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.
Clears list is all the games I played before I started reviewing them. I'm trying to slowly go through those and replay/review them all.
I review games based on how much I would recommend them to others. 0s are reserved for games I do not recommend for ethical reasons. This does not mean I have anything against people playing or enjoying those games.
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502 Ratings!
497 Reviews!
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502 Games
497 Reviews
For: I wanna be the Micromedley
I do like the concept of the game, and large parts of it were fun. Going through the minigames was really cool, and for the most part felt appropriately easy and short. It's a lot of fun to do many segments in quick succession, having to react to each one quickly enough to complete it. This is best on display in the first 3 sections, particularly "delicious fruit", which has a variety of fast avoidances to figure out on the fly. The medley stages unfortunately deviate from this, making each minigame longer, which removes the enjoyable rush. The boss stage in particular feels way more learny than reactable, causing some frustrating deaths late in a run due to things I just had to know.
My biggest issue is the boss challenges, most notably the ones for delicious fruit and boss medley. The bosses are designed to be much longer, harder, and more learny than the preceding stages. It's really frustrating to have to repeat the entire long challenge multiple times because you died on the hard to figure out targets section, which has four sections checkpointless, and some annoyingly tricky maneuvers on the final section. The boss medley ends with an entire boss, which has a lot of learny attacks, such as stuff coming from the edge or bottom of the screen, which will kill you if you don't already know its coming. It felt like I was forced to do the entire challenge several times just to learn the final boss. I think these challenges would be much improved by being way more first-tryable.
One thing I really liked was the quiz stage at the end of remix. I thought this was exactly what the boss challenges should be. It's easy to first try, easier than the preceding levels, and it's more focused on being a fun unique experience than something difficult. I also liked the final boss, with some caveats. The first section felt a bit too hard compared to the rest. Once again, it's annoying that the game lacks a fangame's typical instant restart, instead playing a second long fade out animation between each attempt. Finally, the timing on DJ Sray feels really weird to me, I felt like I had to hit buttons late for them to count. Despite this, it was still a cool fight and a good end to this game.
Overall, this game is so close to being good. It has a lot of fun sections, but they turn frustrating from late deaths and the slow pace of the game. I think the game really needs some QoL, such as skipping animations and quick restarting. In addition, rebalancing the bosses to be more sightreadable would do wonders. As is, I found the game a bit too frustrating to easily recommend. But if you can look past some of that, there's a lot of fun buried in here, so it could be worth a play.
For: Serial Experiments Kid
The structure of the game is centered around exploring various rooms while trying to escape a mysterious facility, all the while drifting off into super realistic dreams (the actual stages of the game). This exploration part of the game feels like a miniature version of Cardinal House, another of my favorite fangames. The creepy atmosphere adds a ton to the experience, and is a great way to break up the otherwise colorful stages. I really appreciate the English mod existing, as I really liked the story that was tied into the game. Enough so that I wish the game went on longer, as I felt the story could've been explored deeper!
The stages themselves are pretty classic adventure fare, with a wide variety of obstacles, enemies, and items you can collect. I appreciate the use of exploration even here, it was really fun to explore stages looking for an ability or switch that might open up another area. There were a nice variety of obstacles, from cycle based stuff, to traps, to enemies, to puzzles, to probably some other stuff I'm forgetting. The game constantly feels fresh, without an overreliance on any one type of gameplay.
I want to specifically call out the traps in this game, which are utterly fantastic, legitimately some of the best I've ever seen. It constantly felt like Dagger was pulling soul reads on me, knowing exactly what I'd expect to happen and making the opposite thing happen. This game made me react out loud some of the most I've ever done to a fangame (the noise I made after one trap made my partner come check on me). If you've played a few of his other works, you probably know exactly what objects will make an appearance. Despite this, they still manage to be unique and hilarious. I really don't know how he does it.
The bosses are quite cool, each one integrating the abilities you got during that stage in interesting ways. The first is a little boring, as you don't have much at that point, but from that point on I enjoyed figuring out which items I had to switch between to dodge attacks and damage the boss. I found the fish boss to be the most difficult by a good margin, but I suspect this was just a personal thing, certainly not a mar on the game.
