Latest Reviews

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Zorgo
For: I wanna be the 8bit
[0] Likes
Rating: 10.0 100       Difficulty: N/A
May 30, 2016
ironbunny
For: Christmas Deliveries
[0] Likes
Rating: 7.5 75       Difficulty: 61 61
May 30, 2016
ironbunny
For: I wanna be the Ancient Guy
[0] Likes
Rating: 8.0 80       Difficulty: 30 30
May 30, 2016
Zorgo
For: I Wanna Be The 4 Elements
Tagged as: Adventure Boss Mobile
[0] Likes
Rating: N/A       Difficulty: N/A
May 30, 2016
Zorgo
For: I wanna be the Hero (judal1)
Tagged as: Adventure Trap Boss Mobile
[0] Likes
Rating: N/A       Difficulty: N/A
May 30, 2016
AriesAn
For: I wanna be the Forehead
Tagged as: Adventure Trap Boss
[0] Likes
Rating: 7.5 75       Difficulty: 55 55
May 30, 2016
ironbunny
For: I wanna associate with Someone
[0] Likes
Rating: 4.6 46       Difficulty: 40 40
May 30, 2016
yuki
For: I Wanna Defeat the Seven Colors
Maybe it is the hardest game i have cleared.

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Tagged as: Needle
[1] Like
Rating: 5.9 59       Difficulty: 91 91
May 30, 2016
Unkko
For: I wanna be Abducted
I don't normally care about games having a lot of diverse content and am under the impression that focusing too much on it when creating a game only hurts the overall product by sacrificing the quality of individual stages and areas. As such, I was skeptical going into this game. Luckily for me, dopamine is one of the few fangame creators capable of pulling this off.

Rather than trying to ham-fist in whatever gimmicks come to mind or trying to copy content from random commercial 2D games, he didn't try to reinvent the tried and true gameplay mechanics we've come to know and love, and focused instead on the main aspect that sets him apart from other creators: his ability to create dark and unique atmospheres through fairly simple effects and spot-on choices in music.

Aesthetics alone will never be able to carry a 30+ minute needle game and it isn't uncommon for this fast to be painfully apparent in a lot of games that come out of the community, but fortunately for the player, Dopamine doesn't skimp on his level design. Sure you can say its jumps are unique "unique," design is "non-generic," or whatever other elements are whatever other buzz-words people throw around for community-approved needle games, but what draws me to Dopamine's games is that rather than stringing together several screens worth of individual jumps, it always feels like his room layouts are focused primarily on how you move through them and he isn't afraid of using named or "boring" spike arrangements where they get the job done and make the segment flow well (I particularly liked how he used a certain screen taken almost directly from I wanna give the cat some acid).

On release, the water had the same bug as meltdown, where your jumps are delayed a frame, but that was since patched. Also, the vines were implemented in a way that makes them feel slightly different from most games, but they aren't too hard to get used to. There are a couple other bugs that haven't been fixed, but they don't have a big enough effect on the game to bring down my opinion.

This game is by far my favorite product of the English-speaking fangame community. It completely avoided the mistakes many makers make when trying too hard to fit their games to the tastes and design philosophies of armchair fangame critics, and wasn't afraid to let every stage become what it wanted to be. I'm already looking forward to whatever else this creator has in store for the future.

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Tagged as: Needle
[2] Likes
Rating: 9.5 95       Difficulty: 50 50
May 30, 2016
Zorgo
For: I don't wanna date with Him
Tagged as: Avoidance
[0] Likes
Rating: N/A       Difficulty: N/A
May 30, 2016
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