DelFruit News
Fangame Awards 2025 Nominations
The nomination form for The Fangame Awards 2025 is now open!
If you need a reminder of the format, you will be nominating your personal favorite games for each month of the year + the 4 classic "golden" categories we've always had + our 4 beloved Community Awards! You are able to submit up to 4 nominees (graded as 1st, 2nd, 3rd, and 4th places) you think best fit each category.
Here is the link to our form: https://forms.gle/jKyM8V9QExgSWkYP8
The forms are also available in Japanese, Chinese, and Korean. If you're unable to view it, Here is another form in English and Chinese at this link: https://shimo.im/forms/2MrtzAbs0ONiplAz/fill
(They'll be open for only 1 week, permanently closing on January 9th at 11:59 EST.)
Finally, The Fangame Awards 2025 will take place on February 21st at 4pm EST. The show will be streamed live on the Fangame Marathon Twitch channel: https://www.twitch.tv/fangamemarathon
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For: I wanna warp the worlds
I Wanna Warp The Worlds is the second game in the Marathon series, and the sequel to I Wanna Run The Marathon. Naturally as a sequel, it bumps up the production value, something you can easily see from the intro screen, and it only keeps going from there. But production isn't everything, let's look at if the gameplay is at the same level.
-Unlike the previous game, this game jumps headfirst into the Mario stage, this time being based on Super Mario World. This stage also deals with using enemies to get across, but this time, you can't do it on foot, so you have to rely on everyone's favorite dinosaur, Yoshi. The game comes up with a lot of ways to use this mechanic, from using him to jump across moving enemies, to doing regular platforming with him and escorting him to a point where you need him, to even killing a bunch of Yoshis on top of a platform to open a path. Even besides the gimmick, the rest of the stage is still fun, with some fun cycle movements, especially in the tower climb at the end which felt pretty tense with the lava. Of course, all these Yoshis you're killing can't possibly be happy with you, which is why the boss of this stage is the Ghost of Yoshi's Past. This is a fight with multiple phases, and just like in Super Mario World, you attack the boss by using the enemies he throws at you against him. He also sometimes throws multiple attacks at you at once, but it's still fairly designed, plus the attacks themselves are also fun, making this a great first boss for this game.
-After that comes the Terraria stage, which is where I unfortunately have to start making some complaints. Here, you start without a gun or even a double jump, locking you out of some paths at first and forcing you to collect some new weapons in order to make progress. The problem isn't the level design—it's actually designed well around the abilities you're expected to have. No, the issue is the weapons themselves, which are kind of annoying to use. The sword is only a mild issue, since the only problem is the swing speed being kind of slow, otherwise it works well enough as a short-range weapon. The bow, however, is the real problem, since it's rather cumbersome to aim, and even though you can spam arrows to make up for this, that doesn't mean much when half of them aren't even hitting the thing you're trying to hit. Back to the stage itself though, you also encounter multiple bosses along the way, the first one being the Big Slime. Just whack it with your sword and watch out for the mini-clones it spawns of itself, and you should be fine. Eye of Cthulhu, on the other hand, makes you use the bow, which comes with the aiming problems I just mentioned. Once you get used to that, the fight is fine for the most part, except for a potentially really bad transition on the last phase.
-Next comes a stage based on Shovel Knight, once again including the original weapon from that game, which lets you stab at enemies or even pogo-jump off of them. It's not just enemies though, as there are also bubbles that you can jump on, sometimes even being multi-use. This stage again finds a lot of uses for this gimmick, including having to jump on every enemy in the room to progress, or timing your jumps to navigate around moving enemies. The pathing is a bit hard to figure out at first, but once you do, the movement is really smooth. After that is the boss with Black Knight, who uses the shovel just like you. He also uses some other attacks with a lot of projectiles, but you can actually parry them with the shovel and redirect them back towards him, which is a great way to reward skilled shovel-wielding. Even besides that though, the attacks are still fun, with you trying to get hits in as he flies around the room.
-And now DOOM! And yes, I mean it, this game actually has DOOM in it, 3D graphics and all. Unfortunately it is just the unmodified E1M1 layout, but it's still crazy that this exists. The stage itself is also fun, with relatively simple enemies, but a lot of them. Luckily, it doesn't get too crowded, so the regular gun should be enough to deal with them. The fact that the enemies are resprited to look like fangame bosses/characters is also a nice touch, especially with the sort of hellish/evil twist added to them, since this is DOOM after all. Overall a very surprising stage, but one that works surprisingly well on a lot of different levels, not to mention this fangame now has the honor of being able to say it can run DOOM.
