Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
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Hi, I'm Jopagu. She/They pronouns please :)
I don’t play much avoidance so my diff ratings on those might be scuffed.
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414 Ratings!
412 Reviews!
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414 Games
412 Reviews
Jopagu
For: I wanna be the NMN II
For: I wanna be the NMN II
Needle collab featuring 3 makers. The main three stages were pretty bad, all of them had a lot of generic and uncomfortable jumps. The 1st stage was boring corridor needle, with a lot of half-diamonds in awkward places. The second stage could have been the best, but suffered the most from a handful of super unfun jumps. The third was the least offensive, and probably ended up being the best, but it was still painfully generic. The final stage was actually pretty good, but it maintained having a lot of awkward sections and really bad difficulty balance. Overall, I wouldn't really recommend the game.
[0] Likes
Rating: 6.0 60
Difficulty: 56 56
Jul 23, 2022
Jopagu
For: I wanna Figure
For: I wanna Figure
Figure is a brilliant game, and from the get-go you can tell that Wonderful poured her heart and soul into this game. It's packed full of emotion, from the visuals to the outstanding soundtrack. The game is about a lot of things, but the biggest theme I found is about Wonderful's journey as a trans person. As a trans person myself, a lot of things here really resonated with me, and I found that several parts were evocative of my own darkest moments. I don't want to speak much on the theming, as I think it's best to be experienced on your own, but I would be remiss if I didn't acknowledge how much it meant to me.
The needle itself is fantastic, and even at its hardest it never felt unfun (for me at least). The needle has a lot of parts that could be considered generic, like frequent named jumps, but they're woven in masterfully, creating a game that feels familiar but unique. One of the notable screens is 22, which uses some cool line needle that verges into intentionally uncomfortable, creating one of the strongest thematic screens in the game. Shortly after comes the water screen, which uses water in a really fun way, ending with a unique save that is a memorable journey that really brings you in tune with the beautiful song.
The game is at it's strongest in 3X, the second half of the game. Each area here is fun in its own way, with a lot of cool stuff. First, the jungle. This was personally my least favorite, as there were a few awkward platform snap moments. However, I like the incorporation of cycles and vine needle so it was still fun. The boss here is notorious, however I'm in the very small minority that actually enjoyed it. The RNG created some really hard dodges, but I felt like it was so prominent these moments happened every attempts, so you had to overcome them, instead of feeling like you got screwed. The RNG made this boss require playing smart, and being careful about when you choose to go up to attack.
Secondly, the mine area. The needle here is really hard, but it's rewarding. I used the skip, and I would recommend everyone keep an eye out for it, if I didn't use it I might have a very different opinion. The gimmick in this stage is cool, and adds some memorable flair without actually affecting gameplay. This stage had my least favorite boss, and this one actually felt like RNG screwed you too much. The turrets constantly spawning made aggression required to destroy them all, and often you would get screwed by a pattern that required being slow and careful, only to die because a turret spawned.
Third, baby blue sedan. This is significantly easier than the other stages, providing a nice break. The stage has some really fun jump refresher platforming and some cool looking spike patterns. I wish this was a bigger part of the game, because I loved it. The boss here was pretty hard, but it was a fun fight that required good reactions.
Fourth, the Dopamine-esque area. With a fog effect, a black tileset, and unique screen layouts, this area is a super memorable stage with a moody vibe. This was my favorite stage, as it features more of Wonderful's fun water usage, and it masterfully captures the desired atmosphere. The final screen has a cool double tank layout, that was really fun to go through. The boss here was really fun, although another place where bad RNG could be annoying.
Finally, the gravity area. This area is another easy one, and also the shortest. There's some really cool usage of gravity flippers and cycles here, I wish there would've been more than two screens. The boss is fun, imo the easiest boss so it wasn't as memorable to me. I don't have much to say about this stage, but I really loved it!
After all that, you get to the 40s. These are some of the hardest screens in the game, with 42 taking the cake. They include a fun gimmick, and a beautifully stylistic spotlight, as well as a haunting song. These all combine to create a perfect ending. The screens are all long, with a lot of twists and turns, and backtracking. This helps accentuate the feeling of ending the journey, and making that final step. This stage is really beautiful, and will hold a place in my mind for a long time.
