Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
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Hi, I'm Jopagu. She/They pronouns please :)
I don’t play much avoidance so my diff ratings on those might be scuffed.
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430 Ratings!
428 Reviews!
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430 Games
428 Reviews
Jopagu
For: I wanna be the Takeda
For: I wanna be the Takeda
Severed kid head.
[0] Likes
Rating: 4.0 40
Difficulty: 35 35
Jan 18, 2024
Jopagu
For: I wanna stop the Heart Beats
For: I wanna stop the Heart Beats
Heart Beats is a wonderfully varied, extremely lengthy, adventure game. The sheer amount of work that went into this game is frankly astounding, with so many things that the average player won't even see. This includes 50 different pokemon fights, a selection of arenas you only have to pick one from, and of course the infamous secrets. I'll admit to not doing the secrets myself, as they're far harder than the rest of the game, but I know they involve several entire areas, whole bosses, and something that's practically a game of its own.
The variety is really to this game's favor, as there are admittedly parts that don't work well. The biggest sticking points for me are the pokemon boss, a tedious fight with lots of learny stuff deep into the fight, and the final phase of the final boss, which was just a very weak fight that felt like it too often punished you for attacking. This in particular was a lame way to end the game, since the first two parts of the fight are top notch. Another complaint is that a lot of stuff in the Hollow knight area feels out of place. It felt like the dev didn't put in the same level of care when importing assets as they did in the other stages.
Downers aside, most of this game is simply incredible. There are a lot of super fun references and gimmicks, notably the Celeste stage and the sky stage, and tons of super fun bosses, like the Celeste wizard and the Destination fight.
I know I spent more time talking about the negatives than the positives, but I truly think this is an amazing game, I just don't have much to say other than "that stuff is good"! I would absolutely recommend this to experienced adventure fans looking for their next epic game.
One final note, I do think the average difficulty here is much too low. Maybe I'm just washed, but the final boss got quite tricky. I think this is vastly more difficult than anything I have rated at a 50, so keep that in mind if you're a player worried about difficulty!
[1] Like
The variety is really to this game's favor, as there are admittedly parts that don't work well. The biggest sticking points for me are the pokemon boss, a tedious fight with lots of learny stuff deep into the fight, and the final phase of the final boss, which was just a very weak fight that felt like it too often punished you for attacking. This in particular was a lame way to end the game, since the first two parts of the fight are top notch. Another complaint is that a lot of stuff in the Hollow knight area feels out of place. It felt like the dev didn't put in the same level of care when importing assets as they did in the other stages.
Downers aside, most of this game is simply incredible. There are a lot of super fun references and gimmicks, notably the Celeste stage and the sky stage, and tons of super fun bosses, like the Celeste wizard and the Destination fight.
I know I spent more time talking about the negatives than the positives, but I truly think this is an amazing game, I just don't have much to say other than "that stuff is good"! I would absolutely recommend this to experienced adventure fans looking for their next epic game.
One final note, I do think the average difficulty here is much too low. Maybe I'm just washed, but the final boss got quite tricky. I think this is vastly more difficult than anything I have rated at a 50, so keep that in mind if you're a player worried about difficulty!
Rating: 8.8 88
Difficulty: 60 60
Jan 17, 2024
Jopagu
For: I Wanna Pamper that Amber Glamour
For: I Wanna Pamper that Amber Glamour
A cute little beginner needle game inspired by Vandal. Despite the inspiration, the needle looks quite different, with a really unique cramped style. The game manages to showcase several needle styles in a short runtime, with some cool stuff like circle needle. The final area becomes trigger needle, which is the highlight of the game, with some really fun movements induced by the moving obstacles.
Overall, this game is fairly unmemorable, and yet it makes me really excited for Graffiti. The main reason for this is that I'm excited to see this style pushed more with more cycles and gimmicks, as the trigger stage was by far the most interesting part of this. The vanilla needle was good but forgettable, which is unfortunate considering it's most of this game.
[0] Likes
Overall, this game is fairly unmemorable, and yet it makes me really excited for Graffiti. The main reason for this is that I'm excited to see this style pushed more with more cycles and gimmicks, as the trigger stage was by far the most interesting part of this. The vanilla needle was good but forgettable, which is unfortunate considering it's most of this game.
Rating: 7.5 75
Difficulty: 45 45
Jan 17, 2024
Jopagu
For: I wanna be the Orbit
For: I wanna be the Orbit
Orbit is a classic Japanese collab between two renowned makers, Dagger and Tsuta. I really wasn't sure what to expect going into this one, but in the end I found that its classic status is completely deserved. Despite some significant flaws, I found the game to be a super enjoyable experience, and it was never brought down for all too long.
