moogy
2013
2014
2009
2011
2014
2017
2017
Wall clinging doesn't lend itself to interesting level design in the way double jumping or wall jumping does, and so the game ends up feeling really repetitive, with almost every screen just being a variant of the same cycle-based design you've seen a million times already. Just play an IWBTG fangame instead.
2018
2010
2020
Basically a generic 3D action game with copy/pasted arena battles, just presented in first person. The encounter design feels incredibly arbitrary, the weapons aren't meaningfully different, and none of the monsters feel interesting to fight. I had more fun with the platforming than the combat.
(Disclaimer: I am not the target audience for this game; I've played very few FPSes to completion and actively dislike the way they control.)
(Disclaimer: I am not the target audience for this game; I've played very few FPSes to completion and actively dislike the way they control.)
2015
2017