Latest Reviews
bluiiCH
For: I wanna Bye Bye spike2
For: I wanna Bye Bye spike2
started mediocre but the later screens were actually kinda interesting
[0] Likes
Rating: 7.0 70
Difficulty: 40 40
Apr 30, 2026
Faucet
For: I Wanna Find The 7 Readme
For: I Wanna Find The 7 Readme
Super neat puzzle game. There are so many creative ideas that it makes you super excited to keep playing because you never know what's going to come next. I loved everything until the last puzzle which... well, read Jopagu's review.
[0] Likes
Rating: 8.9 89
Difficulty: 30 30
Apr 29, 2026
K12XD
For: I WANNA WALK
For: I WANNA WALK
if you ever find yourself thinking "man... I wanna Hold Right", this game is just for you
[0] Likes
Rating: 4.0 40
Difficulty: 12 12
Apr 29, 2026
K12XD
For: I wanna be the Vine Tutorial
For: I wanna be the Vine Tutorial
unfortunately, letcreate123, i've already suffered 500 deaths to the first screen of K2 back in 2021, if only i read your review sooner...
[0] Likes
Rating: 8.2 82
Difficulty: 13 13
Apr 29, 2026
K12XD
For: I wanna be the Plane Jump
For: I wanna be the Plane Jump
plain jump
[0] Likes
Rating: 5.0 50
Difficulty: 27 27
Apr 29, 2026
K12XD
For: I Wanna Do Death-Defying Magic: The Cherry Houdini Story
For: I Wanna Do Death-Defying Magic: The Cherry Houdini Story
HUZZAH!
[1] Like
Rating: 8.0 80
Difficulty: 37 37
Apr 29, 2026
fha183
For: Glob
For: Glob
This is generally a "Morning Dew"-style gimmick game, but unlike Morning Dew, most of this game's mechanics are built upon pre-existing elements within the game itself.
Regarding difficulty, I personally didn't find it particularly hard, so I’m giving it a 65.
Many people say this game is better than Morning Dew, but I’d like to offer my personal opinion: in terms of both level design and atmosphere, this game can't even touch Morning Dew. Even viewed from a 2026 perspective, Morning Dew remains incredibly ahead of its time, and there still isn't a game that surpasses it or captures the feeling I got when playing it. As for this game, GLOB, it feels very formulaic and cliché compared to Morning Dew.
Let's talk about the level design. Starting with the pure needle (jump-and-shoot) sections: I must say some parts are quite innovative, showing the author has a deep understanding of needle crafting. However, novel as they may be, some parts just don't feel good to play. They are sometimes overly precise or rely too much on muscle memory, and the difficulty balancing in certain spots is poor, so I didn't have much fun with them. Regarding the diverse gameplay, there is a huge variety, all built upon existing elements, but the design of the final two levels makes absolutely no sense to me. I genuinely can't imagine anyone who wouldn't find those last two stages boring. The final screen is complete nonsense—purely luck-based. There's also the second screen of the third-to-last stage, which requires shooting bullets through a 16px gap; the precision and reaction required were just too much, and I really disliked that part.
Why do I think this game is inferior to Morning Dew? What I'm about to say might offend some people, so let me apologize in advance. I honestly feel that anyone with even a basic understanding of gimmick needle crafting wouldn't give this game such a high score. This game getting a 9/10 is a bit overrated. I believe most gimmick games these days just follow the same formula: diversity of mechanics and inserting minigames every few stages. Clearly, GLOB is one of these games. I’m not denying the author's effort, but the game simply lacks a unique feel; at least for me, it plays just like any other cookie-cutter gimmick game. When I say it's overrated, I mean there are far better gimmick games out there. Predecessors like I Hate Double Turn Team did uniqueness and level design better, and later games like Trinkets surpassed it in atmosphere and gameplay, yet neither of those received higher than a 9.
Think carefully about the core design of the games I mentioned above—don't they all follow that same formula? Morning Dew is no exception, but Geogeo executed it far better than any of them. Although it has the widely criticized Rocket stage and the Full-Screen Ice stage, if you study the core design, you won't look down on those mechanics. Morning Dew's level design actually hides a complete learning system. The pure needle sections progress gradually in difficulty, and all the jumps are incredibly fluid. Taking the Rocket stage as an example of the gimmick sections: it has two parts, both executed brilliantly. The first part helps the player familiarize themselves with the rocket controls, and the second part—the chase sequence—requires the player to flexibly apply all the skills learned previously. That kind of architectural design really leaves me in awe. Add in the rich elemental content and the wildly imaginative minigames, and I am truly impressed by the author's design prowess. Geogeo truly treated Morning Dew as a standalone work of art. It's a pity that many players fail to grasp the profound depth of its level design.
I hope that one day, a game will finally appear that can truly replace Morning Dew.