The game opens with a charming traditional area, which introduces you to the game's signature - traps that are simple, and yet still creative and funny. After this, you go to a hub, which contains four areas, including some of the highlights of the game.
The horror themed stage feels like a prototype for a game like Cardinal House, which is high praise from me. It has lots of creative obstacles and a fun vibe. This stage is weakened by a post boss "gotcha" that I found quite difficult to figure out, leading to me beating the boss several times before being able to progress.
The other standout stage is of course the famed trap stage. There is little I can say about this that would be new, considering this stage alone has inspired several spin-offs. I will mention that it takes a unique approach to penalty rooms, that prevents them from getting stale, a flaw that this game's successors are still falling into.
The other two stages in the hub are less notable, but still a good time. Shoutouts to the funny traps in the first stage, and the stupid (affectionate) teleporting fish in the second. The second stage does contain probably the weakest boss in the game, a stupid ball with one hard attack and an annoying sound effect.
After the hub, you proceed to a sequence of linear stages, first of which is the underground desert. This stage sets the tone for the next while - having both some of the best and worst saves in the game. The minor puzzle aspects were used well, and this is the most interesting gimmick stage in the game. However, the game's difficulty starts to bite it in the ass here, with some saves being seriously brought down by being overly precise, and designed in a way that is more punishing than fun (read: unfunny end of save traps).
Next, there is a brief beach stage with shooting enemies. This area is pretty unremarkable, but it was somewhat annoying having to kill high health flying enemies before standing on their platforms. The most memorable part of this section is the boss, and unfortunately not in a good way. The boss itself is actually really fun, with some very conventional boss design and interesting attacks. However, it is completely ruined by an interlude that is very learny and also longer than the rest of the boss. If this section were removed this boss would be fantastic, and yet as it stands it was a low point of the game.
After this is the tower, where the pattern established in the desert repeats. The majority of this stage is really cool, with fun design that's at a chill difficulty level. Unfortunately, a few saves try to hard to be difficult, resulting in unpleasant gameplay. The biggest offender is the tiles that don't match up with the solid part. This is pretty standard design in a lot of non-fangames, and even here it works most of the time, but it is mistakenly used in a few sections with bonk jumps and tight landings. This leads to precise saves where you can't actually know exactly where to be.
The boss of this stage is pretty infamous, but I found myself enjoying it decently, but not a lot. Part of this is certainly because I was streaming it, and often found myself not focused on the game, just talking to people instead. I think focusing heavily on this boss would lead to having a lot less fun, but it winds up being a decent boss to pay less attention to. Just pop open some music or a video or something.
After this there is the classic pure needle stage, except this time the needle is the least significant part. There's a few screens of rather difficult needle, but they are broken up by super fun fights. The first is a infinite jump schmup section, which is really fun. It's nothing special as the genre goes, but it's still awesome to see in a fangame. After this is one of the highlights of the game, a touhou fight, again with infinite jump. This fight is super fun, with a wide variety of attacks that are all really fun to dodge, and an awesome chaotic ending.
Finally, a medley stage of the creators' previous work Assaulted. This stage is pretty brief, but has some really fun platforming that feels very "adventurey" in sharp contrast to the previous needle stage. It ends with a brief avoidance that is moderately fun, but ultimately forgettable.
The game ends with another avoidance, this one being 3 minutes long and quite a bit harder than the rest of the game. I heard it described as "sunspike-like", and while I find that quite true of the content, it's not true at all of the quality. The avoidance is super pattern heavy, and does unfortunately have several long sections of standing still. Despite that, I found it to be really fun overall, with lots of diverse attacks. The attacks were really fun to learn, and yet not too complex as to be inscrutable after a couple attempts. Even the parts that wind up being standstill are fun to figure out at first.
Overall, Orbit is an incredible game, despite its flawed sections. While there were some pretty heinous saves, the good outnumbers the bad significantly, and ultimately none of the bad sticks around too long. The game is really long, and yet it continues to provide new stuff, and because of this diversity it didn't overstay its welcome. I would highly recommend this game to adventure fans. If you aren't confident in your avoidance skills, I would still recommend playing up to it, as the rest of the game is like 60, and contains some super cool stuff.
[2] Likes
The game opens with a charming traditional area, which introduces you to the game's signature - traps that are simple, and yet still creative and funny. After this, you go to a hub, which contains four areas, including some of the highlights of the game.
The horror themed stage feels like a prototype for a game like Cardinal House, which is high praise from me. It has lots of creative obstacles and a fun vibe. This stage is weakened by a post boss "gotcha" that I found quite difficult to figure out, leading to me beating the boss several times before being able to progress.
