Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
Bio:
Hi, I'm Jopagu. She/they pronouns please :)
I don’t play much avoidance so my diff ratings on those might be scuffed.
Clears list is all the games I played before I started reviewing them. I'm trying to slowly go through those and replay/review them all.
I review games based on how much I would recommend them to others. 0s are reserved for games I do not recommend for ethical reasons. This does not mean I have anything against people playing or enjoying those games.
I've submitted:
528 Ratings!
522 Reviews!
10 Screenshots!


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528 Games
522 Reviews
For: A SUPERPLANET CALLED KG
One recurring thing that I disliked was the gimmicks that lock your momentum, giving you a big boost that you can't escape from until you hit a wall. This kind of this usually feels really awkward to me, and thing like the bubbles in Panasonic felt really annoying to get right.
Overall, a fun experience with some neat gimmicks and good aesthetics throughout. I would definitely recommend the game to adventure fans.
For: My Fanthology
Because the creator has asked for feedback, I'm going to get a bit nitpicky from here on. But let it be known that I really enjoyed this game and would wholly recommend it.
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Critters & Corn Chips:
The first game of the bunch, originally made for Secret Santa. I don't have a whole lot to say about this one, it has some neat ideas exploring the same screen with different critters (very cute designs, by the way). It feels very reminiscent of games like This Is The Only Level.
I was a bit confused about what was happening for a second, I think this is a game that if expanded would benefit from a short intro, establishing the critter swapping mechanic. I also think it's too short to live to its full potential, it shows a lot of gimmicks but you don't get to do much with most of them!
Difficulty is a hard thing to do for a game this short, and also hard to measure. I do think the last couple, the gun knockback gimmick and the rotating bee, are a bit of a spike in difficulty from the rest. The earlier critters are all extremely easy, and while the last two are still very manageable, they're a good deal trickier. In particular, the gun gimmick felt a bit hard to get used to, and it took me a minute to get the feel of it. Given the short length of the game this makes it kinda stick out a bit in terms of time taken, but it wouldn't necessarily be a huge issue in a longer game. I think it could be helped by making the first drop a bit easier here. I didn't really understand how movement with the gimmick should be done until I had the open ground to use it on.
Overall, a neat demo of potential gimmicks more than anything. I love the idea of using different cute critters, I feel like a full game based on these ideas would be really neat.
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Save Point Story:
I really liked this game back during Game Jam 3, I'm glad to see it get a proper release. This is a super super creative gimmick, and it's used to create some really cool stuff.
I love the story of the game, and the fangame references from all the dead saves. The dialogue with the parents at the beginning is super hilarious, this game has a great sense of humor. I actually quite liked the ending from the jam version - it's an interesting thematic note. I think it has a place as a "bad end".
The ability to save objects is really clever, and I love the gameplay around making sure objects are in the right place. There are a few places where the gimmick is relegated to just "shoot this object before you touch a trigger". While this is good in moderation, I think the more creative usages are those where you are saving objects in motion. I really liked the gravitron at the end of stage 1.
Stage 2 really ramps up the gimmick, adding bouncers and gravity flippers to create some really fun flowy platforming and puzzley saves. I think this is where the game shines - the saves where you have to figure out where and when to use your ability.
I think the giant puzzle is a bit of a sore point, it definitely feels hard to figure out, forcing reliance on trial and error. It's a lot like a keypick puzzle - but one of the weaker ones where you just have to figure out the exact sequence needed. I would watch some of Lockpick to see how to do these puzzles right. There is a solution included, so don't let this scare you off from checking out the game.
The final tower has some really cool platforming, some of the most interesting saves in the game. It also suffers the most from difficulty issues. I think there's too much of a tendency to start saves with precise jumps - such as one save where you have to do an F jump right away. I would avoid beginning saves with "meat grinder" jumps like this, it feels annoying, like I just have to waste time to get an actual attempt at the save.
The biggest issue is the final save, with the three shafts you have to do a repeated maneuver in, with it getting a bit tighter every time. To me at least, this was a tremendous difficulty spike. It raised my difficulty rating here by several points. I would heavily rework this save. Even just doing a single shaft instead of three might be as hard as the rest of the saves. The idea is neat, but it kinda just felt awkward to pull off, and like a big difficulty wall compared to the rest.
Overall though, still a very good game. The gimmick is super unique, and I love the puzzley aspects. Probably my favorite of the anthology.
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Kami 2kki:
A really interesting idea, having a Kamilia/Yume Nikki crossover. Unfortunately unfinished, but still a lot to enjoy.
The starting code room was a bit confusing, I didn't really know what was happening here until I suddenly teleported out to the rest of the game.
I really like the idea of the transformations, it seems like there'd be a cool interconnected world with lots of exploration, which is super awesome. As is, the content is very bare bones, but it'd definitely be good if made bigger. The Pac Man maze felt a bit like luck, sometimes it seemed like I couldn't escape from the creatures.
