Glob

Creator: GoldenBlue

Average Rating
9.0 / 10
Average Difficulty
79.4 / 100
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Tags:

Needle (7) Gimmick (7)

Screenshots

  • by anxKha
  • by Lucien
  • by anxKha
  • by anxKha
  • by anxKha

17 Reviews:

EchoMask
Incredible gimmick needle game in a similar style to morning dew. Although I found this game to be easier than its assumed inspiration. Still the gimmicks presented in this game were fresh and the way they were used for the gameplay was immensely satisfying. Even the sections that were more needle heavy had incredibly fun maneuvers.

The only screen I kind of disliked was the one with the invisible cherries. I feel like you didn't have enough time to react to them and that there were also just too many of them in general. The ending was quite unique in a weird but cool way as well.

All in all this was a rather short but incredibly memorable game and I hope to see more games like it.

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Tagged as: Needle Gimmick
[6] Likes
Rating: 9.6 96       Difficulty: 79 79
Feb 28, 2023
cLOUDDEAD
I know comparisons to morning dew are lame, but this honestly feels like a much much harder version of morning dew. I'm only a couple stages in, and this game has already thrown me some never before seen gimmicks that feel super inventive and creative. The game is seriously fucked up hard though, especially the first real save of the conveyor-platform area. I would estimate the game to be around high 80s in difficulty based on what I have played so far

edit: im at the end :)

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Tagged as: Needle Gimmick
[3] Likes
Rating: 9.9 99       Difficulty: 85 85
Feb 22, 2023
Cthaere
Good hard gimmick needle.

While the comparisons to Dew are obvious, I find it important to stress a couple factors; First, is that this game feels like more of an asshole than Dew, or at least what I remember of Dew. The second, and the direct consequence of that, is that despite not being quite Dew, the asshole factor gets introduced so early and the game itself does not have nearly the same level of external hype factors that the game could not have been made and been successful without Dew's existence. Many players have already burnt out on needle in this difficulty range, much less one that pulls some of the moments this game does. Finally, while the game does evoke similar feelings to dew, it's missing the feeling of the massive journey. While length undoubtedly plays a big part in this, it feels like the difference is a bit more innate, and Dew manages to feel a lot more interconnected and cohesive. However, I would not fault this game for not living up to Dew; It must judged based on its own merits.

And with that said, the game does stand on its own. It has some fairly simple but clever gimmicks that have not been explored thoroughly yet (if at all), great needle design, and a good sense for minimalistic visuals. Song choices are good but not outstanding, and usually mesh well with the visuals. The needle style itself I would describe as "post flow"; Needle that is aware of the concepts of movement/flow and is designed largely from this perspective, but isn't trying to maximize smoothness so much as it's trying to do other things, usually trying to strike a balance that allows them to take a player out of their comfort zone while still providing enjoyable and satisfying gameplay to keep them hooked in. This style is well executed in this game, but oftentimes feels like the balance is a bit more shifted against the player rather than towards them for my taste. This goes especially for the final stage which I stopped on, as I did not feel the need to clear this, and I have already seen it on screenshare. I would have also liked to see a few more "break" rooms that weren't either 0 difficulty, 85 difficulty, or at the end of a long save; The invisible cherry room and to a lesser extent the invisible maze room striked that balance very well and were good palette cleansers, but all of the others felt a bit lacking.

This is certainly a very strong debut game, and I would like to see what the maker continues with. While I would readily recommend it to those who can handle the difficulty, I would be a bit more hesitant to recommend it as a grind and I would encourage dropping the game if it gets too frustrating, as it has a strong potential for it and I do not see the payoff as worth it. Furthermore, while this is a great game, I do not consider it a must play.

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[2] Likes
Rating: 8.7 87       Difficulty: 83 83
Jan 16, 2024
fha183
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.

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[1] Like
Rating: 7.8 78       Difficulty: 65 65
Apr 29, 2026
touhoe
damn, this hits different

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Tagged as: Needle Gimmick
[1] Like
Rating: 9.7 97       Difficulty: 78 78
Apr 7, 2025