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NightShark115
For: I wanna be the Device
For: I wanna be the Device
Rating based on any% clear, although secrets (and extra later, hopefully) will be mentioned.
The year was 2010, and ねころん had quite a hold over the Japanese community. Everyone looked up to him and his creation, LoveTrap, for how to design their fangames. Among the many people simping for him, one creator stood out among the rest, known as ていく. He saw this game and decided to make his own just like it. Looking back today, he realizes how flawed it actually is, it being his first ever work. But there's still some value to take away from this, so that is what we are going to take a look at today.
Let's get the elephant out of the way immediately, the platforming in Device is pretty bad. I kinda get it, there wasn't much reference point to go off of at the time, so ていく had to improvise and invent everything himself. But what I can't excuse is the amount of generic traps everywhere. I want to be clear, building your game around traps is not inherently bad—hell, it's even become its own genre at this point, themed around never knowing what will come charging at you and when to expect it. However here, the problem lies in how the game just goes completely overboard with the density of the traps. You can't go for more than a few feet without being stopped by—*spike trap*—aw damn it, I knew I should have turned around... It gets really annoying to have to deal with this every single—*spike trap*—OH COME ON, I ALMOST HAD IT! The game prides itself on its traps so much, ていく literally named it after them. Yeah, I'm not joking, "装置" in this game basically equates to "罠", which is what you'll be seeing a lot of in this game. The actual level design is actually pretty decent, if not for these traps. There are a couple of gimmicks that I think are pretty neat (for the time, at least), like moving spikes, or a color-swap gimmick that changes the level when you hit a switch. There's even an autoscroller near the end of the game, creating some sort of speed-based tension. It could really do without all the gates, though. So overall, the platforming is probably your thing if you're willing to put up with—*spike trap*—ARE YOU FUCKING KIDDING ME I HATE THIS GAME
But how about the bosses? Well, they're overall better than any of the platforming. They're about as basic as the actual LoveTrap's bosses, but they still get the job done.
-Bad Apple has the potential to get very cramped, meaning wherever you are at the start of the fight is where you're pretty much forced to be for the rest of it. It's a weird kind of fun that I can't explain, dodging around the giant crowd of fruit everywhere is something that managed to bring me some joy while playing it.
-Teto has insta-gibs out the wazoo, but once you learn them, they're easy to get past. Other than that, basic pattern that you shouldn't have problems with.
-Flandre is the boss that I had the most trouble with out of the main 4, mainly because of how high you have to be in order to actually attack her. Apart from that, there's one attack (the double-bursting cherries) that is incredibly hard to read by comparison to everything else. Otherwise, pretty fun barrage fight.
-M̸̢͈̩̫͉͙̂̔͂̾̓A̴͔̪͎̅̏́̔͆̚R̶̡̡̛̙̹͖͛̄͌͐̏͌I̶̮͉̖͐Ơ̶̢͇͔̼͍̍̑ ̴͇̫͔̘̻̪̪͆̓L̷̥̰̬͘͠ͅḚ̷̡̙̲̻̯͇̀̂̓V̸̭̳̀͊́́̍̕È̸̥̦̓͝L̴̛͚̞͖̺̘̟̞̈́S̵̳̒̍̈́̀͘
-Finally, Miku is the hardest thing in the entire main game, fitting for the end of the game. The fight is in direct homage to the original LoveTrap Miku, even going as far as to use a song by cosMo@暴走P. The dark blue bouncing burst right before the chorus is absolutely the worst part, basically backing you into an unavoidable wall most of the time. Otherwise, simple yet fun attacks. I like it!
Oh, also special mention goes to the black cherries in the last stage that are impossible to see, I just couldn't not mention them.
The game as a whole is really weird, its age definitely shows with its low production and default assets everywhere, but I still liked it somewhat. If you're into the classic era of fangames, definitely give this one a shot.
Oh yeah, the game also has secrets, but the secret rooms are terrible to play through, it's all of the issues that plagued the main platforming but even worse. If you get them all, you unlock buffed versions of the previous bosses. I haven't played these yet, I'll keep you updated after I'm done with them to let you know if they're worth your time.
[3] Likes
The year was 2010, and ねころん had quite a hold over the Japanese community. Everyone looked up to him and his creation, LoveTrap, for how to design their fangames. Among the many people simping for him, one creator stood out among the rest, known as ていく. He saw this game and decided to make his own just like it. Looking back today, he realizes how flawed it actually is, it being his first ever work. But there's still some value to take away from this, so that is what we are going to take a look at today.
