I wanna find my Destiny

Creator: brodyaga

Average Rating
9.1 / 10
Average Difficulty
61.9 / 100
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Tags:

Adventure (22) Avoidance (2) Trap (1) Gimmick (15) Boss (10) Long (14) Puzzle (1) Pattern (3) Legend (1)

Screenshots

  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by Bob
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by ElCochran90
  • by Bob
  • by Bob
  • by Washijyazo

75 Reviews:

PlutoTheThing
This might be the single most frustrating game I've ever played, and for reasons that aren't the gameplay. This is because this game feels like it could be waay more fun if it weren't for one fatal flaw that plagues a massive portion of the game. To start with the good, the platforming. It's fantastic honestly, most stages introduce multiple gimmicks and they are used in fun ways and never overstay their welcome. I really really like the platforming in this game, and it's why, even if by only a little bit, my rating sways just barely in the positive direction. Unfortunately at the end of all of these platforming stages, we get some bosses. The bosses in this game might have some of the most consistently unpleasant bosses I've seen in a fangame, even fangames I dislike have little hints of fun in a handful of bosses, but every boss in this game plays out the same. They are pattern oriented, so you slowly learn the patterns, and then you kill them. Now that isn't necessarily a bad thing, so where does it go wrong?

Let's start with the process of killing the bosses. Bosses in this game have no iframes, so instead you mash to kill them. When I say mash, I mean leisurely push the shoot button because if you actually mash in this game which ENCOURAGES YOU TO, it throttles your gun so you can't shoot anymore. Many of the bosses can have attacks skipped by killing them early, and since all of them have repeating cycles, it can be hugely beneficial to kill them early, but it's also just unsatisfying. Why learn the patterns if you can just shoot better and win anyways. The most annoying part is both of these issues can just be solved by adding iframes, which are not present here like I mentioned earlier. I'm really not big on this style of bosses, I don't like this in boshy and I don't like it here, but what really makes or breaks a boss is the attacks, which aren't fun either! Nearly every death to a boss in this game is forgetting a pattern, at least for me. If it's not forgetting a pattern, it's learning one in the first place, and they are hardly interesting, a lot of them can be boiled down to incredibly basic sequences or just standing in a spot and jumping. It gets old fast. It's not like pattern bosses are bad, it's just these patterns aren't fun and there's barely any randomness to spice it up. This makes the bosses unbearably tedious and annoying for me, and ultimately is why I've rated this game so low.

In conclusion this game has great platforming and tedious bosses. I would have loved to enjoy this game as much as others, but I really just can't stand those bosses, especially Boss 4 and the Final Boss. In the end I'm left disappointed and frustrated.

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[2] Likes
Rating: 5.3 53       Difficulty: 58 58
Apr 3, 2023
ElCochran90
A defining case for adventure fangame standards, on par with the original I Wanna Be The Guy and a frog's hair away from Boshy. Zebrago's fangame is greatly balanced in the platforming area and astonishing in the bosses department. None of them are flawless. There are very, very few traps just to make you smile (and ruin an entire save) and Stage 9 has some pretty bad, prolonged segments where you must guess a correct path through trial and error which is not exciting. Vines work differently (and not quite optimally) and the "ladder" branches do not allow you to jump out of them. As for the bosses, they are intentionally grindy, trial and error exercises for mastering the correct movesets and finally conquering them.

Aside from that, the visual variety is exceptional with decent music choices, sky-high production value for its time and iconic and very fun bosses once you know precisely what to do. The challenge curve is pretty flat, meaning that, besides the turorial, you will face the same difficulty throughout. This leaves room for experimentation, implementing gimmicks, puzzle screens, needle and overall platforming of all sorts of the same difficulty. This is important because you are prepared properly for the game since the very beginning and, once you're hooked, it is impossible to let go and pospone your gameplay. It is sensational.

Consider a considerable spike of difficulty for the final boss, which has three phases, having a save after the first two. The challenge is considerably hard, but the sense of accomplishment after obtaining victory is irreplaceable. What seems like the definitive victory ends up with an additional avoidance challenge which is one of the most epic things you will ever play in a fangame, and the ending moments are nothing short of spectacular and jaw-dropping.

This is a textbook reason of why not only I consider videogames as art, but fangames as videogames (and if A = B and B = C, then...); a 7.7 (basically 8/10) is a very powerful rating for the likes of these grand proportions. Of course, everything is inspired, but the art of fangaming is creating your own world with existing resources and create something new. Stealing? I call it inspiration.

Phenomenal adventure game.

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Tagged as: Adventure Gimmick Boss Long
[2] Likes
Rating: 7.7 77       Difficulty: 60 60
Jun 8, 2020
shign
What a ride.
Find my destiny is a very long adventure game with a stellar production, plenty of good ideas and heavy bosses to spice it up. Each stage has its own theme and except the ice one and even if some have some meh moments, I really enjoyed all of them. The highlights of each stage are the puzzle rooms, they are incredibly well-made and it's really sad that there are only one or two rooms like this per stage.
But the core of the game is bosses. They feel very inspired by boshy because of heavy mashing and full pattterned. They are all very well made, it's easy to see that a lot of attention was given to each one. Since patterned bosses are usually hit or miss, I enjoyed most of them but not every single one, some having some issues regarding the balancing of their attacks. The final boss need a special mention : he's twice longer than most of the others and is the reason why I'm giving 70 for the difficulty but god he's so satisfying to beat.

In overall, except if you truly hate full paterned bosses, you really should give it a try.

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[2] Likes
Rating: 9.4 94       Difficulty: 70 70
May 11, 2020
kurath
This is an incredibly well built game from start to finish. One of a few fangames that would be worthy of being a commercial product. Sound, visuals, design are all excellent and it manages to maintain a good balance of difficulty, always keeping it interesting without feeling grindy.

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Tagged as: Adventure Gimmick Long
[2] Likes
Rating: 9.8 98       Difficulty: 58 58
Jul 23, 2016
Nogard
A very long adventure game, probably one of the best games ever made.
The game consists of ten platforming stages, each one followed by a boss. Every stage comes with two or more gimmicks and not extremely precise platforming. The bosses are not extremely hard, they are mostly pattern and pretty easy to learn. You should never get bored as the game progresses.
All the songs are very fitting and the visuals are amazing.

Watch out for the conveyor belts in the first stage, they might eat your first jump if you leave them too quickly after landing on them.

A must play for new players that want to challenge themselves with something harder.

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Tagged as: Adventure Gimmick Long
[2] Likes
Rating: 9.2 92       Difficulty: 55 55
Jul 5, 2016