Jopagu's Profile
Send a PMJoined on: Jan 16, 2022
Bio:
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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417 Ratings!
415 Reviews!
10 Screenshots!
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417 Games
415 Reviews
Jopagu
For: I wanna be the Arcfox Needle
For: I wanna be the Arcfox Needle
I was honestly quite surprised by how much I enjoyed this! Despite it being a hundred floors, it never got old, as each stage has a quite distinct identity, inspired by whatever original game it's drawing from. There was a wide variety of gameplay present, with long saves being nicely broken up by more precise segments, and stages using jtool gimmicks in fun ways.
As others have said, the ending feels pretty weak, but I don't think it's that big of a deal. The last few screens are pretty generic, but outside of that the second half of the game is just as cool as the first.
Overall, this is definitely a recommendation for needle fans, it showcases a lot of different ways to design vanilla needle.
[0] Likes
As others have said, the ending feels pretty weak, but I don't think it's that big of a deal. The last few screens are pretty generic, but outside of that the second half of the game is just as cool as the first.
Overall, this is definitely a recommendation for needle fans, it showcases a lot of different ways to design vanilla needle.
Rating: 8.0 80
Difficulty: 69 69
Mar 31, 2024
Jopagu
For: I wanna Arcana of the Tarot
For: I wanna Arcana of the Tarot
I pretty much agree with Kurath, this game really doesn't feel like it deserves the moniker "trap game". It feels more like playing something like Noesis, where stuff moves around to enforce different movements. The game never tries to be funny, and every trap is very basic moving spikes or blocks. Every stage really feels the same, and the traps all blend together as they're all very similar. Even from a gameplay perspective, it really falls flat, as the traps are to samey for me to enjoy dodging them.
The final stage actually tries to be a trap stage, but none of the jokes were particularly funny, and the saves are obnoxiously long. Every save involved learning like 10 traps, and just dying over and over, everything I hate about this type of trap game.
The final boss is the only part I'd give a solid recommendation, as it's really cool. However, I do think it would benefit from each attack being a bit shorter, because the early attacks become quite a slog, and it gets really frustrating to die to something learny after minutes of playing.
[1] Like
The final stage actually tries to be a trap stage, but none of the jokes were particularly funny, and the saves are obnoxiously long. Every save involved learning like 10 traps, and just dying over and over, everything I hate about this type of trap game.
The final boss is the only part I'd give a solid recommendation, as it's really cool. However, I do think it would benefit from each attack being a bit shorter, because the early attacks become quite a slog, and it gets really frustrating to die to something learny after minutes of playing.
Rating: 7.0 70
Difficulty: 65 65
Mar 31, 2024
Jopagu
For: I Wanna Reach the Exit 2!
For: I Wanna Reach the Exit 2!
A fun needle game with some basic gimmicks used to make cool pathing, such as screen wrap and gravity. The game is brought down quite a bit by a stage with "physics lines", aka stuff like high speed and high grav. I tend to find these sections unfun, and this was no exception, as most of it was just unpleasant jumps and awkward feeling movement.
[0] Likes
Rating: 7.5 75
Difficulty: 47 47
Mar 26, 2024
Jopagu
For: BONK: An Interactive Exposition
For: BONK: An Interactive Exposition
BONK is a very exceptional fangame, an incredible experience that feels really one of a kind. It is proudly inspired by Manor, and yet it deviates from that in important ways.
At its core, BONK is a needleventure game. The stages each have a gimmick of their own (later on mixing gimimcks), and are focused on platforming. However, the platforming rarely relies on precision, instead relying on figuring out what to do and flowy execution. This creates saves that are really fun from beginning to end.
The game also has several bosses, which are all quite creative and fun. Each boss feels different from the others, and they all are pretty memorable, from the meteor chase to the crab. Of course, I would be remiss if I didn't praise the final boss. It's one of the best fangame bosses I've played, with an emphasis on discovery and player creativity to figure out solutions. That being said, I felt the water attack was significantly harder than the rest.
For a lot of people, the core of the game will be the secret hunting. There are multiple layers of secrets across the game - the main ones being the red coins and the combo stages. The red coins tend to be pretty simple to get, more like bonus collectibles that you would see in Mario or something like that. However, they still require some thought, and create a feeling of adventure as you seek out hidden nooks and crannies. Another layer of secrets requires solving riddles. I thought these were super cool, and I had a blast finding all of them. I managed to stumble onto another layer of secrets that seem to be really buried; I look forward to doing another playthrough some day to find these.
Overall, this game is truly incredible, especially for a debut. It's perfect at the macro level, with only a few gripes at a smaller scale. I would highly recommend this to anyone who's an adventure fan, and if you like exploratory games this is easily a must play.
[1] Like
At its core, BONK is a needleventure game. The stages each have a gimmick of their own (later on mixing gimimcks), and are focused on platforming. However, the platforming rarely relies on precision, instead relying on figuring out what to do and flowy execution. This creates saves that are really fun from beginning to end.
