ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
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378 Reviews
For: I wanna make the Novelty
A plus for it, though, is that every stage is different not only in design, but also in gimmick usage, but not every time was effective, such as the extremely short puzzle solving of Stage 2 or the infinite jump section of World 6, which was quite unoriginal.
Difficulty curve is also all over the place regardless of the Stages you choose (do yourself a favor and leave Stage 3 for the ending, which features the best song and is quite exciting to escalate regardless of, ironically, the lack of a gimmick).
Recommended for a single playthrough. The variety is nice, but you will be mostly disappointed in the bosses department.
For: I Wanna Spook Jam
Halfway through the game, when I was exactly at SpicyFishesKiller's stage thinking while teleporting with style, my mother commented that the song sounded like a ballet song and the background seemed like a theater curtain (making me realize how non-Halloweened this stage was), and my brother commented that the death of the Ghost Kid sounded like a little Chihuahua crying, depriving the rest of the contents ahead of any spook factor and not taking the sound seriously anymore.
Well, it's that time of the year and this was a mandatory fangame to play. When you conglomerate 27 different creators, a consistent difficulty curve, not to say visual quality, can be very difficult to preserve, but collabs, almost by definition, are great as no section is equal to the other. In this sense, they can be better than medleys because instead of being one mind selecting screens, you have multiple minds collaborating for a single purpose and, indeed, the variety is endless and captivating.
The experience is so long that it really feels like an adventure game even if it wasn't intended as such (or maybe it was)? Kid's journey to regain mortality is quite a treat and, although quality is inconsistent, and some of them forgettable, I cannot stop bringing the best parts to memory to celebrate this game, especially:
-Polaroid's stage. Challenging, but amazing visuals and an epic feeling after beating it. A Micromedley redone followed by an avoidance and a boss fight: shoot me impressed and entertained.
-pieceofcheese87 being creative, spooky and funny at the same time. Who would knew that your death would cost $32 and be so healthy?
-Hop's stage, which keeps being criticized for the wrong reasons. It lowers your guards (and expectations) with a low difficulty and standard traps until you enter that house... and then you enter something else. The resolution is disturbing. This guy really wanted to bring along the scares!
As honorary mentions, I will mention Cosmic's fun avoidance with a great music choice (although bits of RNG can be quite unfair), Zapmunk's multiple ghost kids gimmick to make difficult needle jumps easier and interesting for the non-veteran players (gotta love the double plane jump), although the design is very poor and it is only two screens long, and Kady's stage, which really got into my nerves! In the good way, tho; it was the only game in which I really felt chased and had to run for my life! The music helped a lot.
Also, for the lowest spot, I won't mention all segments that I disliked. I will mention the only one I hated: Lonetree. Seriously, the gimmick is programmed in the wrong way. This makes the last section of the 12 orbs particularly frustrating because of how unfair it came out to be. Either you are frame-perfect-precise or just get lucky whenever you want to double-jump instead of floating and viceversa, and there is no rhyme or reason behind it. And if it had been programmed correctly, you end up with too much orbs, making the difficulty trivial. This section was a disaster. Don't you dare ruin the Library section of Super Castlevania IV for me!
Nevertheless, this is an experience worth revisiting every year. Certainly one of the most decent fangames I've played so far, and a fairly solid Collab. Good job and thanks for collaborating everyone!
P.S. Also, funny how the Kamilia sequels made us used to choosing our order for bosses in a Boss Rush, and that option is killed in here.
For: I wanna be the Vidro
I am a below-average player (skill-wise), and the game took me 11 minutes with less than 100 deaths. The avoidance took me only 2 tries, so this should be a fair challenge for beginners (like me). I would recommend this before playing Kaleidoscope, as the latter maintains the best aspects about this mini-fangame and improves some other ones, besides increasing the difficulty for quite some.
I am looking forward to more.
For: I wanna be the Kaleidoscope
Try it.
For: I wanna be the Crimson kid
-Normal Kid, who has no changes
-Red Kid, who can shoot cherries away
-Green Kid, who can both go through green cherries and hop on green platforms
-Blonde Kid, who can triple-jump
-Blue Kid, who can hop on water and swim through it
-White Kid, who can go through spikes without dying as long as he crosses them perpendicularly
-Black (Bat) Kid, who can shoot bullets that cause a huge explosion and get rid of cherries and blocks
-Angel Kid, who can fly horizontally for a distance of four blocks
IWD applies creativity unarguably and creates some very fun and challenging puzzles that require above-average needle experience, so this is not a game for beginners, but for those looking forward to put their brain to work! The needle difficulty is quite fair, so approach with no fear.
You also get to choose the design f the blocks. All of them are green, but the entire background is. There is no visual variety background/area-wise, but the music and the mood are good enough to justify it.
The concept is unexploited, however, as it is only used for platforming. Some boss action would have been amazing after each area. There are several potential ideas for bosses behind, given that when you shoot cherries as the Red Kid, the green ones follow you, so you could flip them back to the boss. The Bat Kid could hit weak spots or make the final fatality. If the boss flooded the screen, you would have to use the Blue Kid to avoid drowning, or if the boss attacked with perperndicular spikes, the White Kid is your choice. Man, one or many bosses would be amazing! Or a final boss combining all the gimmicks!
Still, I recommend this game. It is well done, atmospherically chill, pleasant to the eye and should be much more well-known.
There are two main sections to the game. The first section presents an individual platforming challenge for each kid, but the second screen presents the challenge of controlling four kids at once! Insane. Thanks to that screen, my difficulty spiked up to 50, and "kind of" "ruins" it, but not really.
The intent was to make a puzzle game. The goal was well accomplished.
Recommended.
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