fha183's Profile
Send a PMJoined on: Feb 5, 2021
Bio:
Some of my comments are influenced by other factors and are purely subjective, so they don't have much reference value.
I've submitted:
123 Ratings!
88 Reviews!
13 Screenshots!
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123 Games
88 Reviews
fha183
For: I Wanna Know You
For: I Wanna Know You
概念很好,但执行起来很差,路径引导尤其差
[0] Likes
Rating: 5.9 59
Difficulty: 60 60
Jun 12, 2026
fha183 [Creator]
For: I wanna Sissy Sky
For: I wanna Sissy Sky
there's my first avoidance,hope u enjoy it:)
[0] Likes
Rating: N/A
Difficulty: N/A
May 3, 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
19 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| .EXE | 15.7 | 2.1 | 15 |
| i wanna 183 | 46.1 | 5.2 | 13 |
| ANIA x Needle | 57.8 | 6.9 | 5 |
| Fha Needle 0 | 53.3 | 6.6 | 17 |
| I Wanna Be The Forest | 51.0 | 6.2 | 6 |
| I wanna Have A Rest | 56.5 | 5.6 | 4 |
| I wanna Landslide | 68.6 | 8.5 | 11 |
| I wanna make some easy needle game | 48.6 | 6.4 | 5 |
| I wanna be the Mr.Spike | 62.6 | 7.5 | 11 |
| OMG Needle | 60.0 | 5.9 | 6 |
| Rainy day | 45.6 | 6.6 | 11 |
| I Wanna Remember | 71.8 | 8.3 | 8 |
| I wanna See The Light In My Lost Period | 63.7 | 7.4 | 9 |
| I wanna Sissy Sky | N/A | N/A | 4 |
| Sunday | 59.0 | 5.9 | 5 |
| I Wanna Take A Walk In The Sun | 75.9 | 6.8 | 10 |
| The fooled clown | 47.1 | 6.6 | 17 |
| I wanna walk out of haziness | 62.0 | 7.2 | 6 |
| Weird-- | 79.3 | 9.2 | 12 |
45 Favorite Games
38 Cleared Games
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