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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417 Ratings!
415 Reviews!
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417 Games
415 Reviews
Jopagu
For: I wanna P
For: I wanna P
Pretty cool game, it's interesting to play the progenitor of L needle and see how the genre has changed since these days. There is some nasty save imbalance, save 2 is much harder than anything else. The visuals are nice, I like seeing custom saves used in an L game, before the L game half save tradition was created. Some interesting jumps, other that are kinda just "do a 1/2 frame", and since numpad is disabled this is keyboard RNG.
[0] Likes
Rating: 6.5 65
Difficulty: 52 52
Jun 23, 2022
Jopagu
For: I wanna Exit from Here
For: I wanna Exit from Here
Unenjoyable experience that would greatly benefit from some consistency and design cohesion. Enemies behave differently with no rhyme or reason. It seems completely random whether a projectile will go through walls or not. Additionally, some enemies are randomly unkillable. I.e. the turret in the first zone is killable, but the bullet bill turret later on isn't. One enemy can't shoot through walls but can shoot through buzzsaws, which you can't shoot through. Those same buzzsaws appear later in a boss and you can shoot through them. The first stage has traps that feature suddenly appearing blue energy balls. It quickly establishes that these balls only come out of a specific background feature, and then, a few saves later, has one come out of no where for a cheap shot kill at the end of a save. These balls return throughout the game, but never use the indicator that the game bothered setting up. The game features vines, and later on there are conveyor vines. But the conveyor vines don't use base vines as a base, and you can't jump off of them. One screen has a winged block from Mario, but unlike in Mario, this is a semisolid platform, not a solid block, a fact which is necessary to know to beat the save. If you're going to borrow gimmicks from other games, why would you change how they work? Additionally, the game uses Mario bouncy note blocks, and despite having the idle animation where the note moves around, they didn't copy the animation for actually bouncing on the block, so you're just bouncing off a completely solid unmoving block. In the area with all these Mario sprites, the game introduces what are effectively P-switches, but instead of using the actual sprite, it has a custom block sprite. It looks out of place, especially when a normal P-switch would fit in with the other things in the stage. In the cave area, when you turn into a dragon, you're immune to lava, however for some reason you're not immune to the fireballs that shoot out of that same lava. Later in the stage's boss, the floor is covered in lava. But instead of using the gimmick you introduced just to drop after a room, you just fall through the lava and die. Any of these things alone would be minor complaints, but together make a very frustrating experience. It feels like the game is constantly doing things completely differently than it did even a few rooms ago.
Secondly, the game doesn't feel very cohesive. The first area is on a spaceship, and halfway through the spaceship gets attacked by aliens. The robot guards are all destroyed and hostile aliens roam the stage. Finally, you get to the boss of the stage, and it's just like a guy. This attempt at storytelling is abandoned and the rest of the levels don't have any sort of events happening. After the spaceship, you go to a flowery field, then a forest that leads to a cave, and then from the bottom of the cave to another spaceship! Why aren't the spaceship levels connected in any way?!? The third boss is a giant super meat boy. Despite fighting this in what looks like hell, it doesn't use super meat boy's actual hell boss. The super meat boy is protected by cute little fairies that don't fit in at all. If you want to use this gimmick in a meat boy boss have floating bandage girls or something! Why are there fairies?? This game didn't feel like a proper adventure game, but rather an incoherent sequence of stages and bosses drawn out of a hat.
In addition, I feel like the choice of a custom engine was the wrong move for this game. I have nothing against nonstandard engines, but if you're going to make a fangame without fangame physics you should have a reason. This game never benefits from its engine, and it only serves to make certain sections clunky and annoying when they would be more fun with normal physics. The game uses normal named jumps, like diagonals, but they're way more annoying and can't be done as smoothly with these physics. The worst offender is the vines. Firstly, the vines have no slowdown effect when you slide on them, making staying on a vine frustrating. Multiple areas require you to fall onto a vine at high speed. With normal vine physics, this would be a normal maneuver, but instead it becomes a finicky test pressing jump at the right moment. Secondly, you can't shoot while on a vine, even when facing away from it, with you gun half a block away from anything that could reasonably resemble part of the vine. This is even true on the conveyor vines, which as stated, don't actually work like vines. The game has multiple sections where you need to shoot gimmicks or fight enemies while on vines. This includes the final boss!! If the vines just worked like they look like they should, these would be normal segments. Instead, they just become awkward, with you having to do small jumps off of the vine to shoot, then go back onto the vine. I can't see any good reason for these vine changes, and just having vines work like normal would directly improve several sections. The game also messes with controls, changing jump/shoot into Z/X instead of Shift/Z. Your hands are in the exact same spot except jump is harder to hit. How does this change add anything except unfamiliarity, increasing the already clunky nature of the physics. Finally, a small pet peeve of mine, you can't quit the game by pressing esc, you have to go back to the menu and select the exit option. This is just annoying and slow UI design.
