I Wanna Soothe the Shroom

Creator: 128-Up

Average Rating
7.6 / 10
Average Difficulty
66.5 / 100
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Needle (5) Avoidance (1) Gimmick (4) Boss (5) 100_Floor (3) x_Floor (1) 100F (1)


  • by Wolfiexe
  • by Wolfiexe
  • by Wolfiexe
  • by Wolfiexe
  • by Wolfiexe

10 Reviews:

Rating based on 100%.

Its a 100 floor game of the more oldschool style (think Celebrate 100, Challenge 100 etc) rather than the more recent expectation of the 100 floor game which is more CN style/pure needle style. One save per floor (meaning a lot of long segments, so be aware!) with stages focused heavily around a traditional gimmick topped off with a boss.

Production wise it does its job, mostly clean looking simple visuals (though a couple of the tilesets did look a bit busy) without overcomplicating itself. Music is suitable but sfx, even in the bosses are pretty nonexistent.

The platforming is mostly really good, it has long saves and it knows it, with most jumps being very reasonable and consistent, though there were a couple stages that felt learnier due to cycles. This is, without a doubt, the meat and difficulty of the game and it does well, but you have to expect some really long segments (especially in 100%, less so in regular clear).

The bosses were all a lot of fun. Most of them were quite simplistic and over time also tended to focus on endurance over difficulty and the attacks fit into a style that I liked a lot (mostly slow/dense attacks). One in particular felt like it really dragged on, but for the most part quite enjoyable.

It's not a flashy game but it was fun and had few weaknesses. Worth playing if you like the oldschool 100F style but wanted something with more kick to it.

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Tagged as: Needle Gimmick Boss 100_Floor
[4] Likes
Rating: 8.0 80       Difficulty: 72 72
Oct 28, 2019
Soothe the Shroom is a 100f game featuring a handful of gimmicks and bosses set in a more oldschool-style theme, primarily making use of long but not overly precise saves and a bunch of quirky but simple visuals to keep things mixed up.

The level design is pretty fun throughout and maintains the needle-centric style and mixes it with whatever the stage gimmick may be, which can range from simpler stuff like platforms or water to more unique things such as toggle-switches and dynamic cherry shenanigans. There were a couple I weren't so big on such as the conveyors, but I enjoyed just about all of it. There are also a bunch of skips lying around if you feel like flexing your needle abilities to get to the end that little bit faster.

The bosses are all quite unique in their appearance, although never get too complicated in design. The attacks always felt fair and fun to read, and you can more or less first try all of them without having to worry about learning patterns or sketchy instagibs. In general I think 128's boss design is just really comfy, which I felt in his other games too. They felt easier to me than a fair deal of the platforming, so they made for a nice break between each stage.

Each floor theme also features a secret which when all are collected unlocks extra, which is actually pretty sizeable. Extra has some pretty tricky segments and starts combining all the things you've seen throughout the game which makes for some fun platforming, and it's rounded off with again a very nice boss too. The secrets are also easily obtainable after you clear the game, so you don't need to worry about catching them all on your first run through.

It would've been nice visually to perhaps see some new spike sprites (or platforms, water etc.) to go alongside each new stage visual theme, as generally the default spikes are just used throughout, although this does reinforce the old-school aesthetic kind of nicely.

Some stages could maybe have also benefited from different screen layouts as things could feel a bit samey at times, where every screen is generally just a jam-packed needle/gimmick screen with little empty space or difference from the other 9 screens in that stage. Maybe some bigger or smaller rooms, or twists along the way to make some rooms stand out a bit more. This is somewhat nitpicking but could be something that's fun to experiment with next time to give rooms more memorability, which is something I feel a lot of rooms in the game lack.

Overall though it's a fun game with lots of good design and a nice sprinkling of boss fights throughout to keep things fresh. Looking forward to what project 128 tackles next!

Also as an extra mention, the title screen is just great.

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Tagged as: Needle Gimmick Boss 100F
[1] Like
Rating: 8.0 80       Difficulty: 67 67
Nov 10, 2019
An old school feeling game also has a modern feel as well. Each stage is comprised of 10 floors and a boss and a hidden secret, don't worry about missing the secrets though it's convenient to get each of them after you've cleared the game. Each stage has it's own gimmick that it's built around and the majority of them are cool and fun, the only gimmick I didn't like too much were the conveyor belts. My favorite gimmick by far were the apple shooters and apple rings. None of the bosses in the game are too terribly difficult but are enjoyable. The difficulty progression is pretty smooth however there is a big difficulty spike throughout the 70's but then it chills afterwards. There are also some difficulty spikes scattered around the game but I didn't mind them too much. If you collect all the secrets you can do the extra stage which has rooms dedicated to combining various gimmicks together which is cool. The extra has a really weird difficulty curve, it felt like any save with a platform jump or two was way harder than the previous ones and then the ones after. The extra boss was fun and easy also felt boring. Overall a very nice game that anyone could find themselves having a fun time with.

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[1] Like
Rating: 7.5 75       Difficulty: 68 68
Oct 21, 2019
I can easily say this has been one of the most challenging games I have ever played. My skill level is at best around the mid 40s to 50 level range. I've played this game for 19 hours 38 mins. with 12540 deaths and currently at level 72. What makes the game so addictive is to know I can pass the level but the slightest mistakes make me start over since there is only one save per a room. The creator did a fantastic job designing the game. It's addictive as well as difficult. We need more 100F type of games. Those are my favorites to play. The bosses are fun to fight. Sometimes I don't wanna move on past the boss knowing it will take another few days and 1,000s of deaths to get through the next 10 floors if I don't give up. I actually planned on calling it quits at level 13 because of the difficulty but the game was so fun that I wasn't ready to move on.

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Tagged as: Needle Boss 100_Floor x_Floor
[0] Likes
Rating: 8.0 80       Difficulty: 70 70
Apr 28, 2020
Ni tan dificil , ni tan facil , pero buen juego ;)

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[0] Likes
Rating: 7.5 75       Difficulty: 55 55
Oct 22, 2019