Hydrohomies

Creators: GeoGeo222, Gwiz609, Jestreloon, Stonk, Wolfiexe, Zurai

Average Rating
8.4 / 10
Average Difficulty
74.0 / 100
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Tags:

Needle (4) Gimmick (4) Trigger (1) Collab (4) сука (1) Twigger (1) Σ(・□・;) (1) Mechanic (1) Подводная (1) братва (1)

Screenshots

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

Creator's Comments:

Wolfiexe [Creator]
Hydrohomies is a needle collab between six of us with the overarching theme of using catharsis water in our stages. We made this over the course of 4 weeks or so, splitting various production work among the team and each contributing our own unique stages, alongside the implementation of saving progress if you decide to back out of a stage. We think there's something in here for everyone, and we all had a fun time making it. Hopefully you can enjoy it too!

Who knows, maybe you'll even discover some surprising reveals by the end...

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Tagged as: Needle Gimmick Collab
[3] Likes
Rating: N/A       Difficulty: 70 70
Jan 18, 2021

15 Reviews:

xXBeachBallsXx
A phenomenal catharsis water themed collaboration, between 6 makers with very unique styles. Each stage brings in a brand new twist to the main gimmick and some may even turn it completely on its head. There's a little bit for everyone, in varying difficulty and length, and it's impressive this was come up with in just barely even a month, Gwiz's stage specifically was a real highlight for me just nailing all the right aspects, the game is filled to the brim with very smooth movement and that stage is no different.

The short experiences these makers provide are more than what I could've asked for, even involving some of the ones I look up to the most in our community. Overall splendid game, highly recommend to anyone looking for a hot gimmicky challenge.

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[7] Likes
Rating: 9.8 98       Difficulty: 70 70
Jan 18, 2021
Cthaere
Hydrohomies is a 6 person collab between some of the biggest names in western needle design, featuring about half a dozen screens per stage for the most part that focus on gimmicks and include a heavy dose of catharsis water - intentional wording here, catharsis water is used as merely an aid in most of the stages rather than constituting the focus - but ultimately vary depending on the stage. As a collab, this failed my personal test, which is to be more than the sum of its parts: Only two stages really stand out in their design: One that is likely going to be controversial (and is also the hardest), and one that did not pull it off well.

Stages are covered in the order I did them, which is also the difficulty ascending order by in-game metric.

Wolfie: Felt like more vandal. While always welcome, I feel like a big reason Vandal worked so well was pacing, as the game was allowed to develop, experiment and mature before settling down for the unique style displayed, and that pacing is sorely missing here. Still, Wolfie does what he does best, and when working in his element he produces great, consistent needle, even if at times I wish he tried to push a bit more out of his comfort zone. 8.5/10.

GWiz: One of the two that stand out. First half is pretty eh, although I did get a good chuckle at the gravity arrows . Second half has extremely clever pathing with a very interesting gimmick, but the execution falters: There's too much idle waiting in place inside water columns until you get to your destination, there's very little jumping (the one central mechanic of fangames) involved at all due to the gimmick without significant weaving/stuttering to compensate, and the final screen was really confusing because the final jump seemed unreasonable to the point I started to question if the exit really was where the level design pointed at. It also felt like it was abruptly cut, just when the gimmick started to feel natural and level design got pretty interesting, which makes me question the existence of the first half even more. Still, it did something interesting, and the issues, while not minor, weren't stage-ruining for me either, and I had some fun with it. 6/10.

Zurai: Where do I begin. Triggers that can and will kill you if you don't know what they do and have 0 indication (which is a recurring theme in the other stages except Wolfie's, but is extremely noticeable here) and are also broken, 95% of jump heights being 2f, 5f or (usually mandatory) fulljump, interesting ideas implemented in bad or boring ways, and needless backtracking that changed very little about the path. I'm also relatively sure you can softlock here. Frankly, I don't know how this passed testing. Music and visuals were great, and it's short, easy, and not actively unfun, but it certainly did make me think "I wish I was playing something else right now". 5.5/10.

Jestreloon: This was my first encounter with Loon's needle, and despite usually disliking many of the elements used in their style individually, they formed together to a pretty fun style. Definitely got me interested in playing more. Good stage in a style that isn't as distinct as I'd hope from a collab but still was its own thing. Also probably the most vanilla stage in terms of gimmicks, which was also a nice breath of fresh air. 7.5/10

Geo: Finally, best stage. Felt like it was ripped straight out of Dew. It was unique, it had my fingers breakdancing on the arrow keys in the same way I loved certain other gimmicks in Dew, and it was just the right amount of "out there". Might be controversial but personally it was amazing. Also it actually did something interesting with the water as opposed to the vast majority of other stages. My biggest gripe is that it felt like it would work best as part of a whole rather than a standalone stage, and the collab was not the right "whole" for it. 9.3/10.

