boss that's basically a really easy version of K3 Taisa's platform phase. I guess it could be worse.
[0] Likes
Rating: 4.0 40
Difficulty: 25 25
Jan 5, 2018
moogy
For: I wanna see the future light
For: I wanna see the future light
~5 second long luck-based avoidance. If you have 5 minutes to spam retries you'll beat it eventually.
[0] Likes
Rating: N/A
Difficulty: 30 30
Jan 5, 2018
moogy
For: I Wanna Pass The Inverted Gate Jump By Using The Easiest Way
For: I Wanna Pass The Inverted Gate Jump By Using The Easiest Way
One rather easy jump and then a clear room full of double inverts. I'm going to assume this game is a failed attempt at being a meme or something
[0] Likes
Rating: 1.0 10
Difficulty: 10 10
Jan 5, 2018
moogy
For: I wanna Distort the Travesty
For: I wanna Distort the Travesty
Pretty good for a first game, I've already outlined my complaints with quof while streaming it so I won't harp on the issues. The two bosses were both fun and it was some nice fanservice as a fan of the DT series.
[0] Likes
Rating: 6.0 60
Difficulty: 40 40
Jan 5, 2018
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
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