Latest Reviews
Jopagu
For: Mio Pokes The Carmine Needle
For: Mio Pokes The Carmine Needle
A fun little needle game (with a silly story). The game is focused on swapping between forms which have different abilities, and interact with the little fairies differently. I loved the ideas behind each transformation, with the coyote and the teleport being really fun. As the game goes on, you get saves with complex bits involving many different forms. I loved the crazy sequences of movements that would happen, and the aspect of pathing that this brought in.
I felt the difficulty got a little too precise at times. Particularly, there was some precise switching of directions when the coyote form was involved. This felt a bit much for the target difficulty, but not so much that it was a huge detraction from the game.
Overall, a great recommendation for a short game with some cool combinations of gimmicks.
[0] Likes
I felt the difficulty got a little too precise at times. Particularly, there was some precise switching of directions when the coyote form was involved. This felt a bit much for the target difficulty, but not so much that it was a huge detraction from the game.
Overall, a great recommendation for a short game with some cool combinations of gimmicks.
Rating: 8.5 85
Difficulty: 45 45
Feb 23, 2026
HanBiningCHN
For: 赵小六我爱你
For: 赵小六我爱你
赵小六gg
置顶 你是真狠呀
2024-08-26 10:54
10232
回复
UP主觉得很赞
置顶 你是真狠呀
2024-08-26 10:54
10232
回复
UP主觉得很赞
Tagged as: Boss
[0] Likes
Rating: 1.5 15
Difficulty: N/A
Feb 23, 2026
Jopagu
For: I wanna catch the warp
For: I wanna catch the warp
Wow, this has got to be one of my favorite trap games. It went completely under my radar when it released, so I'm very grateful for it appearing at the Fangame Awards.
Catch the Warp is a phenomenal trap-oriented adventure game, though the traps are by no means the only interesting thing here. However, there is a tint of trappiness to most parts of the game, so they are certainly the focus! The traps are hilarious, with tons of really creative jokes, and some really good methods of tricking the player. It never feels like you're seeing two of the same trap, and they're never too precise to be fun. In addition, the save length is perfectly calibrated so that I was never getting annoyed by traps! Some of the high effort traps are truly incredible, like a certain cinematic watermelon.
Outside of the traps, there are some really fun minigames, and references to some great games (I was not expecting to see cover orange in the big 2025 but it's incredible). The game just feels like it has a lot of heart in it, with references to games made by someone who actually loves all those games. I was really smiling at the creative usages of stuff from Terraria and Isaac.
The bosses are phenomenal, with some really fun gimmicks. I mean, a Plants Vs. Zombies boss? With crazy zombie buffs? And a Terraria boss with mechanics accurate to Terraria????? My mind was blown, the attention to detail and passion put into these fights is beautiful.
The final boss is also really fun, with the health system making it more of an experience than a difficult fight. But what a lovely experience it was.
The game is a ton of fun overall, and I'm so glad I played it! 100% recommended to everyone in the community who appreciates adventure games.
[1] Like
Catch the Warp is a phenomenal trap-oriented adventure game, though the traps are by no means the only interesting thing here. However, there is a tint of trappiness to most parts of the game, so they are certainly the focus! The traps are hilarious, with tons of really creative jokes, and some really good methods of tricking the player. It never feels like you're seeing two of the same trap, and they're never too precise to be fun. In addition, the save length is perfectly calibrated so that I was never getting annoyed by traps! Some of the high effort traps are truly incredible, like a certain cinematic watermelon.
Outside of the traps, there are some really fun minigames, and references to some great games (I was not expecting to see cover orange in the big 2025 but it's incredible). The game just feels like it has a lot of heart in it, with references to games made by someone who actually loves all those games. I was really smiling at the creative usages of stuff from Terraria and Isaac.
The bosses are phenomenal, with some really fun gimmicks. I mean, a Plants Vs. Zombies boss? With crazy zombie buffs? And a Terraria boss with mechanics accurate to Terraria????? My mind was blown, the attention to detail and passion put into these fights is beautiful.
The final boss is also really fun, with the health system making it more of an experience than a difficult fight. But what a lovely experience it was.
The game is a ton of fun overall, and I'm so glad I played it! 100% recommended to everyone in the community who appreciates adventure games.