Stonk: I can't really put my thoughts into writing on this one, but it was good. It felt kinda like Wolfie's stage, but also very much not like Wolfie's stage. I loved the hub idea, and the second save as well as the second to last one. Otherwise, it was good but not amazing, suffering from the gwiz stage problem at times of having long stretches without jumping, sometimes exacerbated by having to hold the jump button for vine purposes too. 7.8/10.

Overall good, but considering the names behind this (and the reviews posted before mine, with the game having a 9.8(!!!) at the time I downloaded it) I expected way more. I can't give this a blanket recommendation, but I still strongly recommend checking out Geo/Wolfie and suggest you do Stonk/Loon while you're at it.

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[6] Likes
Rating: 7.0 70       Difficulty: 72 72
Jan 18, 2021
Stinkycheeseone890
Worter

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[6] Likes
Rating: N/A       Difficulty: N/A
Jan 18, 2021
moogy
I find Geo's stage completely unplayable, I'm sorry. Everything else was fun, with Wolfie's being the most well-balanced and Stonk's being the most generally challenging.

The main issue with the game as a whole is that the Catharsis water really feels like an afterthought, with most of the stages falling somewhere between DLC for CN3 and standard trigger needle in terms of design. I Wanna Hydrate used Catharsis water in much more interesting and varied ways than any of the stages in this game, and without feeling derivative in the process.

Would recommend playing the other stages before Geo's and then seeing if you want to deal with its gimmick; I certainly did not.

Overall, this game isn't terrible if you want some gimmick-heavy needle, but it honestly doesn't even really feel like it's based around Catharsis water. The makers may have actually gotten too clever for their own good, and there's nowhere that's more apparent than Geo's stage.

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[5] Likes
Rating: 7.0 70       Difficulty: 70 70
Jan 19, 2021
YaBoiMarcAntony
How does one begin to describe perfection in any meaningful way? How can I come up with some series of words which can somehow impart to you, the reader, just how phenomenal a given game is? "Hydrohomies is perfect. It is without flaw. It is an impeccable masterpiece put together by some of the greatest fangame developers our community has ever known. There is not a hint of a possibility of a theoretical flaw to be found throughout anyone's levels. Every single moment is filled to the brim with excellence, every aspect of this game operates at the highest level. There is not a damn thing wrong with Hydrohomies." This, of course, is repetitive and a bit overly-effusive; furthermore, Hydrohomies is obviously not perfect, not because there has to be some flaw thanks to any given creator, but because flawless products simply cannot exist - at least, not for everyone. This, however, is one of the closest attempts at perfection this community has ever seen.

Hydrohomies is as perfect as it can be, managing to make any given flaw (as few as there are, anyways) seem insignificant and not worth noting, whether this comes down to technical errors or a slight fall in gameplay quality. To the former, they do exist, though I imagine they'll not be doing so for long. and the latter simply comes down to preference. For my part, this is a flawless game. Despite being centered on one critical component, each stage manages to breathe life into what some may think of as a tired gimmick - catharsis water. There's the wilder takes on the concept such as in geo's spectacular stage which I imagine will stand out as the most divisive of each stage, though perhaps not as divisive as his famed Dew-based game. Then you have the more "by-the-numbers," stages, such as wolfie's take on catharsis water, this take perhaps being Wolfie's finest hour yet. Every stage, however, puts its own little twist on the gimmick, so you're certain to find something you like.

Everyone deserves major props for what they put forth in Hydrohomies, but I think the most surprising of the bunch has to be Zurai's stage. Zurai, despite being the least experienced maker here in terms of output, manages to stand just as tall as the greats like Stonk or Wolfie with some truly inventive design which manages to combine this classic feel with a sense of modernity.

Hydrohomies starts off the year amazingly, being one of the best collabs ever made - and it only took four weeks to make!

(1/22/2021: I look back on this as being a bit too positive. I recognize now that there are some problems, mainly to do with the general lack of focus on catharsis water, realistically. While Geo and Gwiz do excellently with the gimmick, the rest more or less design typical catharsis water needle, though they do so to perfection. As such, I won't say that anything I say here is an outright lie, just that it was a case of me sort of jumping the gun and wanting to lavish praises on something I like a lot - and what's wrong with that? Despite saying this, I still believe this is a superb game, even if it's not quite as perfect as I stressed it to be.)

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Tagged as: Needle Gimmick Collab
[5] Likes
Rating: 8.5 85       Difficulty: 75 75
Jan 18, 2021