I wanna reach the Moon

Creator: Denferok

Average Rating
9.4 / 10
Average Difficulty
49.0 / 100
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Tags:

Adventure (33) Needle (1) Gimmick (18) Boss (15) Long (5) Puzzle (30) denFork (2) Cycle (1)

Screenshots

  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by Denferok
  • by Denferok
  • by Denferok
  • by ElCochran90
  • by Denferok
  • by ElCochran90
  • by ElCochran90

Creator's Comments:

Denferok [Creator]
Update as of 22/01/2021

Fixes Windows 10 lag, also made many minor changes to things that bothered me.

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Tagged as: Adventure Puzzle
[15] Likes
Rating: N/A       Difficulty: 45 45
Jun 21, 2018

107 Reviews:

Xplayerlol
Wonderful adventure fangame with a self-explanatory title. Your journey is fairly straightforward: You want to build a spaceship and travel to the moon. However, in order to build it, you need to gather spaceship parts scattered across the most diverse areas, which sets the player up for a pretty long journey with plenty of content.
The ambiance is great. The visuals are beautiful, and there are some subtle visual effects here and there to make things livelier, as well as a few minor details that make all the difference. The music choices are also pretty good. The gimmicks aren't necessarily themed on the area they belong in, but they fit in nicely anyway.
The platforming combines gimmicks with moving and static obstacles, using them in the most varied ways. More often than not, said gimmick usage will wander into the puzzle area, a field where the game excels, managing to make challenging puzzles out of the most simplistic gimmicks. Every single stage is worthy of praise, but the Ice stage is the one that won me over. It's a gigantic, incredibly well-designed maze of switches and gravity flippers of a magnitude I don't recall seeing in any other fangame. Even Locus' stage 4, which is similar in its nature, isn't as large and doesn't feel as grand. The last stage, appropriately, brings together the gimmicks from the previous stages, working wonders to show that there was still new stuff to be done with them.
The bosses are really well-made too. Most of them are animated and have at least two phases, with a bunch of different attacks in each one of them. The last boss is particularly well-made, and its first phase is something I've wanted to see in a fangame for a long, long time. I loved it.
I was going to bash on the original I wanna See the Moon a little (Just a little) just to go on about how much better this game is, but someone else already did that, so I'll just say I had a great time with it. Highly recommended.

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Tagged as: Adventure Gimmick Long Puzzle
[6] Likes
Rating: 9.9 99       Difficulty: 52 52
Jul 24, 2018
Shark3143
Well balanced adventure game delivering on basically everything I could want out of a fangame.

It's not literally perfect -- but the production value combined with the great level design and bosses makes this as good as a fangame gets. Gimmicks aren't just used to be unique, they're genuinely fun and interesting, even for gimmicks I dislike in other games. Puzzle design is clever, and bosses are fun and diverse without being grindy. Tilesets are crisp and the backgrounds and shaders really complete the visuals. On top of that, the good music selections and sound effects tie the game into what feels like a complete package.

This is the only game I finished this year, and would recommend it to anyone.

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Tagged as: Adventure Gimmick Boss Puzzle denFork
[6] Likes
Rating: 10.0 100       Difficulty: 50 50
Jun 26, 2018
sunbla
great game, would definitely recommend it

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[6] Likes
Rating: 9.8 98       Difficulty: 50 50
Jun 21, 2018
Wahfuu
You, the kid, for some reason feel the need to go to the moon, and murder the local wildlife. To do this, you'll go around and steal spaceship parts from people who shoot variously shaped bullets at you.


So, the usual Den compliments apply: The tiling and visuals are great, music choices are on point, etc etc. Stuff you've heard before. Stuff you've heard about a lot of adventure games, in general. So let's talk specifically about Reach the Moon.

This game is a puzzle platformer. And I mean that in the most true sense. It's not just a platformer with puzzles or vice versa. I think Den succeeds, maybe more than any other i've seen, at blending the 2 things together: Platforming is often part of puzzle solutions. Outside of the first area, which stumbles with this a bit (i'll get to that later) the puzzles feel like they actively contribute to the platforming as opposed to 2 things just awkwardly sitting in the same room together.

Very often when puzzles come in adventure games, they feel like they're actively fighting eachother. The platforming is just this awkward mesh of easy spikes that only exist to slow you down or choke on, to repeat the whole thing. There's a bit of that, don't get me wrong, but in here that's not the case. The solution you come towards will involve navigating disappearing and reappearing blocks at specific times. Or alternate depending on your jump. Most of the puzzle types you'll see engage the player in both ways, and I think it's something that deserves accolades.

Also another thing that goes horrifically wrong in fangames; Bosses! Not here though. Most of the bosses here are tuned fairly softly, but are very fast paced. They're a bit too easy for my liking, but they work for the games intended difficulty. I'll save the specifics for the spoiler section here, but the final boss especially is definitely the most memorable part of the game. It's a denferok loveletter to... denferok, but that's not a bad thing. I was sad there wasn't a runescape raid at the end.

So, bosses are good, platforming and puzzles work well together and create a fun experience. So, what're the issues? Well, besides a bit of a slow opener and some nitpicks on certain sections that aren't really worth pointing out, not especially. I think why I have the game rated as I do is because... honestly, the game feels very restrained. None of the gimmicks feel pushed very far, or far at all. That's to the benefit of the games pacing, but also seems like a waste of potential. The sky temple is great, and ends when it should, but it also left me wanting at the end. I wasn't bored or anything, but it felt like I didn't really.. do anything memorable with anything.