Rating: 9.6 96
Difficulty: 40 40
Feb 23, 2026
Jopagu
For: I wanna find 1,000,000 Gold
For: I wanna find 1,000,000 Gold
There's a lot to like here, from the unique gimmicks, cool secrets, to the amazing aesthetics and cinematic bosses. However, I found the game very rough around the edges, with frustrating difficulty, and in particular I really disliked the final boss.
The momentum based gameplay was a good idea, I like zooming around screens and using gimmicks to bounce around and go faster. The water area was great for this, all the fish gimmicks were super fun to play with. I also liked the bouncy blocks in the gravity area, wish there was even more of them. However, I think the tar gimmick was generally pretty frustrating, which was a shame since it's one of the central gimmicks of the game. The super high inertia it gives you just didn't feel good to me. It made it feel like a lot of my inputs just didn't matter, and small changes in input resulted in large changes in result in a way that could feel arbitrary and frustrating. Needing to press directions far in advance of when you wanted to move just made sections harder to react to and less intuitive. It made the screens harder to figure out in a way I felt was unfun.
The secrets were generally pretty great! Figuring out how to enter them was usually a cool puzzle, and they offered unique twists on the gimmicks in a way that felt satisfying and minigamey.
Next is the bosses. I loved the visuals on them, and the final boss in particular was super cool and cinematic. However, I had some pretty big issues with the design of them. Most of these complaints apply to the earlier bosses, but I'm going to focus on the final boss since its way harder and thus more of a sticking point.
-super learny
-It has the problem a lot of hp bosses have where the hp doesn't feel like a cushion, but rather it's required to keep it through all the early attacks. E.g. the final phase has the boss dashing around and and spawning fast bullets in front of it, which punishes you for trying to attack without having memorized the patterns. I needed a lucky run with like 5 hp remaining to be able to tank all that, so it feels bad that the hp can't be used on earlier attacks
-Likewise, a lot of the rng can totally screw you. In hp bosses, a lot of times rng issues aren't fixed because the player can just tank a hit, but this still feels bad. The worst example is the gravity flipping part, cause if you're upside down when the attack ends you take damage, so it's basically a 50% chance for a forced hit
-The amount you can attack the boss feels very random. It moves unpredictably, has a small hitbox, and requires you to take risky jumps to hit it. Some runs I wouldn't get any hits in on an attack that could theoretically allow for 2-3 hits. This doesn't feel very good, since the faster you lower the boss's hp, the fewer new attacks you have to learn - but that winds up being rng controlled. There are more explicit examples like the fish attack which has rng fish that block your bullets, and rng controls if you can get high enough to hit the boss when it's out of the water. (Also your movement is heavily constrained by rng here, if you don't get a fish or refresher in a good position it can force you to have to path through bullets - relating to my last point)
-Some things are inconsistent or overly precise. The needle interlude with the jellyfish was frustrating because you couldn't just shoot the jellyfish, you needed specific timing. Most of my attempts here died because the jellyfish would be slightly out of position and I would run into its hitbox. Also the blue jellyfish attack. You are falling down while the jellyfish is rising up, it's very sudden, and you have to shoot a tiny hitbox. I think I missed this every time but one.
In general, the boss is largely unreactable, and learning it is frustrating due to what I felt like was unbalanced rng and some overly precise moments.
Overall though, I really like a lot about this game. The visuals are great, the concept and layout are cool, and most of the gimmicks are good ideas. I just wish the gameplay felt a bit better for me. It leaves the game hard to recommend, but there's enough good stuff here that you should really give it a try if you think your opinions might be different than mine! (In particular if you would get less frustrated by a learny boss).
[1] Like
The momentum based gameplay was a good idea, I like zooming around screens and using gimmicks to bounce around and go faster. The water area was great for this, all the fish gimmicks were super fun to play with. I also liked the bouncy blocks in the gravity area, wish there was even more of them. However, I think the tar gimmick was generally pretty frustrating, which was a shame since it's one of the central gimmicks of the game. The super high inertia it gives you just didn't feel good to me. It made it feel like a lot of my inputs just didn't matter, and small changes in input resulted in large changes in result in a way that could feel arbitrary and frustrating. Needing to press directions far in advance of when you wanted to move just made sections harder to react to and less intuitive. It made the screens harder to figure out in a way I felt was unfun.
The secrets were generally pretty great! Figuring out how to enter them was usually a cool puzzle, and they offered unique twists on the gimmicks in a way that felt satisfying and minigamey.
