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:
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.)
(I realized recently that I basically don't remember a thing about this game now and I feel no inclination towards replaying it, so here we are. It was very, very good, but nowhere near as much as I personally hyped it up to be.)
[5] Likes
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.)
(I realized recently that I basically don't remember a thing about this game now and I feel no inclination towards replaying it, so here we are. It was very, very good, but nowhere near as much as I personally hyped it up to be.)
Rating: 7.5 75
Difficulty: 75 75
Jan 18, 2021
Avgustine
Just came here to tell that this game is ПОДВОДНАЯ БРАТВА
[2] Likes
Rating: N/A
Difficulty: N/A
Mar 22, 2021
Fere
(don't know why spoil alerts seem not working for me so I'm puting one here~)
Brilliant Catharsis water collab game from my favorite makers. Each stage has its own twist and I enjoy almost all of them. I especially like Wolfi and Stonk stage for using my gimmick of the year bouncy blocks (I named a game for gimmick of the year nomination in Fangame Awards so I correct it here LOL) Zurai stage has a broken trigger and some jumps feel weird, but I appreciate the design. And finally I wish to speak a little more on Geo stage.
When Geo brings to front his iconic tileset, you know things gonna get wacky.
Geo stage is different from all others for requiring control of additional keys. As a person who has stupid hands, it really elevates the difficulty a lot for me. To figure out when and how long to press each key is not hard but to execute that is a pain. The design of Geo stage is mostly simple, but in a precise way. Also, there are saves where your need to hold one key for the whole time, which really makes my fingers sour. I think making shooting or triggers switch the state may make it more relaxing, but I guess it also changes the feeling of the control. So I ended up spending 5 hours on Geo stage alone, 1 hour longer than the time I spent on the other 5 stages in total. I really like the idea and design. But when I have to spend so much time grinding it, it's hard to make me love it as much.
After all, it is still a very strong needle game. I recommend it to all needle players. If you are bad at extra control like I am, maybe you can stop at Geo stage.
And for the difficulty marks in game, actually I didn't feel it very precise. Geo stage is definitely a 80 difficulty for me. But for all other 5 stages I think it's 70 difficulty top. Hope people won't be scared by Kale's difficulty rating like I was. :)
[1] Like
Brilliant Catharsis water collab game from my favorite makers. Each stage has its own twist and I enjoy almost all of them. I especially like Wolfi and Stonk stage for using my gimmick of the year bouncy blocks (I named a game for gimmick of the year nomination in Fangame Awards so I correct it here LOL) Zurai stage has a broken trigger and some jumps feel weird, but I appreciate the design. And finally I wish to speak a little more on Geo stage.
When Geo brings to front his iconic tileset, you know things gonna get wacky.
Geo stage is different from all others for requiring control of additional keys. As a person who has stupid hands, it really elevates the difficulty a lot for me. To figure out when and how long to press each key is not hard but to execute that is a pain. The design of Geo stage is mostly simple, but in a precise way. Also, there are saves where your need to hold one key for the whole time, which really makes my fingers sour. I think making shooting or triggers switch the state may make it more relaxing, but I guess it also changes the feeling of the control. So I ended up spending 5 hours on Geo stage alone, 1 hour longer than the time I spent on the other 5 stages in total. I really like the idea and design. But when I have to spend so much time grinding it, it's hard to make me love it as much.
After all, it is still a very strong needle game. I recommend it to all needle players. If you are bad at extra control like I am, maybe you can stop at Geo stage.
And for the difficulty marks in game, actually I didn't feel it very precise. Geo stage is definitely a 80 difficulty for me. But for all other 5 stages I think it's 70 difficulty top. Hope people won't be scared by Kale's difficulty rating like I was. :)
Rating: 8.0 80
Difficulty: 80 80
Jan 21, 2021
Trener
my favorite stages, this is the zurai stage, gviza, for the great atmosphere, music, an interesting approach and the stoning stage I liked. the rest of the stages were at their levels from the manufacturers, no higher, no lower, pretty even, this geo for some reason caused more irritation, than pleasure
[0] Likes
Rating: 8.0 80
Difficulty: 67 67
Dec 26, 2021