Having so many abilities was cool, I liked the trial screen where you had to use all of them. I wish this kind of gameplay had been further developed, as there's a lot of potential for a full game like this.
The arcade room with horror themed medley screens was cool idea, it reminds me of the "medley" bit in Escape Into My Mind. The one screen with the giant apple explosions where you had to be in a safe spot was a bit annoying, felt too much like trial and error to me. Also, I think there should be some indication when an arcade machine has been cleared. If I'd come back to this after a long break I might not recall which ones I'd done already.
Overall, a really interesting demo. I think this had a lot of amazing ideas. However, I can see where you were struggling to put it all together. Certainly an ambitious project, one I can't fault you for leaving unfinished (you should how many unfinished projects I have... @_@)
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One major thing I wanted to cover about all games is audio balancing. A lot of sound effects you used are very high pitched and quite loud. Examples are the SPS bounce sound and the K2 transform sound. High pitched noises get annoying very fast. Thankfully I was fine in this game, but in some games this kind of thing can give me a headache. These sounds are very common, being tied to your central gimmicks, and louder than everything around them. In general you should work on quieting the sound effects to match the extant ones. Sharp high pitched noises should also be used very scarcely.
I would definitely recommend people check out Fanthology. There's a lot of fun stuff and unique ideas on display. I have really enjoyed all of Amelia's stuff that I've played, really excited to see where she goes from here.
For: Not Another Needle Contest 2
I had fun playing through almost every single stage. While I wish the nerfs had been executed in a less controversial manner, there's no denying that they really smoothed out the experience. There's a ton of interesting gameplay on display - I had stages I utterly adored in every tier. I wish there had been a bit more effort toward uniqueness; almost every stage felt like it was using tried and true gimmicks, rather than anything novel. However, there's no denying those gimmicks were used well, leading to a very enjoyable experience.
The game also features 6 star stages, and a final stage. These were super neat, I loved the idea of combining gimmicks from all the stages in a floor. I think maybe they'd be better situated on their respective floors, having them all at the end of the game felt like a bit of a waste.
Unfortunately, I felt like this area of the game wasn't held to the same quality standards as the rest of the game. This is very frustrating when the developers prioritized smoothing out the experience to the point of going over creators' heads to remove content from their stages. All of the stages in the final dimension have a horrible visual bug, where the effect on the blocks is constantly flickering - this is very distracting and makes the experience feel a lot worse. In addition, the room with the minigame is super buggy. Occasionally objects will just disappear, or the camera will not work properly. Often, the floor will just disappear and the Kid will fall through to his death. In addition, the minigame score requirement is frustratingly high. I think it really could've benefitted from the liberal nerfs the devs used on the main stages.
My biggest gripe with the game is the final stage. There's no denying that it's an interesting stage - but it doesn't fit in at all. I've heard that the game was delayed substantially due to this stage, which is really annoying since it has absolutely nothing to do with the game. It feels like a different game that was tacked onto this one for publicity. It would be enjoyable as a standalone, but it is just so out of place here. In addition, it also really could've used another round of playtesting. The visual bug from before is also present here. In addition, the balance is a bit poor. The stage and boss are a decent difficulty spike up from the rest of the game, breaking the difficulty that was the goal of the contest. A few stages are quite frustrating with how hard they are, there are some really long saves with slow beginnings and annoyingly chokey endings. A big culprit is the big kid chase screen. It's super long, with some precise maneuvers at the end. In addition, the ghost's slam attack is frustrating to dodge, with some situations feeling like it's unavoidable if the ghost hits the ground at an unlucky time. This is exacerbated by the fact that the attack only happens some of the time it hits the ground, with no rhyme or reason to when it doesn't go off. This just makes the save feel buggy and luck based.
The final boss is undoubtedly cool, but it also suffers from notable issues. Again, there are some prevalent bugs, such as the boss teleporting offscreen where you can't hit it, or teleporting on top of you where you can't dodge it's attack. These aren't rare bugs either - they occurred at least 10 times for me. It's also quite hard, and I think some nerfs would help it fit in with the rest of the game better. The final phase is a good idea, but the controls are atrocious. It feels so clunky to move around, and the aiming makes no sense. The boss's movements mean that hitting it can come down to luck - which is especially an issue given that it will heal if you go too long without hitting it.
Overall, NANC 2 has a phenomenal main game that is constantly a blast to play through. However, the experience is soured by a post game that's buggy and poorly balanced, with a final stage that doesn't feel like it belongs in this game. Despite the big wall of complaints, I enjoyed most of my time with the game, and would absolutely recommend playing all of the main contest stages.
For: I wanna see the Needle
Overall, there's nothing that really makes this game stand out, but it would be worth playing if you're just looking for something simple to play.
For: I wanna hold the Needle
Overall, a forgettable needle game with many awkward jumps and a horrible audio-visual experience. I wouldn't recommend this game, there isn't really anything worth seeing.
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4 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Drill To Kill | 49.0 | 9.4 | 5 |
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 52.9 | 6.7 | 18 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 8 |
73 Favorite Games
69 Cleared Games