I Wanna Vibe With The Gods

Creator: LAWatson

Average Rating
9.0 / 10
Average Difficulty
71.6 / 100
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Tags:

Needle (4) Avoidance (2) Gimmick (9) Boss (8) Math (3) gBrain (1) artistic_vision (2)

Screenshots

  • by Wolsk
  • by Wolsk
  • by Wolsk
  • by Wolsk
  • by Wolsk
  • by Wolsk
  • by Wolsk

16 Reviews:

Wolsk
I vibed, but I didn't necessarily have fun doing it. The presentation of this game is fantastic, and there are a lot of clever ideas, but as often happens with Watson games, the very high difficulty took away from the enjoyment of the game considerably. I also just found the final boss frustrating and boring which was disappointing given how cool the ideas for the different platforming segments were. Most of the attacks felt like they forced me to shoot the boss, die instantly to a retaliation attack, and then try over and over again to figure out what even happened so that I could eventually survive. Plus basically nothing each boss did had any affect on the others.

Would've liked this game far better if it had more saves on specific screens or just nerfed platforming in general, along with giving the final bosses attacks that actually vibed together.

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[6] Likes
Rating: 7.9 79       Difficulty: 73 73
Jan 3, 2021
Cthaere
I usually have a fairly strict policy on high ratings: To rate a game 9/10 or above means that I feel the game is special to me in some way, and is of outstanding quality. A 10/10, consequentially, is a game I care about deeply, a game that I love despite any flaws it may have, sometimes precisely because of those flaws.

Within a week, I have encountered 2 exceptions to that policy, one of which is this game. I couldn't bring myself to rate it less, despite not meeting my criteria.

I wanna vibe with the gods is a game best described as a gimmick+boss game, with 10 rooms of gimmicks of varying levels of thinking, learning and execution requirements. Thankfully, none of these get too esoteric and those that might gatekeep people from the rest of the game can be skipped. Despite using established gimmicks, they are for the most part used in extremely interesting ways that I have not seen before and force even players familiar with the gimmicks to stop and think, with some design concepts that absolutely blew me away.

Despite the level of quality in the platforming, the final boss easily outshines it. It is a loosely Crimson-style boss built on themes of attack complexity and learning factor, forcing the player to find a strat, then replace it with a better one, then polish it, then abandon it for an even better one, and so on and so forth for the vast majority of attacks in the fight, which is achieved in no small part by giving the player a much higher degree of control over attacks without placing restrictions on movement in the process.

Unfortunately, this review has been left intentionally vague so as to not spoil anything important, since this game in particular is extremely prone to it. However, this is a must-play to anyone who does not have a deep and innate distaste to either gimmicks or bosses and has the required skill to beat it without spending exorbitant amounts of time.

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Tagged as: Gimmick Boss
[4] Likes
Rating: 10.0 100       Difficulty: 70 70
Jan 2, 2021
YaBoiMarcAntony
LAWatson has perhaps the most recognizable design style of any creator I've ever seen. Sure, most of the big makers have their tells, but none are more conspicuous than those which denote a Watson game. As such, you're really not going to find anything like Watson's games outside of his games. He so effortlessly creates completely unique experiences as to be the only one capable of doing so thanks to the combination of humor, ingenuity, and extremely high polish that you'll rarely find elsewhere.

I Wanna Vibe With the Gods, of course, is a Watson game through and through.

So far as I can gather, this game was put together over the course of a week. That alone is worthy of endless praise, despite the relative size of the game. There are ten screens and a boss, but each screen is a masterpiece in its own right, something which would take most people many hours to come up with and create, let alone polish to the point of being ready for release - and there's ten of them! Many people have already drawn comparisons to Morning Dew, so I'll refrain from doing the same - but I will add: this game is not like Morning Dew. Instead, it's more like a WarioWare game in which each screen focuses on its own unique gimmick rather than each gimmick being fleshed out and utilized to its peak potential over the course of several screens; however, that is not to say I ever felt like anything was under-utilized, no siree. Instead, Watson managed to eke out a ton of quality from each gimmick in a massively short amount of time. This combined with the fact that each gimmick is wildly different from each other makes for a highly varied and dense game.

I won't go into depth on each screen since most of the fun is discovering each gimmick and getting a handle on them, but I'll say that the screen order is randomized, making it so that everyone is quite likely to have their own unique experience. One might think this would screw with the overall difficulty balance, but I found that to be a rather irrelevant thought. A couple screens stood out in terms of difficulty, but your experience with the game will differ depending on your strengths and weaknesses. With that said, there is one screen in particular that I imagine will cause quite a lot of trouble with most whom experience it (as well as another screen that is technically a cake-walk if you're willing to make it so).

