I wanna be the Block

Creator: そらゆき

Average Rating
0.7 / 10
Average Difficulty
91.7 / 100
[Download Not Available]

Tags:

Adventure (2) Needle (3) Trap (4) Gimmick (1) Boss (3) Long (2) Trigger (2) RNG (4) RNG_Platforming (1) degelock (1) Top_Five (1)

Screenshots

  • by DerpyHoovesIWBTG
  • by Cutie
  • by Cutie
  • by Cutie
  • by Cutie
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by Cutie
  • by Cutie
  • by DerpyHoovesIWBTG

7 Reviews:

DerpyHoovesIWBTG
This has to be the worst fangame I have ever played in my life. What starts off somewhat simple turns into a hellride which just doesn't seem to end. Lots of RNG cherry saves which force you to be extremely lucky to get to the end and bosses that you have no chance on to beat if you don't use wasp. The paths you have to take are very confusing and very hard and there's a good chance that you will softlock yourself, and if you do just open the save file with an text editor and change the gibberish on the first line into room_goto(room you are on);. This will prevent the game from opening an error message which makes your current save unusable. Don't forget change the X and Y coordinates.

Make sure to find the right align after killing the first big cherry boss since the next save has no good align for the part with the align dependant cherries and the block that goes up when you touch it.

Around 3/4th of the game you have to fight this Kid sprite which bounces up and down very fast and when you do shoot him he shoots a fast bullet at you. This boss (along with the other bosses in the game) all have 100 HP. When you hit him the hundredth time all the blocks you stand on disappear and you fall to your death, so the only thing you can do is count to 100. Later on the same Kid returns but this time you have less blocks to stand on, and you have to jump to the top right and hope that you get up without jumping too early or too late when the blocks disappear.

You think it ends there, but the hardest part has yet to come. The last three screens of the game feature 5 blocks. Two that move left & right, two that rapidly bounce across the screen and one that you have to hit. It starts off with 15 HP, which already becomes a chore if you don't know what to do. When you do kill the block the other 2 bouncing blocks stay on the screen and can kill you at any moment if you don't watch out, so be cautious and go to the bottom right. All three post-boss screens have three warps, 2 of which kill you so it's a matter of choosing the right warp. The right warps are: Left, middle, top right. After you choose the correct warp you fall down and there is still a huge chance that you might get hit before you even can save, and when that happens you get sent back to the previous boss. The next two blocks in the last two screens have 35 and 50 HP respectively. If I were you, please use this strat seen on https://www.nicovideo.jp/watch/sm24138126, as this is the only way you can even have a chance of killing the boss and hope that the bouncing blocks don't hit you on the way. After that it's thankfully over and enjoy the credits featuring an extreme case of Engrish.

The only redeeming part of this game is degelock, just degelock. Everything else is atrocious and you should absolutely stay away from this. I don't know how a game from nearly 9 years ago happens to be so difficult yet still humanly possible.

Don't play it.

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Tagged as: Adventure Needle Trap Boss Long RNG degelock
[6] Likes
Rating: 0.0 0       Difficulty: 88 88
Feb 14, 2019
YaBoiMarcAntony
Giving any sort of rating higher than 0 on a game that has a... 0 as its average rating? Well, it's a bit of a risky play, to say the least. It puts you in the position of looking strongly like some form of contrarian that wants to pretend there's something good where there's nothing gold. This is the position I find myself in now with Block, an antediluvian fangame that was at one point well renowned for its difficulty. Nowadays? Most of it isn't that bad, execution wise. For the most part, you're wandering through what one could almost call baby's first fangame, a lot of invisible block mazes, many highly jank parts that would not stand up to scrutiny in almost anyone else's hands, and a great deal of RNG dependent saves. All the same, I find myself coming away with a more positive feeling than I think even the creator would expect if asked about it now.

Make no mistake, this is a game that almost no one can enjoy, and my own enjoyment is at times in spite of itself rather than because of its own qualities that I suppose. Mainly, it comes from the fact that somehow, despite everything, this game truly does feel like it was made with intention. Certain decisions in its makeup force me to contend with the idea that the maker wasn't just spamming objects and seeing what could happen, it's as if they were intending on creating a cohesive experience with a certain ebb and flow to it. Perhaps it's accidental, but really I think it's a bit more than that. What really forced me towards this feeling was the fact that there was one certain structure that appears three times throughout the game. Once? Meaningless without any further context. Twice? Maybe it's just a coincidence, or maybe they just reused it out of laziness. Three times? And that third being in fact a variation on a theme? Well, I can't call it genius, but it's notable to me.

There are these moments that feel more like quality of life decisions rather than cases where you're breaking the game or cheating, many moments where you can abuse the fact that you can shoot through certain blocks or that saves have no save blockers. You could say this comes down to the maker's own inabilities, but then there are moments where there are in fact real blocks which stop you from abusing such a fact, so who's to say? Beyond that, there are these weird moments where a choice was made to offer you, for example, a safe space in the middle of a save for no reason, but then you find you can use that space to save. The hardest save by far in this game is itself neutered by the fact that there's a hidden save, one that you'd only find if you happened to be spamming shoot while playing this save.