This game does have a lot of good ideas. I particularly like the transformations into a spaceship and a dragon. Additionally, the game has a lot of production value, and looks great (but why is restarting music a thing??). This has the seeds of a great game, but it suffers from a slew of minor mistakes that just make nothing feel like it should. Some small changes, and following some rules of game design, would make this into a top notch game. Unfortunately, I can't recommend it as it has too many small issues adding up into an unpleasant game.
[1] Like
Secondly, the game doesn't feel very cohesive. The first area is on a spaceship, and halfway through the spaceship gets attacked by aliens. The robot guards are all destroyed and hostile aliens roam the stage. Finally, you get to the boss of the stage, and it's just like a guy. This attempt at storytelling is abandoned and the rest of the levels don't have any sort of events happening. After the spaceship, you go to a flowery field, then a forest that leads to a cave, and then from the bottom of the cave to another spaceship! Why aren't the spaceship levels connected in any way?!? The third boss is a giant super meat boy. Despite fighting this in what looks like hell, it doesn't use super meat boy's actual hell boss. The super meat boy is protected by cute little fairies that don't fit in at all. If you want to use this gimmick in a meat boy boss have floating bandage girls or something! Why are there fairies?? This game didn't feel like a proper adventure game, but rather an incoherent sequence of stages and bosses drawn out of a hat.
In addition, I feel like the choice of a custom engine was the wrong move for this game. I have nothing against nonstandard engines, but if you're going to make a fangame without fangame physics you should have a reason. This game never benefits from its engine, and it only serves to make certain sections clunky and annoying when they would be more fun with normal physics. The game uses normal named jumps, like diagonals, but they're way more annoying and can't be done as smoothly with these physics. The worst offender is the vines. Firstly, the vines have no slowdown effect when you slide on them, making staying on a vine frustrating. Multiple areas require you to fall onto a vine at high speed. With normal vine physics, this would be a normal maneuver, but instead it becomes a finicky test pressing jump at the right moment. Secondly, you can't shoot while on a vine, even when facing away from it, with you gun half a block away from anything that could reasonably resemble part of the vine. This is even true on the conveyor vines, which as stated, don't actually work like vines. The game has multiple sections where you need to shoot gimmicks or fight enemies while on vines. This includes the final boss!! If the vines just worked like they look like they should, these would be normal segments. Instead, they just become awkward, with you having to do small jumps off of the vine to shoot, then go back onto the vine. I can't see any good reason for these vine changes, and just having vines work like normal would directly improve several sections. The game also messes with controls, changing jump/shoot into Z/X instead of Shift/Z. Your hands are in the exact same spot except jump is harder to hit. How does this change add anything except unfamiliarity, increasing the already clunky nature of the physics. Finally, a small pet peeve of mine, you can't quit the game by pressing esc, you have to go back to the menu and select the exit option. This is just annoying and slow UI design.
This game does have a lot of good ideas. I particularly like the transformations into a spaceship and a dragon. Additionally, the game has a lot of production value, and looks great (but why is restarting music a thing??). This has the seeds of a great game, but it suffers from a slew of minor mistakes that just make nothing feel like it should. Some small changes, and following some rules of game design, would make this into a top notch game. Unfortunately, I can't recommend it as it has too many small issues adding up into an unpleasant game.
Rating: 4.7 47
Difficulty: 40 40
Jun 23, 2022
Jopagu
For: I wanna be the Salt
For: I wanna be the Salt
Unoriginal and annoying adventure game in the classic trappy style. For once, the traps aren't even the main gripe, since even though they're flying spikes, most are slow enough to react to. However, the entire game is entirely bland without a single memorable thing. Secrets are required to beat the true end, and the secrets are just hidden behind non-solid blocks, most of which are on random walls you have no reason to even look at.
