I wanna Walk Out In The Morning Dew

Creator: GeoGeo222

Average Rating
8.7 / 10
Average Difficulty
84.6 / 100
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Tags:

Adventure (3) Needle (11) Gimmick (10) Special (1) Long (4) Art (3) SourPls (1) Sideways_Gravity (2) Mine_Sweeper (2) Fangame (1) Ice (3) Bubble_2 (1) Copyright_Strike (1) Made_By_Crimminal (1)

Screenshots

  • by cryflake
  • by geogeo222
  • by geogeo222
  • by geogeo222
  • by elraimon2000

Creator's Comments:

geogeo222 [Creator]
Quite popular with the boys.

Play at your own risk.

"The most important thing is silence. In the silence wisdom speaks, and they whose hearts are open understand her. The brave man is at the mercy of cowards, and the honest man at the mercy of thieves, unless he keep silence. But if he keep silence he is safe, because they will fail to understand him; and then he may do them good without their knowing it, which is a source of true humor and contentment."
~Tsiang Samdup

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[12] Likes
Rating: N/A       Difficulty: N/A
Dec 14, 2020

37 Reviews:

Tehninza
as close to perfect as a fangame can get

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[8] Likes
Rating: 10.0 100       Difficulty: 83 83
Aug 9, 2020
egg
This review will be littered with spoilers. Last time I tried to use spoiler tags on this site, they didn't work. So I'm not gonna bother with it, I'm just going to give you this warning here.

I Wanna Walk Out in the Morning Dew is a really special game. I don't know if I can genuinely say that any other fangame ever released is really like this. Sure, it has some standard needle segments, and some with moderate, frequent gimmicks like gravity flipping and the like. It really does a great job of luring in the player to what seems like an above-average artsy needle game, with some interesting but tame gimmicks. But the game only does that; lures in the player. It tries to contain its creativity for just enough time to get the player interested and invested, just for it to completely uncork and spew genius and originality everywhere.

The visuals are immaculate, every stage feels very distinct. It feels like each stage is part of a bigger picture, but what I find that picture is uncertain. As I touched on before, this game is very artistic. Every graphical aspect of the game is unique, feels deliberate, and doesn't overstay its welcome. The visuals serve the gameplay very well, with only one exception being these spotlights that occasionally appear throughout the game and can be a bit painful to look at after extended amounts of time. But thankfully, no segment with the effect is exceptionally long, so it's not too big of a deal. It's just one of those things where I feel like plugging in numbers and messing around some more would've done wonders.

The soundtrack is also incredibly solid. It's what you'd expect of an art-needle game like this. A fair amount of IDM with artists like Aphex Twin and Squarepusher, a song or two from various niche indie games, and some other obscure artists who come through with more ambient tracks. That's not to say the soundtrack is without its bangers; tracks like "My God Is The Sun" and "Nimbus" really make the experience all the more intense. I won't go too much more into the soundtrack, I just want to make the point that I find the soundtrack to be very fitting, enjoyable and exciting to experience in-game. A roller coaster of sounds, genres and tones always makes for a special soundtrack.

The gimmicks used in this game are without a doubt the most creative things I've ever seen come out of this community. You have stuff that's relatively simple like very low gravity used for platforming and solving a Minesweeper board, and you also have things like "linekid" where you play as a 3x25 pixel stick and press up/down to spin around spikes and walljump with a minispike immediately above and below the vine.

There are other great mechanics here, but there's always the one that everybody talks about: rocket kid. I didn't dislike this stage as much as most others probably did, but that's not to say I enjoyed playing every save. There are two saves that I believe are simply too hard: "shoot, don't miss" and the chase. Geezer mentioned in his review that Geo likes to take ideas to the extreme, and these are definitely examples of that. While I don't think these segments are bad, I do think they're incredibly demanding of the player. I think something like this is very easy to miss as a maker, because you can get so accustomed to the controls that it feels pretty manageable for you to do things relatively quickly. However for someone who's never played this, it can feel awkward, frustrating and tedious to learn how to do these tight maneuvers in order to squeeze in the final gap with enough time. Do I think these segments are bad because of this? Well, probably not. I think they're a bit overwhelming, to its disadvantage, but I'm glad this stage as a whole is in the game.

