DelFruit News
Delicious Level Design Contest
Another contest is finally coming up! As revealed in the Fangame Awards, the Delicious Level Design Contest will challenge both old and new makers to create an IWBTG Fangame stage over the course of a month! A panel of 6 judges will be responsible for judging all the stages based on: Design, Creativity and Atmosphere.
Submissions must be made in Game Maker 8.2 as the final game will be based on a special version of renex² engine made just for this event! The submission/making period will go from February 14 at 1pm EST to March 17 at 1pm EST.
Here is the link to the DLDC Discord server: https://discord.gg/E7jPaG9z7f
You can find more info about the event in this server, as well as other channels to help you out with any issues regarding Game Maker 8.2. If you intend on participating in the contest, it is required for you to be in the contest's server! Read More...
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For: I wanna be the BNH
This one was a sweet surprise, i don't know why, but i just couldn't put this one down and wanted to continue playing it until i won, which took me a good 35 mins.
Simple yepventure game in which you must traverse the screen twice, once going to the left, than going back to the right and jumping inside the portal to win. You'll be guiding the kid in his adventure passing just below a giant tree throwing down apples (they're apples this time! the song that plays is literally called the apple song!) at different speeds and sizes.
This will really put your avoiding skills up to the test, as you will need to make precise movements to squeeze through apples and avoid them by getting in the small safe spaces the game leaves you as they fall down, giving you mere milliseconds to decide where to move and if it's safe enough to push forwards. Thank GOD there is a safe space once you get to the left side of the screen!
Of course, this being a yep game, RNG is a huge part of it, but avoiding the apples by a pixel and the music kept me going, even when unavoidable contraptions fell upon me causing an inevitable death.
Extremely reccomended to those who arent scared to mess around with some RNG and see how good they really are with reading falling projectiles!
For: I wanna be the clear hard
For: I wanna be the clear hard
For: I Wanna Be the Butterfly
the platforming is some classic Klein/Rei stuff. I actually think a lot of areas are quite original, even compared to Klein an Rei's various other works. it feels like they poured in more time than usual to think of ideas for this game, further designing things in a more proper and sophisticated fashion. the game has something like 4 hubs filled with stages. it's quite the long play, I wouldn't expect to finish it in one sitting. expect three to four quite long sittings if I had to guess. of course, this depends on your skill but I think if you're even considering playing this game you would be of a fairly high skill level already. the general feel of this game's platforming is quite nice. it's a rare feeling that is really hard to emulate nowadays without it feeling disingenuous. there just aren't many hard and old, classic-style adventure games to go around. this game is just at the lowest echelon of difficulty of what I'd consider the "very difficult old adventure games" group. games like LoveTrap, Emperor, Make it Breaking Out, Destination, Charr, Crimson, Kamilia 3, Noesis all have this same 'old adventure' feeling. it's quite magical and rare, and I really love it. the game is the most varied out of all of these, possessing the largest amount of ideas - perhaps only rivalled by the likes of Make it Breaking Out. fortunately, Butterfly is leagues upon leagues better than Make it Breaking Out, so this comparison is pretty much entirely impossible to make
the bosses aren't plentiful when it comes to Klein's section of the game. he made one boss which uniquely uses one gimmick which I quite enjoyed. it's not Klein's best work, but it's still quite memorable. this boss's stage is also one of my favorites in the entire game. the idea of going all around this large stage that loops into itself from nearly all directions is quite fun. I noticed I had a strangely fun time just exploring, not necessarily even trying to progress. the real bosses are located in the 2nd half of the game - the one designed by Rei. there are bosses sprinkled throughout Rei's section, but the most notable one is of course, the one and only vocaloid we all forget about - Meiko. or, as a wise man once said: "Have some fun with Meiko!". Meiko is the most notable, as it's a super fun and essentially serves as the flagship or hallmark boss of Butterfly. it's a few pattern-ish attacks early on followed by a ton of fun RNG stuff that mainly focuses on density and not speed all too often. you have infinite jump which gives the fight a whole lot more depth. don't think I'll forget to mention the long and boring intro. I can't defend it, honestly. I have no idea why it's in the game and it should be absolutely removed. I'm thankful PDPlayer removed it pretty much entirely in this boss's Last Z variant. it's fairly easy to learn after figuring out the atom pattern at the beginning. now, if Butterfly had a real final boss, it should've been Meiko. it would've made for a much nicer ending, to be fair. however, I won't argue the ending of the game isn't bad per se. I find it super iconic - the way the white fades in as you walk right to the end of the game. it's one of my favorite endings of any fangame yet. the credits are also very beautiful, with the true clear screen being quite nice, but rather unknown. it's a simple logo design but I quite enjoy it, it isn't often talked about
this game has a glaring, massive issue to many people. Butterfly has a ton of ideas in it. some are good, some are not so good. to me, it's more so about the greater picture. I have a massive soft spot for Klein's games and I will often give them the benefit of the doubt any time I can. any time any section of the game feels unfair, bad or too difficult, I always try to think about how it fits in to the entire game. isolating the bad areas will only make them feel worse, but fitting them into the entire game will make them feel a lot better. Rei's section of Butterfly contains a lot of unfair and difficult minigames that aren't easy to master and often require luck. on it's own, this may seem like poor design. but if you look at it differently, the minigames were clearly meant to reach a target difficulty of 70+ which was hardly achievable without making them this difficult/luck-based. to be clear, they're not all so bullshit and luck-based, there are genuinely good, skill-based and fun ones. Butterfly in general is very diverse and has a lot of different gimmicks, minigames, puzzles and general gameplay ideas. you will have to expect some wild, wacky and insane stuff you wouldn't quite expect. you will have to also expect some of these aforementioned sections/ideas not to be fun. going into this game as open-minded as possible will greatly improve your experience with it. no matter how stupid something you encounter may seem, try to give the game the benefit of the doubt. you may begin to see that this game is quite the masterpiece. of course, I could be completely wrong and your mileage may greatly vary. I can see why so many people dislike this game, but there's one key idea that you have to grasp when you're evaluating your overall enjoyment of a game: the slope effect, as I like to call it. this 'slope effect' is, to put it in Layman terms: once something goes particularly wrong in a game, everything may begin to seem horrible about it. let's say you're stuck on a save or area for upwards of several hours. if you begin hating this save, it will make the rest of the game arbitrarily look a lot worse even if it isn't. this effect rarely works the other way around, where bad areas are outshined by better areas. or rather, it takes a marginally whole lot better area to outshine an even somewhat bad area. this might depend on a lot of things, but I've observed this happen several times throughout my fangame career. in my opinion, it's important not to let this influence how you think about a game, as it may cloud your judgement
Butterfly has one of the most egregious cases of this effect, where a bad area can absolutely ruin the rest of the game for you. I've seen this happen a few times and it's honestly quite sad, as those people who experienced this have little to no fond memories of Butterfly
I personally will have fond memories of this game, simply because I love it so much. it's the closest we'll ever get to a second Emperor. Klein isn't making any games anymore, nor is Rei. their influence on the world of fangames will forever be felt and that's the most we can ask for
highly recommended
For: I Wanna Kill The Kamilia 2: Legacy Extra