[1] Like
Regarding difficulty, I personally didn't find it particularly hard, so I’m giving it a 65.
Many people say this game is better than Morning Dew, but I’d like to offer my personal opinion: in terms of both level design and atmosphere, this game can't even touch Morning Dew. Even viewed from a 2026 perspective, Morning Dew remains incredibly ahead of its time, and there still isn't a game that surpasses it or captures the feeling I got when playing it. As for this game, GLOB, it feels very formulaic and cliché compared to Morning Dew.
Let's talk about the level design. Starting with the pure needle (jump-and-shoot) sections: I must say some parts are quite innovative, showing the author has a deep understanding of needle crafting. However, novel as they may be, some parts just don't feel good to play. They are sometimes overly precise or rely too much on muscle memory, and the difficulty balancing in certain spots is poor, so I didn't have much fun with them. Regarding the diverse gameplay, there is a huge variety, all built upon existing elements, but the design of the final two levels makes absolutely no sense to me. I genuinely can't imagine anyone who wouldn't find those last two stages boring. The final screen is complete nonsense—purely luck-based. There's also the second screen of the third-to-last stage, which requires shooting bullets through a 16px gap; the precision and reaction required were just too much, and I really disliked that part.
Why do I think this game is inferior to Morning Dew? What I'm about to say might offend some people, so let me apologize in advance. I honestly feel that anyone with even a basic understanding of gimmick needle crafting wouldn't give this game such a high score. This game getting a 9/10 is a bit overrated. I believe most gimmick games these days just follow the same formula: diversity of mechanics and inserting minigames every few stages. Clearly, GLOB is one of these games. I’m not denying the author's effort, but the game simply lacks a unique feel; at least for me, it plays just like any other cookie-cutter gimmick game. When I say it's overrated, I mean there are far better gimmick games out there. Predecessors like I Hate Double Turn Team did uniqueness and level design better, and later games like Trinkets surpassed it in atmosphere and gameplay, yet neither of those received higher than a 9.
Think carefully about the core design of the games I mentioned above—don't they all follow that same formula? Morning Dew is no exception, but Geogeo executed it far better than any of them. Although it has the widely criticized Rocket stage and the Full-Screen Ice stage, if you study the core design, you won't look down on those mechanics. Morning Dew's level design actually hides a complete learning system. The pure needle sections progress gradually in difficulty, and all the jumps are incredibly fluid. Taking the Rocket stage as an example of the gimmick sections: it has two parts, both executed brilliantly. The first part helps the player familiarize themselves with the rocket controls, and the second part—the chase sequence—requires the player to flexibly apply all the skills learned previously. That kind of architectural design really leaves me in awe. Add in the rich elemental content and the wildly imaginative minigames, and I am truly impressed by the author's design prowess. Geogeo truly treated Morning Dew as a standalone work of art. It's a pity that many players fail to grasp the profound depth of its level design.
I hope that one day, a game will finally appear that can truly replace Morning Dew.
Rating: 7.8 78
Difficulty: 65 65
Apr 29, 2026
tyc
For: Ebb Needle 2023
For: Ebb Needle 2023
Very nice game, each stage by itself is good, including the extras. I don't understand why they got significantly more hate than the any% stages. Each save was extremely smooth and stayed consistent in difficulty.
[0] Likes
Rating: 8.5 85
Difficulty: 62 62
Apr 29, 2026
i_wanna_wiki_bot
For: 울의해안에는조심해차를운전해베개에숨겨진수수께끼를서둘러칠십삼개찾아주세요이것은차별이아니라구별입니다그는정말로이여자와결혼하기를바라고있었을까우리는아직이땅에갇힌채로교회를찾을수없다이것은사람들이새로운광물을발굴한것에의한반동이며많은물고기들이훌륭한댄스를선보이는유감스러운정치가를기다리고있습니다
For: 울의해안에는조심해차를운전해베개에숨겨진수수께끼를서둘러칠십삼개찾아주세요이것은차별이아니라구별입니다그는정말로이여자와결혼하기를바라고있었을까우리는아직이땅에갇힌채로교회를찾을수없다이것은사람들이새로운광물을발굴한것에의한반동이며많은물고기들이훌륭한댄스를선보이는유감스러운정치가를기다리고있습니다
Tagged as: Needle
[0] Likes
Rating: N/A
Difficulty: N/A
Apr 29, 2026
BloggerOP
For: I wanna be the ReHasi
For: I wanna be the ReHasi
I liked it a lot, it's generally intuitive and very fun to dodge, especially in the chorus where two attacks overlap. Had fun turning my brain off and dodging mindlessly. There is a portal that leads to an unfinished avoidance after the first avoidance.
[0] Likes
Rating: 7.0 70
Difficulty: 58 58
Apr 29, 2026
Delicious Fruit