The game ends with an avoidance. The avoidance is really hard! I'm primarily a needle player, but I do have moderate experience with bosses/avoidances, but this still rolled me, taking me 8 hours. However, that just made the clear all that much sweeter. The grey intro is hard, and RNG heavy, but gets pretty consistent. The first attack after the color change was my least favorite part, and also the biggest wall. This attack requires lots of small jumps and tight movements, and RNG felt oppressive here. After this, the avoidance steps down a bit, and has a lot of really fun attacks. The infinite jump section was cool and appropriately hectic without being a big barrier. The final segment is quite tight, and I feel like I got pretty lucky beating it when I did. However, it's still a fun section.
The 40's and the beginning of the avoidance are dark and bleak, creating a grim mood and evoking a sense of hopelessness (especially with the difficulty). However, the second half of the avoidance brightens up, and the game ends with color and a spark of hope. The clear screen has a beautiful, beautiful song. I don't want to spoil the experience for you, so I'll just say that it's a phenomenal cap to the game and the themes present, and it meant a lot to me personally. The song resonated really hard with my own life, and after sitting there and listening to it for a few minutes I was legitimately very emotional.
Overall, I can't recommend this game enough. However, make sure you're ready! It's very hard! But once you feel like you could beat this game, you should go for it. Aside from just being fun, the game is an emotional experience that will leave you just sitting in thought by the end of it.
[5] Likes
The needle itself is fantastic, and even at its hardest it never felt unfun (for me at least). The needle has a lot of parts that could be considered generic, like frequent named jumps, but they're woven in masterfully, creating a game that feels familiar but unique. One of the notable screens is 22, which uses some cool line needle that verges into intentionally uncomfortable, creating one of the strongest thematic screens in the game. Shortly after comes the water screen, which uses water in a really fun way, ending with a unique save that is a memorable journey that really brings you in tune with the beautiful song.
The game is at it's strongest in 3X, the second half of the game. Each area here is fun in its own way, with a lot of cool stuff. First, the jungle. This was personally my least favorite, as there were a few awkward platform snap moments. However, I like the incorporation of cycles and vine needle so it was still fun. The boss here is notorious, however I'm in the very small minority that actually enjoyed it. The RNG created some really hard dodges, but I felt like it was so prominent these moments happened every attempts, so you had to overcome them, instead of feeling like you got screwed. The RNG made this boss require playing smart, and being careful about when you choose to go up to attack.
Secondly, the mine area. The needle here is really hard, but it's rewarding. I used the skip, and I would recommend everyone keep an eye out for it, if I didn't use it I might have a very different opinion. The gimmick in this stage is cool, and adds some memorable flair without actually affecting gameplay. This stage had my least favorite boss, and this one actually felt like RNG screwed you too much. The turrets constantly spawning made aggression required to destroy them all, and often you would get screwed by a pattern that required being slow and careful, only to die because a turret spawned.
Third, baby blue sedan. This is significantly easier than the other stages, providing a nice break. The stage has some really fun jump refresher platforming and some cool looking spike patterns. I wish this was a bigger part of the game, because I loved it. The boss here was pretty hard, but it was a fun fight that required good reactions.
Fourth, the Dopamine-esque area. With a fog effect, a black tileset, and unique screen layouts, this area is a super memorable stage with a moody vibe. This was my favorite stage, as it features more of Wonderful's fun water usage, and it masterfully captures the desired atmosphere. The final screen has a cool double tank layout, that was really fun to go through. The boss here was really fun, although another place where bad RNG could be annoying.
Finally, the gravity area. This area is another easy one, and also the shortest. There's some really cool usage of gravity flippers and cycles here, I wish there would've been more than two screens. The boss is fun, imo the easiest boss so it wasn't as memorable to me. I don't have much to say about this stage, but I really loved it!
After all that, you get to the 40s. These are some of the hardest screens in the game, with 42 taking the cake. They include a fun gimmick, and a beautifully stylistic spotlight, as well as a haunting song. These all combine to create a perfect ending. The screens are all long, with a lot of twists and turns, and backtracking. This helps accentuate the feeling of ending the journey, and making that final step. This stage is really beautiful, and will hold a place in my mind for a long time.
