60 Reviews:
Nearigami
I used to consider Morning Dew a game that was full of itself and one that loved the smell of its own farts. I'm glad I disagree with that statement now. I feel Morning Dew has permanently changed my philosophy as a game designer and fangame player. In particular I want to thank you for teaching me the value of frustration and experiencing emotions other than just fun.
You’re still a pedophile though so don’t come back to the community.
[6] Likes
You’re still a pedophile though so don’t come back to the community.
Rating: 10.0 100
Difficulty: 81 81
May 13, 2020
tuhkakuppi
My favorite part was easily the precision vine needle screen, so sure technically not inaccurate to say that the game has something for everyone. The actual pristine needle parts were good to play in general.
[5] Likes
Rating: N/A
Difficulty: 85 85
Nov 24, 2021
cLOUDDEAD
still the best fangame ever made, and its not even remotely close
[5] Likes
Rating: 10.0 100
Difficulty: 85 85
Sep 26, 2020
theTics
2022-05-14 Edit
It has become a tradition for me to come back to this game once in a while. Whenever I play this, there always has been a subtle feeling I can’t really tell, and I liked that feeling. Even though I don’t play any sort of fangames anymore, Morning Dew is literally the only fangame I kept stored in my computer to play back sometimes.
I strugged to figure out why I found this game so charming, and I ended up concluding the main reason for that is ‘art’. Several attempts have been made to apply artistic value in fangames, but I’ve never seen any games aesthetically pleasing as Morning Dew. The music choice, screen transition style, visuals and such all piled up a stack of artistic value. Also, many parts of the game don’t use the whole screen as a path: most of them have some proportion of margin. Some screens have very little effect on gameplay, but merely exist as artworks in exhibition(I like this metaphor).
I don’t really hate or like gimmicks, but the worst thing that could happen in gimmick games is placing different gimmick stages in a row. Since gimmick can be one of the polarizing genre of fangames, it’s vital to keep inserting basics to make the game much less tedious. In this sense, so called ‘Jtool needles’ in this game rather lubricate gimmicks to go well with the overall game.
The ending is really impressive. I think it’s the best catharsis I had by watching endings, no exaggeration. Retracing every stage is simple but feels pleasing and rewarding, especially with the Conway’s game of life shader. I still can’t forget the moment when I saw the unexpected ending in my first playthrough, and the thrill it brought me.
Maybe I’m too late to write more concrete review of this game. I’ve played it so many times, and my initial experience of the game have already turned into my muscle memory. That is, the review would be totally devoid of objectivity. It’s safe to assume that I might not have felt the game ‘perfect’ in terms of level design or platforming when I first played Morning Dew. There’s no way I will change the rating though, since that doesn't change the fact that I really love this game.
[5] Likes
It has become a tradition for me to come back to this game once in a while. Whenever I play this, there always has been a subtle feeling I can’t really tell, and I liked that feeling. Even though I don’t play any sort of fangames anymore, Morning Dew is literally the only fangame I kept stored in my computer to play back sometimes.
I strugged to figure out why I found this game so charming, and I ended up concluding the main reason for that is ‘art’. Several attempts have been made to apply artistic value in fangames, but I’ve never seen any games aesthetically pleasing as Morning Dew. The music choice, screen transition style, visuals and such all piled up a stack of artistic value. Also, many parts of the game don’t use the whole screen as a path: most of them have some proportion of margin. Some screens have very little effect on gameplay, but merely exist as artworks in exhibition(I like this metaphor).
I don’t really hate or like gimmicks, but the worst thing that could happen in gimmick games is placing different gimmick stages in a row. Since gimmick can be one of the polarizing genre of fangames, it’s vital to keep inserting basics to make the game much less tedious. In this sense, so called ‘Jtool needles’ in this game rather lubricate gimmicks to go well with the overall game.
The ending is really impressive. I think it’s the best catharsis I had by watching endings, no exaggeration. Retracing every stage is simple but feels pleasing and rewarding, especially with the Conway’s game of life shader. I still can’t forget the moment when I saw the unexpected ending in my first playthrough, and the thrill it brought me.
Maybe I’m too late to write more concrete review of this game. I’ve played it so many times, and my initial experience of the game have already turned into my muscle memory. That is, the review would be totally devoid of objectivity. It’s safe to assume that I might not have felt the game ‘perfect’ in terms of level design or platforming when I first played Morning Dew. There’s no way I will change the rating though, since that doesn't change the fact that I really love this game.
Rating: 10.0 100
Difficulty: 86 86
Jul 7, 2020