I wanna Walk Out In The Morning Dew

Creator: GeoGeo222

Average Rating
8.4 / 10
Average Difficulty
84.8 / 100
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Tags:

Adventure (2) Needle (6) Gimmick (6) Long (1) Art (1) Sideways_Gravity (3) Mine_Sweeper (3) geogeo_like (1) Fangame (1) Ice (2) Bubble_2 (1)

Screenshots

  • by elraimon2000
  • by geogeo222
  • by geogeo222
  • by geogeo222

20 Reviews:

RedBatNick
Zero was right about gimmicks after all.

Edit:

I decided to actually try to play through Morning Dew. To say it was a "strange" experience is under selling it. I Wanna Walk Out In The Morning Dew is, for certain, the absolute most ridiculous fangame I've seen. RIGHT from the very beginning, the game starts hard, albeit, with some pretty chill needle. As the game progresses, you slowly have to do harder and harder platforming, with scattered gimmicks here and there. As soon as you get to Stage 13, or just simply, the Minesweeper area, things become a little bit annoying.

It's not necessarily too hard, but the area has a couple of time consuming segments, and requires a bit of patience. To start, this area almost exclusively uses low-gravity, so you can jump very high. The first main obstacle is a room with a picture in the bottom. The picture has a grid of squares on it, and in the top of the room, there's these 6 boxes, with each one showing a particular square on the picture. Basically, you have to fall into the corresponding tile on the picture and shoot it, doing all 6 in one life. Later on, you have to actually do Minesweeper, although it's not exactly regular Minesweeper, as it has one additional rule: In addition to all the other places where mines can normally go, a mine can also appear on top of ITS own number. It's a small difference, but I'd say it definitely changes how you have to think about the Minesweeper. I simply kept at it until I just got lucky and passed it.

After the Minesweeper stage, you have a few more stages of regular needle, as well as a gimmick or two before you run into the next big obstacle at Stage 18, or the Ice stage, or I guess you could also call it the CBT stage. The best way to describe the gimmick is: "It's ice, but it applies in the air, too". It's quite hard to control at first, primarily because when you start moving, you begin moving very slowly, but when you want to stop moving, you pick up speed very fast, and it's hard to stop yourself safely. Before too long, though, you can learn to overcome it, and eventually pass it. Once you finish that stage, you're just over half-way done with the game. You're doing pretty good so far, but there's still quite a bit to go... and the fun has only just started.

Past the CBT stage, a lot of what you'll see for the next little while is just simple needle stages, with some smaller gimmicks, or other things here and there... and then, once you complete the 23rd stage (Just a simple JTool area where the visuals change colors throughout), You are taken to a very... Unexpected place. You find yourself in sort of like a "Space" area, and you are controlling not the kid, but... A Rocket. The Rocket is, hands down, the most complicated gimmick I have ever played, the hardest gimmick I've ever played, and also, the worst gimmick I've ever played. Basically, there's 3 movement options. If you press up, you'll boost yourself forward the direction you're facing, and pressing left / right rotates which direction you face. The Rocket uses a similar momentum as the Ice area, except instead of being on the regular kid, it's on an almost undefinable object, and it has much more of an impact on your speed. As with the CBT area, the main problem with the Rocket comes from the fact that it is so hard to control, but with the Rocket, the controls are so bad, that I genuinely cannot describe them in true detail. The only way to truly understand how bad the Rocket controls, you have to play it yourself. Stage 24 is a very, very long gauntlet of trials you have to overcome with the Rocket, ranging from shooting apples sideways while having to levy your speed, all the way to having to literally turn all the way upside down to shoot an apple, then turn fully right side up AND survive, all in the same motion. You better get used to this area, because you WILL be here for a while. Finally, after MUCH hardship, you get to the end of Stage 24... and what's waiting for you is the single hardest task in the entire game. Once you leave 24, the screen goes black for quite some time, while this song is kicking in in the background. Shortly after, The game INSTANTLY drops you in to Stage 25, or as most people simply call it: "The race". This is the true test of will, and will almost certainly test your patience to its absolute limits. Basically, there's 2 rooms: The first room is "The race", where there's a giant obstacle course of walls and curves you have to travel through to the end, meanwhile, there's a big apple moving up to block the exit. Simply, you have to go as fast as you possibly can. I try not to think of Morning Dew as an exceptionally difficult game, although I'd have to say, the race is the closest the game comes to a 90. The race is, frankly put, completely fucking insane. If you are worthy enough to overcome the race, and still keep your mind intact, you have yet another challenge ahead of you: Now, you're in a room with this big round thing in the middle, with... Sideways gravity arrows in it. You have to sort of balance yourself out in the right direction so you can slowly move into the arrows. Once the Rocket stages are over, you are almost certainly very relieved to be out of there, and... You earned it.