-The next stage is based on Super Meat Boy, a rather simple stage mechanically, since all you get to work with here is a slightly more slippery wall jump. Being based on Meat Boy, however, it ends up being one of the more difficult stages in the game, due to the precision required in your movements. This is mainly due to the sawblades which require you to pass by them when they spin at a specific angle, but besides that, the stage is still difficult yet fun. I also like the attention to detail, with the use of squash and stretch on the Kid's sprite, or the meat stains that stay on the blocks. The boss of this stage isn't exactly a proper boss, more of a race against a clone of yourself called Brownie 2.0. It's much more open and empty than the rest of the platforming, but that makes sense due to the speed you need to win the race. It's still fun, just like the rest of this stage.
-And now another production marvel stage, Undertale! It starts out pretty boring, with some empty hallways and a puzzle that takes a long time to get through, but after that, the actual gameplay begins. This stage pits you against 2 bosses: the button and the gate jump. They both use the Undertale system where you have to use diplomatic solutions rather than resorting to violence right away, and the dialogue they came up with for these moments was pretty nice. The button's attacks are only really a problem if you rush forward through them, and the gate jump is a much longer fight, starting out slower in phase 1 before you regain regular physics and the pace gets faster again. It did feel kind of unfair sometimes, but it was fine for the most part, especially since you get HP to breeze through the fight if you do get walled.
-Up next is Kirby Super Star, which gives you 4 copy abilities you can collect to give you new abilities. It doesn't start out very promising, but the moment you pick up the Fire ability at the start, that all changes. Some of the more agility-focused abilities like Fire or Fighter get the best segments, but that doesn't mean the others aren't fun to mess around with too. This is also another stage that makes use of clever routing throughout the screen, due to having to go through the screen with one ability to be able to reach another and access another route you can now take. The abilities even get carried over to the boss fight against Meta Knight, a fight that requires a bit of learning, but is definitely fun when you get the hang of it. One thing I will say, though, is the way you get the abilities in this fight in the first place is kind of weird, since they're just on the sides of the screen, making it easy to collect by accident, but also hard to collect if you're on the wrong side of the screen. Then again, what else were they supposed to do for this, so whatever.
-Onto the final stage, which takes from previous stages this time. This time. though, everything is all glitchy and messed up, causing a lot of weirdness with the music and visuals, but also with the gameplay. There's rooms featuring some of the gimmicks from the original stages, but with certain spots which teleport you to another part of the map. This is mostly done well, aside from one part of the Kirby Super Star screen with a rather stupid cycle to figure out. Finally, there's the last boss, the Delicious Fruit. While it might seem underwhelming to have a cherry as the final boss, the boss itself proves that suspicion wrong very well. It incorporates a lot of the glitchiness from before, whether that be skipping backwards in time a couple seconds, teleporting all the small cherries up a bit, or even teleporting you to a room with Miku, this boss throws a lot at you. While this might seem like a lot, it never feels unfair, due to the game being generous with open space when the glitchiness is at its worse. The error message was way too unconvincing though, unfortunate on that part.
Another great game, but it unfortunately doesn't hold up to the first one. I don't know what it is, maybe it is that cloud of nostalgia I've been trying to avoid, but I guess this is just less my type of game than the other one. That doesn't make it a bad game in the slightest though, I still loved it, just not as much as Marathon. Still a very high recommendation, especially if you liked the first one and want more.
For: I wanna ReStaff
For: I wanna be the Guy
For: I don't wanna bye the Ha[51]
Left warp by Dengol is terrible in almost every way. There is a 25-second-long intro which is super boring and annoying because of three big luck check attacks after the intro. The patterns after the luck check attacks are very annoying to learn because reaching there again requires another big chunk of luck. Even the visual, seemingly the only good thing in the avoidance, is awful in the chorus since it makes the bullets hard to see. I highly doubt that it's tested, it's the main reason I'm rating this game lower than 4.
Middle warp by Hasi is mostly very cool. But one attack in the middle ruined everything, which is the falling green line attack, absurdly dense and luck based one. Really liked the atmosphere and the rest though, what a shame.
Right warp by PDplayer is the one that I'd call the best in the game. The style kinda reminds me of Be Purple's avoidance and Z3's Sasanoke Area. Pattern sequence is cool to look at and play through. Interlude attacks and outro attacks felt very weird but it wasn't that irritating to learn. It's visually appealing as well.
Overall I don't think the game is for everyone, mainly because of the left warp. The other two warps are... also not for everyone imo, but they are recommendable if one is curious and does not care about beating all three avoidances.
For: I wanna be the Short trap easy game
Delicious Fruit