And that I think ends up being Reach the Moons biggest fault: At the end, outside of what I mentioned, it plays everything extremely safe. So safe that nothing really left an imprint. Everything just kind of comes and goes, there's no real stories to tell or things to reminisce about. As production values and expectations go up with fangames, this game doesn't really do a lot to stand out among them. It's just Another Modern Fangame that plays everything to be as accessible as possible and that's kind of it. The kind of game that when someone brings up I'll think "Oh yeah that was a good game" but not a game i'll think about very often. That's probably what Den intended, and for that it's a success. But for a game thats bursting at the seams with ideas and creativity, it doesn't have a lot of substance. It doesn't feel like it'll stay in memory very long.

So, despite it being for all intents and purposes a well executed adventure game, it also feels plain, if that makes sense.

I hope Den makes something with more teeth sometimes, because I think that's where his talent really is. But if not, that's okay too. The glowing reviews of this game speaks for itself, but I find it wanting.

Spoilers!

Caverns: Yeah, honestly there's no nice way to say it: This stage just kind of sucks. I know block puzzles are sort of the puzzle game classic, especially as an opener, but wow it does not work here. See, when there's some sort of execution requirement for success, repetition as a death punishment is fair. When it's 'woops I pushed a block a bit too close to the edge, go move all the blocks around again', its insufferable. When blocks are as far away as possible, the stage is at least functional, but oh my god it is not when they appear.

Desert: Just kind of there. Not really bad but very forgettable. The boss is fun though.

Forest: This stage is great. This is where the puzzle platforming really starts coming together. It was kind of unintuitive at first, but the 'order' of specific apples of the same color mattering was a neat way of doing it, as opposed to just overloading the player with several types of colors. Figuring out what you need to turn off and when and where, is pretty cool. Great stuff.

Pyramid: Okay, I confess: God damn I hate this laser puzzle. Not because of anything specific, but my brain just does not compute this shit man. I do wish the solutions were a bit more involving, like you had to navigate the lasers more. Then again, it is SUPER frustrating to accidentally land on a laser and have to redo and recalibrate everything. Think it could have used a bit more involvement or have progress saved. For what it's worth, though, I found the 2 just straight platforming screens before hand pretty enjoyable. Boss was fun too.

Factory: I quite like this stage. Both gimmicks mesh together well, and navigating the kill blocks to push them or pull them in the correct direction is really satisfying to do. The alternating colored blocks with spikes was a nice twist aswell. Good difficulty aswell. One of the more polished stages of the game for sure.

Sky Temple: 2 simple gimmicks coming together creating something not overly complicated but engaging. This is unfortunately one of the bigger examples of a game that kind of ends just as it starts, though. Would have really liked to see more screens with triple jump and the color swap. Not bad, but a bit of a letdown. Cool boss.

Ice Cave: My favorite stage in a walk. I really like how despite being a really elaborate layout, the way to progress forward is intuitive. It really feels like you're navigating a long, elaborate cave network despite being a rather linear progression. 3 Gimmicks that work well together. I wish everything in this game was at this scale. Boss is... not as good at the others. It's a bit too slow. Not a bad concept though.

Moon: Was let down that it was more about like, a screen/gimmick from each stage as opposed to combining gimmicks to create some really wacky stuff. Not bad but the stage itself was REALLY anticlimactic.

Both bosses, on the other hand, are legit. I'm always a sucker for infinite jump, and I could see the blur of the projectiles being a problem for some, but I found Ariel to be really fun to read. The last attack especially is a joy. I love slow, intense attacks like that.

The final boss is a nuclear rendition. It's.. a lot, for sure, but I thought it was all appropriately paced. Please give me autofire if you're going to make something so tanky though. A lot of games do the whole 'fight the old bosses' thing, but this having multiple at once with specific attacks they do when they're background or foreground is really cool though. The escape sequence was REALLY unnecessary, personally. I don't think it really needed it. Felt like it killed the afterglow of the victory and didn't the platforming wasn't especially interesting. Could have done without it.

Anyway, thats that! This... was really long, yeesh. If you read this Den, know I love you. I feel like with this and gothic castle I've been slightly harsh to your games, but I think you're a good maker. And this games glowing reviews prove that.

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[4] Likes
Rating: 7.0 70       Difficulty: 40 40
Mar 3, 2019
egg
Rating based on general quality of the game, not my enjoyment of it.

I don't really need to go into detail about what this game is, as everyone and their entire family already has. So I'll just give my opinion in a vague way as to not spoil what anything in the game is.

This game is for a broad demographic of people, but unfortunately I didn't fall in there. I think as a game it's pretty fuckin good, but sadly it just wasn't my kind of game. This game made me realize how terrible I am at puzzles. The game's readme says it's a 45 difficulty, but I disagree mostly because of the final few stages. The bosses were overall pretty average. They weren't insanely difficult, but a couple of theme were definitely harder than others by a fair margin (especially the final bosses.) There were a lot of segments to me that felt super tedious and way longer than necessary. I don't want to go into detail since the game is brand new, but I'm sure it's not hard to tell what I mean when I say this if you've played the game yourself.

That said, if puzzles are your thing, this game is probably for you. The visuals are really nice, the soundtrack has some bops, and it's not super short.

Personal enjoyment rating: 45-55 / 100.

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Tagged as: Adventure Gimmick Boss Puzzle
[4] Likes
Rating: 8.3 83       Difficulty: 55 55
Jun 26, 2018