The very next area is a bit of a weird one. Not too hard, although it's a bit long, and it has a pretty tricky gimmick. Not too bad of an area, but not a personal favorite. After Stage 26, 27 starts you off with some simple needle. At this point, the needle itself is starting to get pretty hard, and in particular, I actually disliked the needle in this stage a bit. After you complete 2 rooms of Needle, as if just to make fun of you postmortem, you are now at ANOTHER Rocket room. This time, you don't have to do any theoretical physics... No no, this time, instead of navigating through tight gaps, or racing against a giant "Fuck you" apple, you have a force-field around you. You're in a pretty big room, and there's apples bouncing around everywhere. It's hard to really describe, but simply, anytime an apple enters your field, you have a "combo meter" that builds up slowly. As an apple is in your ring and your combo is building, that apple will fade out, until it completely disappears, and offers no more benefit. You have to get a score of 3000, using only the apples in the room, and your "abilities" with the Rocket. Up until this point in the game, I was mostly fine. Sure, some things were torture (Stage 25 is one I like to look back at for that), but once I hit this mini-game, things got much worse, very fast. In the most recent version of the game, the mini-game is buffed, and made significantly harder. I've already described in great detail how I think that it's a bit rude, as well as just annoying that something like this could be buffed, but oh well. I strongly recommend doing the mini-game on an older version, like 1.2, since it's not completely luck-based there.

Once you complete Stage 27, it seems like you've overcome almost everything there could be, but if only you knew what was to come later... Stages 28 and 29 are fairly unremarkable. They're just needle stages with some weird things here and there. Stage 30 is another very interesting stage, featuring a gimmick called "Fence jumping", although I think it's fair to just also call the gimmick "Minecraft". Basically, when you press up or down, you get bigger or smaller, and depending on your current size, difference fences will be solid. You have to precariously jump from fence to fence, moving back and forth between the background and foreground. It's overall a pretty fun stage, but definitely a hard one for sure. Stage 31 is a pretty mediocre needle area, and at the end, there's this weird memory mini-game that's basically Simon Says, but with a rotating cube.

Once you pass Stage 31, you end up in... 32. This is it. This is basically the very last trial. To start out, there's 5 rooms you have to go through where there's random spikes flying really fast, sort of like another popular game with fast flying spikes. It's just funny luck-grind to go up the 5 rooms, and then, you come to a room with a big stack of blocks. You have to carefully, slowly, and painstakingly push each individual block over one a time, every block, over to the right, until eventually, you have a big staircase, and you can jump to a vine, and proceed. Then, you come to the final obstacle: You have the Ice momentum from Stage 18, and there's these 6 water blocks bobbing up and down. You have to very carefully, and with immense precision, climb up all of these blocks of water, until you make it to the top, where you have to do ONE FINAL hard, scary jump. You've probably been thinking to yourself, "Man, this is a long save", but that's because it is. The entirety of this area is ONLY ONE, SINGLE save. You die once, you start all the way at the bottom. Assuming you played this save absolutely, 100% optimally, I would wager this save STILL takes at least 6, 7 minutes in a winning attempt. This stage can only be described truly as "The Getting Over It of fangames", because that's what it truly feels like.

Once you complete Stage 32, you can relax. You can just take a deep breath. You're not done yet, but you're very, very close. You have 2 more stages left: The first stage uses a gimmick called "Line Kid". You're a perfectly straight vertical bar that can rotate by pressing up or down. (Don't worry though, it's not as bad as Rocket, and actually, I'd say it's kind of similar to Rocket, except you're actually controlling something like the kid as opposed to a tank) Then, Once you complete Stage 33, the very final stage is 2 fairly hard rooms of needle. Once you beat this area... Congratulations. You have finally, after all of your hard work and effort, cleared Morning Dew.

Geo, to some degree, I think you're a bit of an asshole for some of the design choices you made through Morning Dew. The fact that you buffed a Rocket room, and just many other particular things along the way, it boggles my mind. But even so, I can confidently say that Morning Dew is, for sure, one of the most incredible experiences I have had with a fangame, and there are definitely MANY enjoyable things in the game. Towards the end of the game, I was very emotional and ready to be done, although most of that came from just being so mad at the Rocket mini-game. Finishing this game felt like cleansing my soul, and I shed more tears over it than I think I ever have. All in all, it's hard for me to say whether I can recommend Morning Dew to someone. I would say that, if you want the most enjoyable experience, find a way to completely skip Stages 24, 25, and 27. All of the Rocket areas are very, very gruesomely difficult, and not at all like the rest of the game. Otherwise... This game made a grown man cry for almost an hour straight. I recommend it.

