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...
[3] Likes
Who knows, maybe you'll even discover some surprising reveals by the end...
Rating: N/A
Difficulty: 70 70
Jan 18, 2021
20 Reviews:
Skulldude
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.
[8] Likes
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.
Rating: 9.6 96
Difficulty: 70 70
Jan 18, 2021
arzztt
Stonk: Fun
Zurai: Fun
Wolfie: Awesomesauce
Jestre: Classic
Gwiz: Genius
GeoGeo222: Wacky
Credits: Loud
Clear.
[7] Likes
Zurai: Fun
Wolfie: Awesomesauce
Jestre: Classic
Gwiz: Genius
GeoGeo222: Wacky
Credits: Loud
Clear.
Rating: 8.6 86
Difficulty: 75 75
Jan 19, 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.
[6] Likes
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.
Rating: 7.0 70
Difficulty: 70 70
Jan 19, 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.
[6] Likes
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.
Rating: 7.0 70
Difficulty: 72 72
Jan 18, 2021