It's decisions like these, moments that feel like callbacks to previous sections, choices that seem like they were made for - or distinctly against, the player's own benefit. These are the moments that remind me a real person made this. It's not some randomly generated game, nothing artificial spat this out, it's a real game made by a real human with real intentions behind their decisions. Maybe these intentions were meaningless, maybe it only came down to them just wanting to do things for the sake of it, but all the same it came about through their own efforts. It's not to say that something having intention behind it applies innately that there is worth, but in this case, I think it ultimately contextualized this game for me.

It's not like the game is a hidden work of art, mind you, this is still a game that I would recommend to essentially no one. I won't say it's bad but I liked playing it, I don't go for that sort of thing. It's an okay game and I liked it, but I think there are very few other people that would feel this way. I mean, really, this game does nothing right according to the rulebook. Like I said at first, it's chock full of unusual, time-consuming design choices that force waiting or continuous deaths to learn how to progress through a save. Add this on top of some genuinely not trivial moments as well as some highly RNG dependent sections, and you get something that most people will not consider worth their time. Essentially, I write about this game because it made me consider my first works as an artist - not as a fangame maker, but just as an artist altogether working with any given medium.

Thinking about my very first experiences creating, I remember making a lot of choices that simply would appear to others as being without reason or completely random. In fact, at one point while playing this game, a friend of mine asked how someone could possibly have come up with parts of this game. To me, the answer is simple: these choices just kind of come when you're first starting out making stuff because you truly have no inhibitions, no rules to hold yourself to. I think about the fangame screens I would draw in elementary art school and I think about the "gameplay decisions" I was making, and they don't abide by any conventions or tradition by any means, they simply were decisions made based on what was in my head at any given moment.

And to some degree, that's the impression this game gives me. It's like you've been dropped in the mind of a child who just wants to make a game and no one's told them the things they can and can't do. And hell, I can even see the story that was possibly playing out in the creator's head when they were making this, the impossible to glean story that's really nowhere but in the head of the maker - or, my own alone.

You begin in the i wanna engine screen, a legendary start screen. Thereafter, you go into another, similarly familiar screen, hearkening back to the original Guy. Once past that, however, things start to go off the rails a bit. You enter into this place which gives the impression of a liminal space, the somewhere inbetween. After this, a return is made to a part of the engine screen, but it's been remade and given a new spin. From here, things catapult off into space. Essentially the game moves between the various flavors of what I've just described, all the while consistently using what I will legitimately refer to as leitmotifs in the form of jump sections (the previously mentioned structure, several very similarly shaped diagonal sections, two small apple towers, etc.). Then, you get this impression of a story told about a fight with this great being that looks somewhat similar to you but dressed up in new clothes. Perhaps they're the alien form of you? Maybe they're your brother? All I know is, they're dedicated to trying to beat you, essentially fighting you three times. Of course, one can go from here to consider the boss fights before hand as being the sentinels which guard your great foe, each classic red orb being ways of the kid powering up so they can face them.

And then, once you've beaten him once and for all, you're faced with the true final boss, a block with a number on it itself protected by two other blocks which are all bouncing around fervently. I imagine this as some grand machine, like it's the core of something powerful that we, the kid, have come to destroy and that's what the sentinels and the other, potential alien kid, was protecting. One could even think we're the bad guy if you viewed the story in another light. Who's to say this machine should be destroyed? Maybe it's what powers the world this game lives within?

All of that of course is just fanfiction, really, there's no way to say this is what was in the maker's head when they made it, but these are the sorts of stories I would spin in my head. It's this level of creativity and imagination that becomes lost as you grow older, not necessarily through loss of innocence or what have you, but thanks to some undefinable quality either gained or lost, we essentially lose this ability to spin freeform stories which hold no structure agreed to by people who know what they're doing. Indeed, we lose this ability to be truly, earnestly creative. Or at least, most do. So, in some odd way, this game makes me recall the times when I could fall into my imagination and create without a worry toward anything making sense or holding to its own internal logic. Decisions didn't need explaining because they were made as a means to an end, or ultimately just for the sake of it. Really, it was all in good fun, and it's something I can't say I've really experienced or thought about consciously for a long, long time.

Remarkably, they for the most part create things that are palatable (at least... if you're willing to hear the game out - and you're patient), but even if it weren't a palatable experience, I think I would come away from this game with something positive to think about. It's just charming! That's the very best I can say about it, this is a charming game and it reminds me that there really is no reason to abide by the rules, I can break them as I choose and just see what comes out. As for why this differs for any of the other hundreds of fangames in this vein, I could not tell you. Maybe it just caught me on the right mood, or maybe there really is something special about this game. Whatever the case, I think it is an amazing example for me that even these 0 out of 10 games on delfruit can be worth my time. Perhaps not all the time, most of the time, or even half the time - but sometimes, they have something to offer.

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Tagged as: Adventure Trap Long
[5] Likes
Rating: 5.0 50       Difficulty: 85 85
Jan 14, 2024
Chris
when i feel bad about my games i play this to feel better

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Tagged as: RNG
[3] Likes
Rating: 0.0 0       Difficulty: 90 90
Mar 2, 2023
fucj
For the Vibe

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[0] Likes
Rating: 0.1 1       Difficulty: N/A
Dec 3, 2023
yangshuoen
Very worst fangame

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Tagged as: Needle Trap Boss Trigger RNG
[0] Likes
Rating: 0.0 0       Difficulty: 98 98
Jul 1, 2022