P.S. This game's entire soundtrack slaps super hard. I recommend listening to some of it.

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Tagged as: Sideways_Gravity Ice Bubble_2
[15] Likes
Rating: 8.2 82       Difficulty: 87 87
May 12, 2020
Bob
Has to be one of the most unique games I've played. It's constantly changing, with some stages consisting of your standard needle, and some including some very wacky and weird physics/gimmicks. Don't come into this game expecting it to be like Crimson Needle 2. It's more like Crimson Needle 3, but probably even wackier. If you aren't open to nonstandard physics/controls, you will not like this game. But for those who can tolerate it, there's a huge world in here that is (in my opinion) a treat to explore.

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[12] Likes
Rating: 8.6 86       Difficulty: 80 80
May 13, 2020
elraimon2000
This game is what you could call an "artistic vision" game, meaning that the creator added a handful of parts that he thought were neat while being fully aware that a good amount of players would get stuck in them and probably not enjoy them too much. In my opinion the game suffers a lot because of that because you spend around half of your playtime in a few areas that are just, not very fun.
However, this is one of the most creative gimmick games I have seen, with ideas you have never seen or even thought of before and a brilliant execution of them. The production value is stellar all the way too, with one of the best soundtracks I have heard in a fangame and really good visuals as well.
I highly recommend anyone who likes gimmick needle to play the first few hours of the game, they are very good and accessible to players who might not be that skilled, and it takes a good while until you reach the first area I'd consider a "wall" for most people. After you reach this area I can't really recommend that you continue since you will keep finding even bigger walls along the way, each taking even longer than the previous one and being less fun. I guess I should also mention that some of my favorite areas were after some of these "walls" (to name a few of my favorites, the moving vines stage, the rotating linekid stage, the 3d minecraft fence stage, the elevator with the moving apples, the slow bullets stage...) so there is some reason to push through the bad stuff.

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Tagged as: Mine_Sweeper
[9] Likes
Rating: 6.5 65       Difficulty: 85 85
May 11, 2020
Thenewgeezer
I'm mostly basing this rating on the level design. This game has a lot of good concepts, but I feel like the creator always takes these concepts to the extreme. I understand you were going for a difficult game, but I don't think the whole game should retain the level of intensity you take these gimmicks to. All the timed segments must be done to perfection, with little to no mistakes being made, and combined with a gimmick, made it frustrating at times. I would have liked to enjoy it more, but unfortunately as the game progressed there were more and more little things I didn't care for. I do think though that this is the most creative game I've seen in a long time, and I enjoy the artistic approach you took on it.

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[8] Likes
Rating: 7.0 70       Difficulty: 88 88
May 18, 2020
Tehjman1993
An extremely challenging needle/gimmick game made by one of the more creative minds in the community, Geo. On the surface, this game mixes up what you're doing and how fast you're progressing on nearly every screen. Starting out with some more basic needle, Morning Dew quickly whisks the player into a seemingly-endless number of areas, each with their own unique gimmick to learn and conquer.

Some gimmicks are harder than others and elicit all kinds of responses at first glance. I enjoyed the majority of these gimmicks, only a select few were less enjoyable to learn and use.

While the overwhelming creativeness and variety of gimmicks is Geo's strong point in the game, the application of these gimmicks can be viewed as the opposite. There is very little room for the player to practice a gimmick without the feeling of being "stuck" on a screen for far too long. The game's difficulty is relentless, not allowing the player to get a feel for whatever gimmick they're learning before threading needle after needle. Akin to hitting a roadblock every three screens, progress can feel staggered and slow. This leads me to believe that Morning Dew is the type of game that is best enjoyed on a subsequent playthrough, as your first one will be both frustrating and take a considerable amount of time.

Despite the time needed to learn Geo's large variety of gimmicks, the game itself is worth playing. Some gimmicks fall flat, but the majority work within their applications and come together to take the player along a long, twisted journey. You never quite know what's on the next screen, leaving the player in constant suspense as they finally finish a difficult segment. "Proof of concept" could be used to describe the overall feel of the game, but this seems to imply that the applications of each concept are not well thought out. It is immediately apparent that each screen was crafted over the course of many hours, with careful consideration for each segment with respect to its gimmick.

In short, Geo sticks his neck out exceedingly far to keep the variety and creativeness alive at every point in the game. No one will like or enjoy every gimmick offered, a natural consequence of Morning Dew's number of gimmicks. For what gimmicks are enjoyed, however, takes the player along a journey of gimmick needle that is rarely experienced.

I look forward to Geo's next work!

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Tagged as: Needle Gimmick Long
[5] Likes
Rating: 8.5 85       Difficulty: 85 85
May 25, 2020