The game also has several bosses, which are all quite creative and fun. Each boss feels different from the others, and they all are pretty memorable, from the meteor chase to the crab. Of course, I would be remiss if I didn't praise the final boss. It's one of the best fangame bosses I've played, with an emphasis on discovery and player creativity to figure out solutions. That being said, I felt the water attack was significantly harder than the rest.
For a lot of people, the core of the game will be the secret hunting. There are multiple layers of secrets across the game - the main ones being the red coins and the combo stages. The red coins tend to be pretty simple to get, more like bonus collectibles that you would see in Mario or something like that. However, they still require some thought, and create a feeling of adventure as you seek out hidden nooks and crannies. Another layer of secrets requires solving riddles. I thought these were super cool, and I had a blast finding all of them. I managed to stumble onto another layer of secrets that seem to be really buried; I look forward to doing another playthrough some day to find these.
Overall, this game is truly incredible, especially for a debut. It's perfect at the macro level, with only a few gripes at a smaller scale. I would highly recommend this to anyone who's an adventure fan, and if you like exploratory games this is easily a must play.
Rating: 9.8 98
Difficulty: 59 59
Mar 24, 2024
Jopagu
For: I wanna be the Ocean Princess
For: I wanna be the Ocean Princess
If you know anything about Ocean Princess, you know that it's long. Unfortunately, I think that length winds up being to the game's detriment. I ultimately think that Ocean Princess would be a better experience if a significant portion of the game was cut out.
The game shines when it's being unique. Stage 4, the trials stage, and the minigames before the final boss are the highlights of the game, as they use super creative gimmicks, many of which I haven't seen before in fangames. I really wish more of the game followed this kind of design, as these stages are some of my favorite fangame stages.
However, the reality is that the majority of the game is uninspired needle. Most of the gimmicks are quite basic, and aren't used in very interesting ways. As an example, one particularly long stage has a multi-jump gimmick and uses it primarily for generic, uninteresting jumps. The game also includes some of the worst dotkid needle I've ever seen. These simple gimmicks can certainly be used well, but I think this game is pretty lacking in terms of its needle design, with many difficulty balance issues and standout awkward jumps. Most of the needle winds up being pretty corridory, and this makes a lot of the stages feel unmemorable.
The bosses are a mixed bag, but by and large they get better as the game goes on. The first few are pretty unpleasant, being quite generic RNG-fests. However, later on the bosses get more unique, and the game winds up having a lot of really cool boss gimmicks that make the bosses feel quite special. Shoutouts to the Vault Snakes, Darkness Avoidance, Beach Chase, and Final Boss for being particularly interesting fights. By the end, I was often looking forward to the bosses, as they provided a pleasant reprieve from needle that was starting to drag on.
Ocean Princess is overall a pretty good experience, and I think it has an incredible experience embedded within. However, there's too much uninteresting platforming that it winds up feeling like unpleasant filler between the cool sections. While I respect the intention of creating a massive adventure game, it winds up feeling like a boring needle game with adventurey bits scattered around. Of course, said bits are really good! The game winds up being a hesitant recommendation, as there's lots here I think you should play, but you have to fight through a lot of weaker parts to get to it.
[1] Like
The game shines when it's being unique. Stage 4, the trials stage, and the minigames before the final boss are the highlights of the game, as they use super creative gimmicks, many of which I haven't seen before in fangames. I really wish more of the game followed this kind of design, as these stages are some of my favorite fangame stages.
However, the reality is that the majority of the game is uninspired needle. Most of the gimmicks are quite basic, and aren't used in very interesting ways. As an example, one particularly long stage has a multi-jump gimmick and uses it primarily for generic, uninteresting jumps. The game also includes some of the worst dotkid needle I've ever seen. These simple gimmicks can certainly be used well, but I think this game is pretty lacking in terms of its needle design, with many difficulty balance issues and standout awkward jumps. Most of the needle winds up being pretty corridory, and this makes a lot of the stages feel unmemorable.
The bosses are a mixed bag, but by and large they get better as the game goes on. The first few are pretty unpleasant, being quite generic RNG-fests. However, later on the bosses get more unique, and the game winds up having a lot of really cool boss gimmicks that make the bosses feel quite special. Shoutouts to the Vault Snakes, Darkness Avoidance, Beach Chase, and Final Boss for being particularly interesting fights. By the end, I was often looking forward to the bosses, as they provided a pleasant reprieve from needle that was starting to drag on.
Ocean Princess is overall a pretty good experience, and I think it has an incredible experience embedded within. However, there's too much uninteresting platforming that it winds up feeling like unpleasant filler between the cool sections. While I respect the intention of creating a massive adventure game, it winds up feeling like a boring needle game with adventurey bits scattered around. Of course, said bits are really good! The game winds up being a hesitant recommendation, as there's lots here I think you should play, but you have to fight through a lot of weaker parts to get to it.
Rating: 7.6 76
Difficulty: 65 65
Mar 19, 2024
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Free the Fortress | 59.0 | 8.3 | 10 |
The "Needle" | 53.0 | 6.7 | 15 |
I Wanna [Expunged] the [Expunged] | 19.3 | 8.9 | 7 |
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