The game ends with an avoidance. The avoidance is really hard! I'm primarily a needle player, but I do have moderate experience with bosses/avoidances, but this still rolled me, taking me 8 hours. However, that just made the clear all that much sweeter. The grey intro is hard, and RNG heavy, but gets pretty consistent. The first attack after the color change was my least favorite part, and also the biggest wall. This attack requires lots of small jumps and tight movements, and RNG felt oppressive here. After this, the avoidance steps down a bit, and has a lot of really fun attacks. The infinite jump section was cool and appropriately hectic without being a big barrier. The final segment is quite tight, and I feel like I got pretty lucky beating it when I did. However, it's still a fun section.
The 40's and the beginning of the avoidance are dark and bleak, creating a grim mood and evoking a sense of hopelessness (especially with the difficulty). However, the second half of the avoidance brightens up, and the game ends with color and a spark of hope. The clear screen has a beautiful, beautiful song. I don't want to spoil the experience for you, so I'll just say that it's a phenomenal cap to the game and the themes present, and it meant a lot to me personally. The song resonated really hard with my own life, and after sitting there and listening to it for a few minutes I was legitimately very emotional.
Overall, I can't recommend this game enough. However, make sure you're ready! It's very hard! But once you feel like you could beat this game, you should go for it. Aside from just being fun, the game is an emotional experience that will leave you just sitting in thought by the end of it.
Rating: 9.8 98
Difficulty: 81 81
Jul 22, 2022
Jopagu
For: I wanna be the hollow
For: I wanna be the hollow
An incredible boss rush game, with bosses taken from a number of other indie games. What makes this game so cool is how well it replicates the feel of the original games. Each boss feels like you're playing a boss from a different game, because you are.
Boss 1: The Core - Just Shapes and Beats
I haven't played this game, but I really liked the boss. It's an avoidance rather than a boss like the rest, and it's synced up to an awesome song, just like JSaB is known for. There are a lot of cool attacks that have you jumping around the entire arena.
Boss 2: High Dragun - Enter the Gungeon
I have played Gungeon, so I can safely say that Hollow does an incredible job of remaking a top down boss in a side view platformer. The memorable attacks all show up, and it has the dodge heavy feel that Gungeon is centered around. It even features the super iconic final phase, which is one of the coolest things I've seen in a game so I'm glad it came back here.
Boss 3: Headhunter - Katana Zero
I've also played Katana Zero, and it was fun to see such a memorable fight from that game show up here. The boss is focused on fast reactions, sweeping lasers, and bombs everywhere. It's a hectic and enjoyable fight.
Boss 4: Providence - Void Memory
I haven't even heard of this game (and from the Steam reviews that's for a good reason). This boss was my least favorite, and it was also the hardest by far from the first four bosses. The boss itself honestly just feels like a worse reskin of the Pure Vessel from Hollow Knight (and the game agrees, it uses the Pure Vessel song instead of something from the original game). You need much higher reaction time than anything of the other bosses, or else you're gonna die to a teleport sword slash. The boss also raises black rectangles from the floor, which aside from looking kind of ugly, have unexplainable hitboxes. The second phase barely changes anything, just forcing a couple deaths to learn the new reactions you have to do. This boss also feels much more tanky than the others, and without a meaningful second phase it's a slog to get through.
Final Boss: Radiance - Hollow Knight
This is the hardest boss in the game, but that fits the expectation from fangames and Hollow Knight, and it feels more fair than Providence. The boss has several attacks, requiring many different types of dodges. It also requires the reaction speed to get away from it if it teleports on top of you. The side swords attack feels like it can RNG-screw you sometimes, but a well timed dash can mitigate that. The first phase ends with a frantic rain of swords, and then it's on to the second phase. This part is harder, featuring the same attacks but less space to dodge them. However, it still feels fair, you just have to get used to running away from the boss. At the end of this phase, you get to do the iconic climb as lasers rain from above, and then a short final attack. This part is fairly easy, but requires you to keep your cool and is easily chokable. Overall, the boss is a fitting climax to a great game, and it feels great to finally take it down.
This game is an easy recommendation, and one of the highest quality fangames I've played. It can be played with no knowledge of the original fights, but if you have played them, then this game will feel like returning to an old friend.
[2] Likes
Boss 1: The Core - Just Shapes and Beats
I haven't played this game, but I really liked the boss. It's an avoidance rather than a boss like the rest, and it's synced up to an awesome song, just like JSaB is known for. There are a lot of cool attacks that have you jumping around the entire arena.