Overall, an absolutely phenomenal adventure game. It puts the focus on exploration and discovery, making it really feel like a proper adventure. It pretty much ticks all the boxes for what I like to see in an adventure game. An easy recommendation, definitely one you should check out at some point if you like adventure games.
For: I wanna be Anime
The bosses were alright overall, but definitely a bit unpleasant. The avoidance is decently cool, with only a few learny bits. However, it's the easiest of the three, so it wasn't much of my playthrough. The middle boss was really annoying, it requires a lot of mashing, and the attacks are kinda unfun. For example, one attack throws spinning card projectiles that depending on animation can be easy to dodge or huge. The third boss is the destination fight featured in Cultured 2. It's probably my favorite, with each attack requiring a different playstyle to dodge, which is a good thing to achieve in a destination fight. The final phase unfortunately continues the annoying required mashing.
One final thing, I felt that the anime theme was sorely lacking for a game named "anime". The bosses were anime characters, sure, but the stages were utterly devoid of any such theming, instead opting for rather generic feels. I think the game would've been more memorable if it leaned into this more.
Overall, I wouldn't really recommend this game. Nothing it does is particularly memorable, and other games have done all these ideas much better. At the same time, it's not horrible, so it might be worth a playthrough to some people.
For: I wanna make the Novelty
A lot of the stages boil down to just needle, and these are definitely the weakest. The needle design is very outdated, with a lot of jumps that are a bit awkward, particularly in the infinite jump stage, and the screen wrap stage, which has some jumps that are really out of place in difficulty.
Another sore spot is the traps, which are often in annoying places. The worst offenders are the second stage, which is pure pick a path guesswork and thus extremely annoying to play, and the seventh, which adds traps at the end of slow autoscroller sections.
Of course, the game is not all bad. The black and white gimmick is awesome, definitely the most fun stage for me. In addition, the bosses are pretty decent, if a bit boring and unoriginal.
Overall, this game is an alright one to play, but I wouldn't really recommend it unless you have nothing else to play. I think the second game in this series does a lot of the same ideas much better, so I would recommend playing that one over this.
For: I wanna be the GOBOU
Gobou is perhaps one of the most unique fangames out there. In a rare turn of events, platforming takes the back seat, to the point where it's almost non-existent. Rather, the focus is on defeating enemies with a surprisingly vast arsenal of weaponry and skills.
Admittedly, the combat is rather simple. Most enemies don't move, they all have pretty simple attacks. For a lot of the game, it's pretty boring just sitting out of an enemy's range and attacking them until they die. The sections that have multiple enemies attacking at once somewhat alleviate this, but many saves are unfortunately just long strings of single enemies (with traps)!
The real highlight of the game is the incredible skill tree, which you unlock decently far into the game. It features three main classes you can choose between (essentially fighter, mage, rogue), and it also had a wide variety of neutral skills. I was pleasantly surprised by how much I was motivated to switch my kit around. Some enemies/bosses are easy to burst down with melee, while others require range, or the vertical beam attack to hit them above you. I also was switching between various buffs, to increase my energy, mana, or even speed. I at first thought a speed buff was useless, but I found a place for it in the final boss with it's large arena! This really kicked up my enjoyment of the game, as it made the combat more of a puzzle to figure out what build would best deal with a given save.
The bosses, while not particularly unique, are quite fun, as the skills create different combat paradigms than are usually featured in fangames. I had a lot of fun figuring out when I could safely use skill in order to maximize damage and defeat the bosses as quickly as possible.
Additionally, I would be remiss if I didn't mention some of the fun obstacles in the non combat sections. The minecart rides were really cool, they really spiced up the game and kept the middle from getting boring. I liked how the game used cycle based obstacles like crushers and lasers. There was also a cool maze section that was based around finding values to solve a math equation.
Ultimately, I may have had no idea what was going on in the Japanese story, but that doesn't mean I didn't have fun. Gobou was a super unique experience, and the skill tree was implemented really well to create a lot of variety in how you can approach things. Definitely a recommendation for adventure fans, with bonus points since it's very approachable to beginners.
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 |
70 Favorite Games
68 Cleared Games