I wanna go the JUN-G World

Creator: じゅんG

Average Rating
7.3 / 10
Average Difficulty
33.1 / 100
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Needle (11) Avoidance (2) Boss (10) Short (6) Secret (1)


  • by jung_games
  • by jung_games
  • by ElCochran90
  • by jung_games

48 Reviews:

cool beginner needle with multiple paths

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[1] Like
Rating: 8.0 80       Difficulty: 35 35
Sep 7, 2022
Small and easy needle game with boss at the end. There are some places with disbalance.

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[1] Like
Rating: 7.5 75       Difficulty: 30 30
May 4, 2017
wouldn't say it's great. it's decent overall.

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Rating: 5.5 55       Difficulty: 20 20
Jan 10, 2023
Nice graphics. The needles are pleasant, but the screens are so simple that I couldn't enjoy the whole song.
The boss is too dull. It could have more patterns of attacks. Otherwise, I would rate it above 9/10.

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Rating: 8.5 85       Difficulty: 30 30
Aug 4, 2022
One of the most lovingly put together beginner-intermediate needles I've ever had the pleasure of playing. Each of the worlds was themed, there were Touhou characters, and an avoidance at the end. The way the game changed tilesets in each different area to represent the characters was really enjoyable, and my favorite was probably Patchouli's stage. For me personally, the experience of playing this game was marred only slightly by that ending avoidance, but I understand it's a staple of the genre at this point, so I don't have any real complaints. Maybe other than to say the following:

It feels like a giant word-dump of my personal stance on avoidances would likely be pointless, as well as potentially upsetting people for no good reason. I don't have a revolutionary take like "all avoidance are bad" or anything like that. Far from it: I think it's probably my second favorite genre next to needle. But that is a gigantic margin, and I almost never play or enjoy avoidance games for the following reason: checkpointing and health systems. There are, by this point, surely hundreds or thousands of iterations of what could primitively be called 'avoidance': schmups, platformers, rhythm games, etc. etc.. Just Shapes & Beats is the closest to my mind, since it involves no attack system of any kind--your only goal is to avoid the stuff that will kill you. But, you get a health system, usually three or four hits, and there are checkpoints. And those quality of life changes pretty solely make the difference for me.

I think it is silly to argue that any avoidance maker should include those systems in their games, however. Part of the reason IWBTG and its derivatives are so popular to people is due to the notion of intense skill and near-perfection that they demand from their players at times. It's reasonable on one hand not to expect every single game to have only one save, but on the other hand, it also doesn't make sense to say to the entire genre of pitch-perfect movement and hazard tracking that they should add what is essentially a 'baby' mode for players like me who are too impatient to restart the banging J-Pop song over and over again. But it does bum me out just a bit when a needle experience I consider near perfect can't be officially considered 'complete' unless I do the avoidance at the end.

Hmmm. Maybe this turned into a bit of a word-dump anyway.

Oh well. It's not like anyone reads these things anyway.

9.5/10 for the needle, but just a solid 8.0 for the avoidance. Some math is involved, idk.

Time: ~25min
Deaths: 217

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Rating: 8.9 89       Difficulty: 33 33
Dec 16, 2021