I wanna Walk Out In The Morning Dew

Creator: GeoGeo222

Average Rating
8.3 / 10
Average Difficulty
84.3 / 100
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Tags:

Adventure (2) Needle (18) Gimmick (16) Special (1) Long (7) Art (4) SourPls (2) Sideways_Gravity (2) Mine_Sweeper (3) Fangame (1) Ice (4) Bubble_2 (1) Nasrano-like (1)

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

60 Reviews:

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: 9.4 94       Difficulty: 90 90
May 19, 2020
PlutoTheThing
Morning Dew is a game I had quite a weird relationship with before playing it, because I had a strong feeling that I would love it if I ever played it, but I didn’t think I would get to do so. By the time I was getting back into fangames, the news about who the maker was became common knowledge, and that tainted the whole thing greatly. The game always gave me this icky feeling, and it was always something lingering in my head, but at some point that changed, and the details of why it did are far too personal and in-depth to go into in a delfruit review, but the point is that one night, I decided that I would at least try this game, because truth be told, I had only seen like 3% of the game at the absolute most.

The early parts of the game are simple but sweet, I think they do a good job of showing just how interesting needle can be with just a few minor things to spice it up, mostly moving objects. The core platforming of Morning Dew is some of the best I’ve experienced in a fangame, it’s remarkable how distinct the different stages feel even when some stick to just jtool needle, and it’s all fun. The game has some truly amazing aesthetics too, not just in terms of visuals but audio as well, they can really help make a stage pop and really emphasize just how varied the game is because no two stages look alike, even when they don’t have their own gimmick. The gimmicks are definitely what the game is known for but at the beginning they are quite subdued, and the game definitely lets the needle speak for itself.

One of my favorite things about this game is how every stage doesn’t necessarily show you all of the cards in its hands at once. A lot of stages in this game open with just pure needle before actually getting into any gimmicks, and I think that heavily contributes to how the game feels and plays. Even when you reach a stage, you often don’t know what it will throw at you. A lot of the game’s wackiest screens are weird one-off ideas that are just chilling in the middle or end of a stage, and you get this very early. Stage 3 has a random screen where the background kills you at the end, it never really comes up again either, it’s just a thing that happens throughout the game at several points where a stage will pivot to something entirely different before moving on. Beyond that though, some stages that do actually have overarching gimmicks they use throughout don’t always show them all when you start, many of the gimmick stages open with vanilla needle, sometimes this cues you into what the platforming will be like but sometimes it’s just kinda there to open the stage. It keeps you on your toes and really gets you excited for every new screen, because you truly can never guess what comes next.

The game progressively gets more gimmicky and creative and I think the true point where you start to feel that is the Minesweeper stage, which has not one, but two screens which make you do an entirely unique minigame-esque section before you can progress. I think one of the most fascinating things about this game’s design is the fact that sections like this with some of the more out-there ideas are treated like normal screens, the minesweeper stage has a where’s waldo type screen sandwiched between very normal low gravity platforming, and when the stage is done the game mostly goes back to regular platforming! It’s bizarre but endlessly engaging.

For as strong as the first half of the stages are, all of the insane stuff I had heard and knew about is basically all within the second half of the game, and the first of which is the ice stage, also referred to as CBT. This is the first stage where as a player you truly need to adapt to something new, it can be labeled as normal gimmick needle but the truth is that on the ice in this game, you just control completely differently. The snappy nature of the kid is replaced with one which needs to build up speed and is unable to stop on a dime, and it’s not like the game pulls punches with these mechanics, you aren’t gonna adapt by doing 100 easy screens before the real challenge, you are gonna adapt by just doing the challenge, a design philosophy I find heavily admirable because, while unconventional for what “normal game design” is, fangames aren’t normal games, and forcing players to develop skill at something they are inexperienced in can recreate a feeling you can’t really get from traditional platforming. The content after CBT calms down after this, albeit continuing the gradual progression of complexity the game undergoes, but just wait, because my favorite parts are yet to come.

I think the rocket kid segment of this game is the pinnacle of Morning Dew from a design perspective. Everything I just wrote about CBT is heavily amplified. Most needle gimmicks require you to learn something in the presence of your own personal experience. You know the kid’s jump arc, how he moves, how he feels, so you already have a baseline skill level going into them. Rocket kid is not like that, it’s not platforming, it’s an entirely foreign mechanic which you have 0 knowledge or experience of. It essentially is the distilled essence of being a beginner. You have to figure out how you move, how you control, what you can and can’t do. DIfficulty wise, this stage is nothing special. It certainly takes a while but it’s truly not that hard, nothing is that precise and you have wiggle room for basically every maneuver you will be performing. Rocket kid is only hard because everyone who gets here sucks at it. I think the exact thing I’m writing about is what makes this stage so hated and infamous by some, but loved by others, including myself. The transition into the end of the stage is one of my favorite parts of the game, it’s basically the only time the game builds up to what’s coming next, and you have one of the most infamous saves in probably any fangame. Like I said about the rest of the stage, the race is not really that hard, you just have to get used to it and that’s definitely tricky and takes time, but it’s not insurmountable. As a final addendum, the screen after the race is one of my favorite parts of the game. It would be silly to list absolutely every screen that I found super interesting and engaging, because there’s just so many, but this one really sticks out to me.

The sections after rocket kid maybe don’t match the potency that gimmick has, but are some of my favorites. There’s a rocket kid cameo a few stages later with a fun and chill minigame, and my favorite stage in the game, Fence Jumping! I really love this stage, gimmicks which use the up and down arrows are some of my favorites and far too rare for how fun they are. Figuring out how to control this is wonderful and I love basically every section. At this point it’s maybe not the most mind-blowing thing, but it’s definitely creative. The final save before what’s essentially the last chokepoint of the game is the last save which doesn’t really play like a fangame, it’s a ridiculous game of simon says which hurts my brain, it’s pretty neat.