I cannot speak to the boss completely as I did not feel inclined to play it, but in the short time I tinkered with it, I found that it's an extremely inventive twist on an old classic. I suspect it'll be the most difficult part of the game for most as it gave me a fair bit of trouble in my fifteen or so minutes of "grinding." Nonetheless, while it did not grab me as strongly as the rest of the game, I won't factor it into my rating as I will certainly return to complete it - and if I find that I don't like it as much, I'll come back and rate the game accordingly.

All in all, I Wanna Vibe with the Gods is a game which will at the very least earn your admiration; because of its experimental nature, there's no guarantee you'll actually enjoy playing the game, but the sheer creativity and effort put into the game is enough to warrant respect. Luckily, it earned my love too.

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Tagged as: Gimmick Boss
[3] Likes
Rating: 9.5 95       Difficulty: 70 70
Jan 3, 2021
EchoMask
What can I say. I went into this game expecting to be greeted by brilliancy and was instead welcomed by a divinity of level design. This is, without a doubt, a strong 10/10 for me.

The levels / trials are randomly generated and each one presents a unique challenge for the player. Most of the ideas here I've never seen used in a fangame before, which can obviously go both ways. You either like them or you don't.
After passing each trial none of them left a sour taste in my mouth. I absolutely fell in love with every single one. Some more so than others obviously but that's to be expected with such a broad variety of ideas.

The boss at the end is the second greatest fangame boss ever for me. Number one still belongs to Kermit 3's final boss but that's because I share a love with the Kermit series no other fangame could ever sever I'm afraid. Still, this boss might look daunting at first but after you figure out how it works you can't deny its absolute genius.
Not only do the attacks have some of the most unique ideas used in any boss ever but they're also super fun to dodge. Pulling off this combination is a greater challenge than solving a specific trial this game has to offer. If you beat this game you'll know which one I'm talking about.

I'd say this game should take an experienced player around 3-5 hours to beat. Not recommended for beginners though. Thank you for creating this masterpiece Watson.

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Tagged as: Gimmick Boss Math
[3] Likes
Rating: 10.0 100       Difficulty: 75 75
Jan 2, 2021
Wolfiexe
Vibe With the Gods is a very unique game, presenting the player with a series of short but often unusual challenges that you might not find very familiar, rounding it off with a very challenging and creative boss fight which really forces some learning on the player in interesting ways.

Each of the challenges presented I found to be quite unique, and unlike the others. This is a great thing, because nothing really overstays its welcome or gets particularly tiresome, which makes the platforming elements stay fresh and interesting. I was always curious to see what quirky gimmick or design choices would appear on the next screen. To go into some specifics, I found the cherry line spawner dotkid screen to be particularly interesting, as I did with the infinite jump aimed cherry screen. Both of these maintained some cool design alongside a gimmick I don't really ever see in fangames. Some didn't hit quite as well. Resigning an entire screen to a maths problem felt a little eh to me, as I don't really have any interest in trying to solve maths problems regardless of how easy or hard they are. Still, I appreciate there was a little hint dude that just tells you the answer if you wait long enough.

I found the climax of the game to be pretty tough. The boss is by no means easy, and just about every single attack will force you to learn how to adapt to it and find a strategy that's gonna carry you through. I don't think I first tried or quickly got used to any attack, although a couple don't take much time at all to get used to. I did have a problem with how some attacks forced you to play in terms of comfortability, the primary example being the mouse attack, as it ended up being kind of annoying to execute, despite my unending affection for sneaking in rodent-usage in fangames. I also found some attacks to be a little cryptic initially, and wished the more cryptic phase 2 attacks (such as black) were swapped with the less cryptic phase 1 attacks for a smoother and quicker learning experience. The final phase also bothered me a bit, partially because I died there like 7 times which never helps, but I appreciate the creativity and intense feeling given behind it.

Overall I think it's definitely worth checking out. Watson has a ton of cool ideas shielded behind a layer of really pleasing production value. The difficulty felt a little detrimental to me at times for my enjoyment, but there's no denying there's a very creative fangame here!

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Tagged as: Needle Gimmick Boss
[2] Likes
Rating: 8.3 83       Difficulty: 70 70
Jan 6, 2021