Boss 2: High Dragun - Enter the Gungeon
I have played Gungeon, so I can safely say that Hollow does an incredible job of remaking a top down boss in a side view platformer. The memorable attacks all show up, and it has the dodge heavy feel that Gungeon is centered around. It even features the super iconic final phase, which is one of the coolest things I've seen in a game so I'm glad it came back here.
Boss 3: Headhunter - Katana Zero
I've also played Katana Zero, and it was fun to see such a memorable fight from that game show up here. The boss is focused on fast reactions, sweeping lasers, and bombs everywhere. It's a hectic and enjoyable fight.
Boss 4: Providence - Void Memory
I haven't even heard of this game (and from the Steam reviews that's for a good reason). This boss was my least favorite, and it was also the hardest by far from the first four bosses. The boss itself honestly just feels like a worse reskin of the Pure Vessel from Hollow Knight (and the game agrees, it uses the Pure Vessel song instead of something from the original game). You need much higher reaction time than anything of the other bosses, or else you're gonna die to a teleport sword slash. The boss also raises black rectangles from the floor, which aside from looking kind of ugly, have unexplainable hitboxes. The second phase barely changes anything, just forcing a couple deaths to learn the new reactions you have to do. This boss also feels much more tanky than the others, and without a meaningful second phase it's a slog to get through.
Final Boss: Radiance - Hollow Knight
This is the hardest boss in the game, but that fits the expectation from fangames and Hollow Knight, and it feels more fair than Providence. The boss has several attacks, requiring many different types of dodges. It also requires the reaction speed to get away from it if it teleports on top of you. The side swords attack feels like it can RNG-screw you sometimes, but a well timed dash can mitigate that. The first phase ends with a frantic rain of swords, and then it's on to the second phase. This part is harder, featuring the same attacks but less space to dodge them. However, it still feels fair, you just have to get used to running away from the boss. At the end of this phase, you get to do the iconic climb as lasers rain from above, and then a short final attack. This part is fairly easy, but requires you to keep your cool and is easily chokable. Overall, the boss is a fitting climax to a great game, and it feels great to finally take it down.
This game is an easy recommendation, and one of the highest quality fangames I've played. It can be played with no knowledge of the original fights, but if you have played them, then this game will feel like returning to an old friend.
Rating: 9.3 93
Difficulty: 70 70
Jul 22, 2022
Jopagu
For: I wanna be the Partysu II
For: I wanna be the Partysu II
Unpleasant and generic needle. The difficulty balance is all over the place, and several saves are notably more precise, particularly one awful drop. The extra is annoying to unlock, requiring traversing a long time to get a trigger before returning and doing a hard jump. The extra is fine, but has some hard named jumps. The gimmicks are the best part of the game, but are barely used. The author made an ice gimmick that's only used twice. Later in the game there are multiple screens that require finding hidden blocks, which is just awful. Overall I wouldn't recommend this game, the needle is more awkward than anything else.
[0] Likes
Rating: 4.5 45
Difficulty: 54 54
Jul 19, 2022
Jopagu
For: Not Another VVVVVV Game
For: Not Another VVVVVV Game
VVVVVV is a very special game to me that has always held an important place in my heart. NAVG is an incredible recreation of this feeling in a fangame. More than any other fangame I've played, NAVG really captures the feel of VVVVVV. From the visuals to the room titles, this game felt nostalgic all the way. One notable feature is how the Viridian Kid has a higher fall speed than normal, making the gameplay actually feel like VVVVVV rather than just a fangame with gravity flipping. The game uses a variety of gimmicks, some from the OG and some original. All of them are used well, and there are lots of fun ideas floating around in this game creating unique pathing and movements. The game is chock full of VVVVVV references, like the iconic soundtrack. Seeing the classic transition in the final area really brought a smile to my face. I do wish the game had more enemy variety, this is one of the really unique features in VVVVVV, but NAVG only uses a few different enemies that get repeated. Overall, other people might not get as much out of this as I did, if they don't have a history with the original, but the platforming is still stop notch. I wholeheartedly recommend this.
[0] Likes
Rating: 9.5 95
Difficulty: 55 55
Jul 19, 2022
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 53.0 | 6.7 | 15 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 7 |
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