The red stage is sort of the “final boss” of the game, and it represents another thing in the game I find interesting. Not many times, but certainly enough to be notable, the game throws something which is kinda just tedious. The earliest example is a stage towards the start where you go up and down a column of bouncing jump refreshers, it’s a relatively long save with very minimal gameplay. The red stage is the essence of this design philosophy. In this stage you do menial tasks for several minutes. That’s really all I can describe it as. In spite of this I think you can make an argument that the content of the stage is not the gameplay but the feelings you experience. This stage is really easy. You truly do not need to put in a strong amount of effort to clear. However it’s probably the most tense you’ll ever be pushing a tower of blocks slowly over a gap of spikes, because there’s an understanding that while not difficult, the section is not conventionally fun either, and making a mistake would probably be quite upsetting. It’s for these reasons I found this boring, tedious, and annoying stage, one of the most entertaining parts of the game. It’s a truly fascinating stage to play, I can’t do it justice with words, but I genuinely adore it.

The final stage of Morning Dew almost feels cyclical in a weird sense. In a game that constantly subverts expectations and throws you into the deep end of weird ideas and gimmicks, the final stage is needle. No gimmicks, no bells and whistles, not even really anything particularly special. It’s just good needle, the same thing the game started with that was so unassuming, is used to close it off. When you enter the final warp, you get reminded of everything you played, and it really shows you just how massive this game is, how much you got past, how much you overcame. It’s a harrowing experience, one that’s far from the hardest stuff fangames have to offer but still manages to feel larger than life. Before you know it, it’s over.

Looking back now, I can’t help but feel a little bit of sadness at how things turned out with this game. It’s one of the best fangames I’ve ever played, it embodies the things I love about fangames the most, not just needle but other genres as well even if the game is pure platforming. It’s clearly influenced a lot of games which are also some of my favorite fangames ever, and yet it’s sort of hard to talk about now. At the bare minimum, the game itself is a work of art, and something that I’m glad I got to appreciate at some point, even if it took a while to get to it. I hope that if I can appreciate it this much, others can too.

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[7] Likes
Rating: 10.0 100       Difficulty: 74 74
Jan 15, 2024
fatherpucci1
Game with clearly a lot of effort put into. Theres a lot of various stuff in this game, however the author went too far with some of them. Half of the game is extremely awful to play for that reason, with the other one being either alright needle or something interesting (like minesweeper or memory)
The music and visuals in this game are stunning, but whats the point if the gameplay is awful at many points
Heres a list of things that are godawful and ruin the game:
CBT - terrible to control, kills the precision of controls kid usually provides while forcing to do precise platforming.
Multiple sideways gravity segments.
Minigame where you match tiles on a mountain where its almost impossible to see the difference
The stage with moving vines
The stage where your bullets are super slow and you have to fucking time when the bullets hit the shoot refresher offscreen
Rocket - abysmal to control, not only that the gimmick is heavily unfun to play, the game also has an extremely hard screen where you have to very quickly race to the exit through a tight corridor (difficulty rating is based on this screen).
Fence jumping - its really hard to control and its hard to tell when the fences will become active or not
Getting over it- who the fuck thought this was a good idea? Massive time drain and extremely frustrating gameplay, this was one of the worst things ive ever played in a fangame
Without these the game would be good. Sadly it is what it is

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[7] Likes
Rating: 3.0 30       Difficulty: 85 85
Aug 27, 2023
Introdus
The game is decent, but it has too many saves that kill it (race, last of the ice, the save of stacking blocks, etc)
Even so, I understand that this can be controversial, so I explain my arguments:

1: It is indisputable that the game has a lot of production. So what?
No man sky when it was released had much more production value than any fangame and that is not why it is good.

2: Most of the game (counting practically all the needle) is very good, surely 9/10.
But as I said before, it has several saves that overshadow all the good things and make the experience unenjoyable on many occasions, so if I give it a high note, I would be giving a false version of how my experience was (and probably that of the most) from when you play it.

In my opinion and recommendation (merely personal) the best thing if you just want to have fun is to leave the game in the save of the race in the rocket kid, from there until the end it is not worth the game (except for some other save, but only that)

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[7] Likes
Rating: 3.5 35       Difficulty: 85 85
Nov 9, 2021
Kueriann
(cleared for the FSR.)



[RU]
"Крайне интересная игра!" - сказал я, увидев эту игру в первый раз
"Боже, наконец-то она закончилась..." - сказал я, когда прошёл последний экран.
В этой игре очень много оригинальных идей, большинство тайлов великолепны, ну и о музыке говорить нечего. Но к сожалению эту игру я не могу назвать хорошей. А почему? Правильно, всё из-за гиммиков и просто плохих нидл сегментов. Я мог бы сказать:"Да, гиммики конечно портят, но сама игра хорошая", но... К сожалению из всей игры запоминаются только плохие гиммики. И всё игровое время затрачивается только на уровни с этими гиммиками. Поэтому как я могу говорить что эта игра хорошая, если в ней всё хорошее меркнет из-за остального.
Хоть нидл и неплохой, он сам по себе, ну... обычный, поэтому из-за него оценку повышать не хочется (ну и ещё то о чём я выше говорил)
Поэтому рекомендовать играть в это я не могу. Очень жаль.

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Tagged as: Needle
[6] Likes
Rating: 3.0 30       Difficulty: 90 90
Jul 28, 2023