The other standout stage is of course the famed trap stage. There is little I can say about this that would be new, considering this stage alone has inspired several spin-offs. I will mention that it takes a unique approach to penalty rooms, that prevents them from getting stale, a flaw that this game's successors are still falling into.
The other two stages in the hub are less notable, but still a good time. Shoutouts to the funny traps in the first stage, and the stupid (affectionate) teleporting fish in the second. The second stage does contain probably the weakest boss in the game, a stupid ball with one hard attack and an annoying sound effect.
After the hub, you proceed to a sequence of linear stages, first of which is the underground desert. This stage sets the tone for the next while - having both some of the best and worst saves in the game. The minor puzzle aspects were used well, and this is the most interesting gimmick stage in the game. However, the game's difficulty starts to bite it in the ass here, with some saves being seriously brought down by being overly precise, and designed in a way that is more punishing than fun (read: unfunny end of save traps).
Next, there is a brief beach stage with shooting enemies. This area is pretty unremarkable, but it was somewhat annoying having to kill high health flying enemies before standing on their platforms. The most memorable part of this section is the boss, and unfortunately not in a good way. The boss itself is actually really fun, with some very conventional boss design and interesting attacks. However, it is completely ruined by an interlude that is very learny and also longer than the rest of the boss. If this section were removed this boss would be fantastic, and yet as it stands it was a low point of the game.
After this is the tower, where the pattern established in the desert repeats. The majority of this stage is really cool, with fun design that's at a chill difficulty level. Unfortunately, a few saves try to hard to be difficult, resulting in unpleasant gameplay. The biggest offender is the tiles that don't match up with the solid part. This is pretty standard design in a lot of non-fangames, and even here it works most of the time, but it is mistakenly used in a few sections with bonk jumps and tight landings. This leads to precise saves where you can't actually know exactly where to be.
The boss of this stage is pretty infamous, but I found myself enjoying it decently, but not a lot. Part of this is certainly because I was streaming it, and often found myself not focused on the game, just talking to people instead. I think focusing heavily on this boss would lead to having a lot less fun, but it winds up being a decent boss to pay less attention to. Just pop open some music or a video or something.
After this there is the classic pure needle stage, except this time the needle is the least significant part. There's a few screens of rather difficult needle, but they are broken up by super fun fights. The first is a infinite jump schmup section, which is really fun. It's nothing special as the genre goes, but it's still awesome to see in a fangame. After this is one of the highlights of the game, a touhou fight, again with infinite jump. This fight is super fun, with a wide variety of attacks that are all really fun to dodge, and an awesome chaotic ending.
Finally, a medley stage of the creators' previous work Assaulted. This stage is pretty brief, but has some really fun platforming that feels very "adventurey" in sharp contrast to the previous needle stage. It ends with a brief avoidance that is moderately fun, but ultimately forgettable.
The game ends with another avoidance, this one being 3 minutes long and quite a bit harder than the rest of the game. I heard it described as "sunspike-like", and while I find that quite true of the content, it's not true at all of the quality. The avoidance is super pattern heavy, and does unfortunately have several long sections of standing still. Despite that, I found it to be really fun overall, with lots of diverse attacks. The attacks were really fun to learn, and yet not too complex as to be inscrutable after a couple attempts. Even the parts that wind up being standstill are fun to figure out at first.
Overall, Orbit is an incredible game, despite its flawed sections. While there were some pretty heinous saves, the good outnumbers the bad significantly, and ultimately none of the bad sticks around too long. The game is really long, and yet it continues to provide new stuff, and because of this diversity it didn't overstay its welcome. I would highly recommend this game to adventure fans. If you aren't confident in your avoidance skills, I would still recommend playing up to it, as the rest of the game is like 60, and contains some super cool stuff.
Rating: 8.4 84
Difficulty: 70 70
Jan 13, 2024
Jopagu
For: I Wanna Ascend The Christmas Tree
For: I Wanna Ascend The Christmas Tree
The game starts with a gimmick needle section, which is frankly pretty forgettable although it's decently cool. However, the absolute highlight of the game is the avoidance. It's super duper unique, one of the most interesting concepts for an avoidance I've seen. It feels like playing a rhythm game, creating a super unique playstyle that make the game really stand out.
One note, try not to hold left/right during the rhythm sections, as it can mess up the timing. It was killing me a lot and it took me ages to figure out what was wrong.
I would absolutely recommend this game to fans of unique avoidances, it's super cool.
[0] Likes
One note, try not to hold left/right during the rhythm sections, as it can mess up the timing. It was killing me a lot and it took me ages to figure out what was wrong.
I would absolutely recommend this game to fans of unique avoidances, it's super cool.
Rating: 8.6 86
Difficulty: 55 55
Jan 6, 2024
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 53.0 | 6.8 | 16 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 7 |
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