I Wanna Soothe the Shroom

Creator: 128-Up

Average Rating
7.6 / 10
Average Difficulty
67.0 / 100
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Tags:

Needle (7) Avoidance (2) Gimmick (5) Boss (6) Secrets (1) 100_Floor (4) x_Floor (1) 100F (1)

Screenshots

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

14 Reviews:

kurath
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
voraciousreader
Difficulty/Rating based on regular clear, no extras.

A 100 floor game based on the oldschool floor games minus the BS: themed stages capped by a boss on every 10th floor. Expect long segments and to be challenged on your endurance/consistency rather than being able to cancel jumps or have lightning-fast reflexes: most of the floors are one-screen saves, and the bosses/avoidances are of the slow and dense barrage variety.

The difficulty starts off easy and steadily trends upward, with a few floors past the 70s being notable difficulty spikes. The bosses are comparatively easier and a nice break from the long platforming saves. The visuals are pretty simple, mostly one tileset plus default spikes on a gradient background.

Overall I enjoyed the game, despite 100-floor games not being my favorite archetype. 128-Up does a good job not going overboard with the gimmicks, even the ones that are harder to use well, like conveyors or ice physics. Most of the saves, while long, were well balanced, so I didn't lose motivation to grind, even the ones that took me hours (looking at you floors 93 and 97). There's a couple saves with an awkward needle jump which didn't spark joy, and I wish the visuals were a bit more varied (some tiles felt too baroque and the gradient backgrounds got stale), but that didn't mar my enjoyment much, and I feel the satisfaction of having struggled with a fair number of challenging but fair long saves, and prevailed.

Would recommend to intermediate players with a fair bit of patience, or maybe retired veterans looking to de-rust.

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Tagged as: Needle Avoidance Gimmick Boss Secrets 100_Floor
[2] Likes
Rating: 8.5 85       Difficulty: 68 68
Dec 9, 2023
Wolfiexe
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
fubukiofficial
Rating based on 100%.

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Tagged as: Needle
[0] Likes
Rating: 7.0 70       Difficulty: 67 67
Dec 26, 2020
shign
Probably the biggest mixed-bag I've ever played. Rating based on 100%.
This game is extremely long, it's a 100f with a boss every 10f + a secret every 10f + 28 extra floors + a true final boss. Every stage has its own theme and it's usually something simple like water, platforms, ice, moving spikes, etc, but sometimes you have something a bit more elaborated like spikes that appear and disappear periodically.
Most of the game has some basic level design and get its peak with extra when the game starts to mix gimmicks in the same screen. Overall nothing special but nothing outrageously terrible. But. Actually the game has many problems and the first one being some gimmicks. If you already have read some of my reviews (not sure why you would do that but still), you may know that I truly hate ice from the bottom of my heart. 99% of the games that use ice use it in a way that only make the needle tedious and doesn't add anything positive to the game, and Soothe the shroom is one of those. The ice stage and every use of ice in extra was really annoying. Same goes for convoyers, I think it can be good if the maker put a huge amount of care and that's not what this game offers, most of the convoyer stage was tedious. Not gonna detail every gimmick but many have a lot of annoying spots due to the nature of the gimmick like the timed spikes, and many others aren't use in very interesting ways like the moving spikes. The other big problem of the game is that way too many floors have at least one or two annoying individual jumps and because literally every floor is one save long, it can sometimes become very irritating.
Now about the bosses, most of them are decent but not much with the exception of the final and true final bosses being really good, and the pampa boss being one of the worst boss I have fought in fangames in general.
As I said, there is one secret in each stage and you need all of them to access extra and if a few are obvious and a few are hidden in clever places, most of them are honestly dumb to find.
Extra is clearly the best part of the game, the mix between the gimmicks makes the gaame much more interesting (even if there are still some annoying spots), it's also a small spike of difficulty but you should be able to finish it if you manage to beat the normal 100 floors.

Overall, I honestly don't know what to think about that game because I think the goods manage to overcome the bads but it's impossible to overlook what annoyed me. I guess I could recommend it if you don't mind a very heterogenous game.

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[0] Likes
Rating: 6.0 60       Difficulty: 72 72
Nov 8, 2020