Let's get the elephant out of the way immediately, the platforming in Device is pretty bad. I kinda get it, there wasn't much reference point to go off of at the time, so ていく had to improvise and invent everything himself. But what I can't excuse is the amount of generic traps everywhere. I want to be clear, building your game around traps is not inherently bad—hell, it's even become its own genre at this point, themed around never knowing what will come charging at you and when to expect it. However here, the problem lies in how the game just goes completely overboard with the density of the traps. You can't go for more than a few feet without being stopped by—*spike trap*—aw damn it, I knew I should have turned around... It gets really annoying to have to deal with this every single—*spike trap*—OH COME ON, I ALMOST HAD IT! The game prides itself on its traps so much, ていく literally named it after them. Yeah, I'm not joking, "装置" in this game basically equates to "罠", which is what you'll be seeing a lot of in this game. The actual level design is actually pretty decent, if not for these traps. There are a couple of gimmicks that I think are pretty neat (for the time, at least), like moving spikes, or a color-swap gimmick that changes the level when you hit a switch. There's even an autoscroller near the end of the game, creating some sort of speed-based tension. It could really do without all the gates, though. So overall, the platforming is probably your thing if you're willing to put up with—*spike trap*—ARE YOU FUCKING KIDDING ME I HATE THIS GAME
But how about the bosses? Well, they're overall better than any of the platforming. They're about as basic as the actual LoveTrap's bosses, but they still get the job done.
-Bad Apple has the potential to get very cramped, meaning wherever you are at the start of the fight is where you're pretty much forced to be for the rest of it. It's a weird kind of fun that I can't explain, dodging around the giant crowd of fruit everywhere is something that managed to bring me some joy while playing it.
-Teto has insta-gibs out the wazoo, but once you learn them, they're easy to get past. Other than that, basic pattern that you shouldn't have problems with.
-Flandre is the boss that I had the most trouble with out of the main 4, mainly because of how high you have to be in order to actually attack her. Apart from that, there's one attack (the double-bursting cherries) that is incredibly hard to read by comparison to everything else. Otherwise, pretty fun barrage fight.
-M̸̢͈̩̫͉͙̂̔͂̾̓A̴͔̪͎̅̏́̔͆̚R̶̡̡̛̙̹͖͛̄͌͐̏͌I̶̮͉̖͐Ơ̶̢͇͔̼͍̍̑ ̴͇̫͔̘̻̪̪͆̓L̷̥̰̬͘͠ͅḚ̷̡̙̲̻̯͇̀̂̓V̸̭̳̀͊́́̍̕È̸̥̦̓͝L̴̛͚̞͖̺̘̟̞̈́S̵̳̒̍̈́̀͘
-Finally, Miku is the hardest thing in the entire main game, fitting for the end of the game. The fight is in direct homage to the original LoveTrap Miku, even going as far as to use a song by cosMo@暴走P. The dark blue bouncing burst right before the chorus is absolutely the worst part, basically backing you into an unavoidable wall most of the time. Otherwise, simple yet fun attacks. I like it!
Oh, also special mention goes to the black cherries in the last stage that are impossible to see, I just couldn't not mention them.
The game as a whole is really weird, its age definitely shows with its low production and default assets everywhere, but I still liked it somewhat. If you're into the classic era of fangames, definitely give this one a shot.
Oh yeah, the game also has secrets, but the secret rooms are terrible to play through, it's all of the issues that plagued the main platforming but even worse. If you get them all, you unlock buffed versions of the previous bosses. I haven't played these yet, I'll keep you updated after I'm done with them to let you know if they're worth your time.
Rating: 4.0 40
Difficulty: 60 60
Dec 24, 2021
NightShark115
For: I wanna be the Device Remake (ver 1.0)
For: I wanna be the Device Remake (ver 1.0)
Just like older versions of this game, this does not contain the entirety of I Wanna Be The Device, but only the final boss. It looks a lot cleaner than the original, so if you plan on playing Device just for the final boss (I'm not), I'd probably suggest to play this instead.
[1] Like
Rating: N/A
Difficulty: N/A
Nov 26, 2021
NightShark115
For: I Wanna ‽
For: I Wanna ‽
A screen of L-needle full of gimmicks straight from the recently released RedBatNick engine
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 25, 2021
NightShark115
For: I wanna be the Player Killer
For: I wanna be the Player Killer
It's a neat idea, and actually executed pretty well, although the final attack of the boss is way too hard for its own good.
[1] Like
Rating: 6.0 60
Difficulty: 55 55
Nov 18, 2021
NightShark115
For: I wanna bye Bye the Bye
For: I wanna bye Bye the Bye
I Wanna Bye The Bye WARPED
Tagged as: :tf:
[6] Likes
Rating: N/A
Difficulty: N/A
Nov 14, 2021
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