If you suffer through collecting all these secrets, you get to play the lowlight of the game, a godawful avoidance. The avoidance is several minutes long, and only has like 10 attacks. Each attack is over 30 seconds long, making you dodge the same stuff for ages, and for some attacks that's more than enough time to get unlucky and hit with a 10x harder dodge. None of the attacks are original, and it feels like the world's least creative avoidance stretched out to a painfully long runtime, sapping away any enjoyment you might find in the dodging.
All-in-all, I can't recommend this game unless you realllly like classic adventures, and the word "memorability" makes you cry.
[1] Like
If you suffer through collecting all these secrets, you get to play the lowlight of the game, a godawful avoidance. The avoidance is several minutes long, and only has like 10 attacks. Each attack is over 30 seconds long, making you dodge the same stuff for ages, and for some attacks that's more than enough time to get unlucky and hit with a 10x harder dodge. None of the attacks are original, and it feels like the world's least creative avoidance stretched out to a painfully long runtime, sapping away any enjoyment you might find in the dodging.
All-in-all, I can't recommend this game unless you realllly like classic adventures, and the word "memorability" makes you cry.
Rating: 5.5 55
Difficulty: 45 45
Jun 22, 2022
Jopagu
For: I wanna arrive the Ambitious
For: I wanna arrive the Ambitious
Huge surprise of a game for me, definite "hidden gem" status. This game takes place over a handful of stages, with a classic trapventure style. As expected, there are some annoying flying spike traps, but the game understands moderation so it's never a buzzkill. The gimmick usage is quite creative, with simple gimmicks like triggers and switching blocks being used to their utmost in a variety of ways. The bosses are cool, and utilize checkpoints such that they aren't a grind, even though they're long. The desert boss really shines, where you have to go around hitting triggers to drop rocks on it while dodging its attacks. The dice boss was also really cool, and I found it incredibly creative how it rolls down, decreasing the number of platforms and bullets per attack.
The real star of the show is the lengthy final area, "The Astral Kaleidoscope". This area has a unique theme for each room, from escort missions to reverse spotlight segments to a mouse controlled maze. Each room here was a treat, with a ton of creativity on display to create fun and interesting gimmicks. The final boss is extremely long, but with such frequent checkpoints it's no grind. Each phase takes place in a new arena, some using the gimmicks from earlier in the game. Most of the arenas are more complex than simple stand and shoot platforms, so each segment feels almost like a new boss. It's a great climax to the game, acting as a microcosm of the variety and creativity of everything else.
Overall, this game is absolutely worth a play. It deserves to be much more well known, and is one of the best games I've played that follows the basic trapventure formula.
[2] Likes
The real star of the show is the lengthy final area, "The Astral Kaleidoscope". This area has a unique theme for each room, from escort missions to reverse spotlight segments to a mouse controlled maze. Each room here was a treat, with a ton of creativity on display to create fun and interesting gimmicks. The final boss is extremely long, but with such frequent checkpoints it's no grind. Each phase takes place in a new arena, some using the gimmicks from earlier in the game. Most of the arenas are more complex than simple stand and shoot platforms, so each segment feels almost like a new boss. It's a great climax to the game, acting as a microcosm of the variety and creativity of everything else.
Overall, this game is absolutely worth a play. It deserves to be much more well known, and is one of the best games I've played that follows the basic trapventure formula.
Rating: 8.5 85
Difficulty: 36 36
Jun 22, 2022
Jopagu
For: I wanna let my balloons go
For: I wanna let my balloons go
Really fun gimmick needle game, with a boss. The needle has a few gimmicks, all focused on speed and momentum. The game is quite short, I feel like some of the gimmicks had more potential. But at the same time, the shooting mechanic felt primed to be awkward if used much more. The final boss is pretty cool, but it suffers from some nasty attack imbalance, and the main gimmick of the game is only used for one attack, which was kind of a let down. Overall, recommended for people who like needle with uncommon gimmicks.
[1] Like
Rating: 8.3 83
Difficulty: 50 50
Jun 22, 2022
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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