There are, without a doubt, some segments I have very complicated feelings on. The two mentioned above are fine examples, but one such segment I feel very torn about is the "carnival minigame." Essentially, you play as rocket kid in a big open room, and you have to build combo by keeping friendly fruit within a circle around you. The goal is to get 3,000 points. At first, I don't think this seems very difficult. But the closer to inch to that goal, the more daunting it becomes. In the current version (as of writing this, v1.3) this proves to be incredibly difficult. The fruit's starting positions are set, but their movement angles are random. The specific angles Geo picked are done to counteract "getting lucky to win." But I honestly feel that you are more required to get lucky to win than in previous updates. I spent two or three hours bashing my head, reaching 2.5k to 2.7k, just to find at the end I can't connect to another fruit to continue my combo. This became frustrating to the point where I reverted to v1.2 just to clear it, and I did it in 20 minutes. Is this because the previous version is too easy? Maybe. However, for something like this, it's much better for it to be a nice little easy distraction from the tough platforming, than for it to be a monumental challenge that feels like it's more up to Lady Luck if you clear.

Aside from these sections listed, and a few odd jumps that feel out of place for difficulty, I do think this game largely feels pretty good to play through. Significant difficulty spikes are few and far between, but they almost always feel satisfying to overcome. Though feeling an occasional necessity to switch versions makes me feel more like a tester than a casual player. I do think this game could do with a couple more updates to tweak some things here and there, but I have a feeling Geo is ending the time he'd like to spend with the game. Though who knows? I'm not him. I'd love to see an update at some point with some changes to make the game a bit easier to power through consistently. I don't want this to come across as a missed mark, though. The game is fantastic as it is, it could just be improved is all.

I talked a lot about specific segments, and I could talk a lot about others, but I pretty much just wanted to get my general thoughts out and talk about some particular issues I have with the game. Overall, I would highly recommend this game to anyone who is interested in gimmicks and needle. If you do not enjoy gimmicks, avoid this game like the plague; it was not made for you, and you will not enjoy it in the slightest.

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Tagged as: Fangame
[8] Likes
Rating: 9.5 95       Difficulty: 90 90
May 19, 2020
MARCO
so, this game was interesting, but i have some stuff to say about it.

Needle at all is good, i really liked the needle screen, like, most of the game is really fun. But this game is way to far from being a good game.

there's a few screens that are literally a piece of shit, like: most of cbt stage, rocket kid race save, getting over it last screen, slow bullet last screen, etc...

And yeah, like, that's not so many stuff considering that the game is really long and it has a lot of fun stuff, but when you play those screens you just want to stop playing and never open the game again. basically i mean that the bad screens are really really bad, and it destroy the game.

And speaking about bad saves i want to mention rocket kid race and getting over it last screen:

so, getting over it last screen is one of the most boring screens i have played in fangames. And rocket kid race is the second worst thing i have played in fangames. (i dont mean this in difficulty stuff.


I liked some gimmicks, but the bad stuff in this game is just so fucking bad that it cannot be fixed.




so, in my opinion, this game is a proof that original stuff isnt the same than good stuff.

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Tagged as: Adventure Needle Gimmick
[7] Likes
Rating: 3.1 31       Difficulty: 78 78
Nov 24, 2021
Skuldafn
Too many non-fangame segments and bad gimmicks that were very tedious and frustrating for me, i wasn't going to write a review because this game has a lot of work put into it, but when i arrived to the red stage i felt like it was an insult and was made bad on purpose, cleared for the FSR.
I give the game a 4 because i like the music and needle.

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[7] Likes
Rating: 4.0 40       Difficulty: 85 85
May 18, 2021
bummerman222
I wish creators would stop making non-fangame segments required. Other than that, the game is a phenomenal 9/10. I'd recommend you either play up until rocket, or save hack past it when you get there.

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[7] Likes
Rating: N/A       Difficulty: 90 90
Jun 21, 2020