fha183's Profile
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Some of my comments are influenced by other factors and are purely subjective, so they don't have much reference value.
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119 Ratings!
86 Reviews!
13 Screenshots!
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119 Games
86 Reviews
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.
[0] Likes
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
fha183
For: SONAFLEKI
For: SONAFLEKI
You might ask why I didn’t give it a higher score. That’s because I rated it by indie game standards, even though it was also released on Delicious Fruit.
This is absolutely the worst-feeling platformer I’ve ever played—honestly, it even outdoes Morning Dew’s rocket in that regard. To be frank, if it weren’t for the outstanding art and soundtrack, I probably wouldn’t have even bothered to look at it. But as I progressed, that very “bad” control feel gradually fused with the game’s rich and varied level design, to the point where I forgot how rough it initially felt. Now I can say that this seemingly terrible control scheme is actually the very essence of the game.
Right from the start, the game grabbed my attention with a stream-of-consciousness opening animation. Unfortunately, my English isn’t good enough to fully grasp the meaning behind the fragmented narration. When the animation ends, the protagonist is thrown into a massive open-world map. No one tells you what to do. There’s no guidance, not even a map. Everything relies on your own exploration. You can wander aimlessly, admire the scenery along the way, or simply calm down and listen to the sounds of the world. This is where the game’s second stroke of genius lies: what seems like aimless wandering is actually familiarizing yourself with the map; what feels like pointless exploration is in fact the best way to get used to the controls. I truly have to admire this design—beneath the beautifully wrapped “chocolate coating” of the game lies a deeper core that’s even more worthy of discussion.
It took me about an hour just to get familiar with the map before I truly entered the first real level. That hour of exploration was, I must admit, quite torturous at first. I felt just like the protagonist—a newcomer, a clueless rookie, or perhaps a wanderer far from home. But as I gradually became more and more familiar with the terrain, I realized that this hour mattered far more than I had imagined. And rather than calling it suffering, it was more accurate to call it enjoyment—the game’s art and soundtrack had already told me everything.
I really have to say that the art and music are among the best I’ve ever seen in any IW fangame. The last time I felt something like this was with Morning Dew. The white noise and environmental details constantly remind the player that this is a living, breathing world. When you stop controlling the protagonist, they doze off in place. When you pass through a meadow, the grass bends under the character’s weight. Even random NPCs have their own unique animation sets. I can hear cicadas in the forest, the wind echoing through the valley, and even the noise of the junkyard feels strikingly real the moment I put on my headphones. At that point, my body and mind felt completely merged with the game world. That sense of immersion is something I will never forget.
There is much more about this game that players should discover for themselves. To preserve everyone’s experience, I won’t elaborate further. This is a game worth playing for everyone—and an unforgettable experience in my gaming life.
This is absolutely the worst-feeling platformer I’ve ever played—honestly, it even outdoes Morning Dew’s rocket in that regard. To be frank, if it weren’t for the outstanding art and soundtrack, I probably wouldn’t have even bothered to look at it. But as I progressed, that very “bad” control feel gradually fused with the game’s rich and varied level design, to the point where I forgot how rough it initially felt. Now I can say that this seemingly terrible control scheme is actually the very essence of the game.
Right from the start, the game grabbed my attention with a stream-of-consciousness opening animation. Unfortunately, my English isn’t good enough to fully grasp the meaning behind the fragmented narration. When the animation ends, the protagonist is thrown into a massive open-world map. No one tells you what to do. There’s no guidance, not even a map. Everything relies on your own exploration. You can wander aimlessly, admire the scenery along the way, or simply calm down and listen to the sounds of the world. This is where the game’s second stroke of genius lies: what seems like aimless wandering is actually familiarizing yourself with the map; what feels like pointless exploration is in fact the best way to get used to the controls. I truly have to admire this design—beneath the beautifully wrapped “chocolate coating” of the game lies a deeper core that’s even more worthy of discussion.
It took me about an hour just to get familiar with the map before I truly entered the first real level. That hour of exploration was, I must admit, quite torturous at first. I felt just like the protagonist—a newcomer, a clueless rookie, or perhaps a wanderer far from home. But as I gradually became more and more familiar with the terrain, I realized that this hour mattered far more than I had imagined. And rather than calling it suffering, it was more accurate to call it enjoyment—the game’s art and soundtrack had already told me everything.
I really have to say that the art and music are among the best I’ve ever seen in any IW fangame. The last time I felt something like this was with Morning Dew. The white noise and environmental details constantly remind the player that this is a living, breathing world. When you stop controlling the protagonist, they doze off in place. When you pass through a meadow, the grass bends under the character’s weight. Even random NPCs have their own unique animation sets. I can hear cicadas in the forest, the wind echoing through the valley, and even the noise of the junkyard feels strikingly real the moment I put on my headphones. At that point, my body and mind felt completely merged with the game world. That sense of immersion is something I will never forget.
There is much more about this game that players should discover for themselves. To preserve everyone’s experience, I won’t elaborate further. This is a game worth playing for everyone—and an unforgettable experience in my gaming life.
Tagged as: Special
[1] Like
Rating: 8.0 80
Difficulty: 75 75
Feb 27, 2026
fha183
For: New Year 2026
For: New Year 2026
Personally, I’d rate this game’s difficulty at around 70. The needles themselves aren’t particularly hard; most of the challenge lies in figuring out the routes.
That said, it’s still a great game that I think everyone should play. The process of searching for the right path is very engaging, and the level design is consistently strong, coming together to create a distinctive charm.
[0] Likes
That said, it’s still a great game that I think everyone should play. The process of searching for the right path is very engaging, and the level design is consistently strong, coming together to create a distinctive charm.
Rating: 8.5 85
Difficulty: 71 71
Feb 18, 2026
18 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 | 71.5 | 8.6 | 6 |
| I wanna See The Light In My Lost Period | 63.7 | 7.4 | 9 |
| 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
37 Cleared Games
Delicious Fruit