Next is the bosses. I loved the visuals on them, and the final boss in particular was super cool and cinematic. However, I had some pretty big issues with the design of them. Most of these complaints apply to the earlier bosses, but I'm going to focus on the final boss since its way harder and thus more of a sticking point.
-super learny
-It has the problem a lot of hp bosses have where the hp doesn't feel like a cushion, but rather it's required to keep it through all the early attacks. E.g. the final phase has the boss dashing around and and spawning fast bullets in front of it, which punishes you for trying to attack without having memorized the patterns. I needed a lucky run with like 5 hp remaining to be able to tank all that, so it feels bad that the hp can't be used on earlier attacks
-Likewise, a lot of the rng can totally screw you. In hp bosses, a lot of times rng issues aren't fixed because the player can just tank a hit, but this still feels bad. The worst example is the gravity flipping part, cause if you're upside down when the attack ends you take damage, so it's basically a 50% chance for a forced hit
-The amount you can attack the boss feels very random. It moves unpredictably, has a small hitbox, and requires you to take risky jumps to hit it. Some runs I wouldn't get any hits in on an attack that could theoretically allow for 2-3 hits. This doesn't feel very good, since the faster you lower the boss's hp, the fewer new attacks you have to learn - but that winds up being rng controlled. There are more explicit examples like the fish attack which has rng fish that block your bullets, and rng controls if you can get high enough to hit the boss when it's out of the water. (Also your movement is heavily constrained by rng here, if you don't get a fish or refresher in a good position it can force you to have to path through bullets - relating to my last point)
-Some things are inconsistent or overly precise. The needle interlude with the jellyfish was frustrating because you couldn't just shoot the jellyfish, you needed specific timing. Most of my attempts here died because the jellyfish would be slightly out of position and I would run into its hitbox. Also the blue jellyfish attack. You are falling down while the jellyfish is rising up, it's very sudden, and you have to shoot a tiny hitbox. I think I missed this every time but one.
In general, the boss is largely unreactable, and learning it is frustrating due to what I felt like was unbalanced rng and some overly precise moments.
Overall though, I really like a lot about this game. The visuals are great, the concept and layout are cool, and most of the gimmicks are good ideas. I just wish the gameplay felt a bit better for me. It leaves the game hard to recommend, but there's enough good stuff here that you should really give it a try if you think your opinions might be different than mine! (In particular if you would get less frustrated by a learny boss).
Rating: 6.5 65
Difficulty: 65 65
Feb 22, 2026
Meiky
For: I wanna be the Brass
For: I wanna be the Brass
bad needle with traps one screen not a good game
[0] Likes
Rating: 1.8 18
Difficulty: 23 23
Feb 22, 2026
Meiky
For: I wanna be the Ender
For: I wanna be the Ender
I like the game and the ambience !!
[0] Likes
Rating: 7.2 72
Difficulty: 34 34
Feb 22, 2026
Jopagu
For: I Wanna Be The :3
For: I Wanna Be The :3
A really strong debut from DanMario, this is a short but sweet adventure game with a surprising variety in the level design. I was quite impressed with how every screen felt like it was doing something new, and the way things like triggers and moving objects are used shows a great grasp of the fundamentals of what makes games like this fun.
The boss is definitely the weakest part, which makes sense since bosses are the hardest thing to make for a beginner. However, it wasn't really "bad", just simple. And being willing to learn to make a boss at all is a great sign for this developer's future!
I also really appreciate the attention to detail in game. Stuff like the usage of background tiles creates a much more adventurey vibe for the game. Also the background is really good for that. Small details are one of the main things that can elevate a game from good to great, so I always like seeing new makers pay attention to these things!
Overall, this is a perfect adventure game for a new player. And if you're experienced, it should only take a few minutes so it's still an easy recommendation!
[0] Likes
The boss is definitely the weakest part, which makes sense since bosses are the hardest thing to make for a beginner. However, it wasn't really "bad", just simple. And being willing to learn to make a boss at all is a great sign for this developer's future!
I also really appreciate the attention to detail in game. Stuff like the usage of background tiles creates a much more adventurey vibe for the game. Also the background is really good for that. Small details are one of the main things that can elevate a game from good to great, so I always like seeing new makers pay attention to these things!
Overall, this is a perfect adventure game for a new player. And if you're experienced, it should only take a few minutes so it's still an easy recommendation!
Rating: 8.5 85
Difficulty: 20 20
Feb 22, 2026
Delicious Fruit