I wanna be the Scribble
I wanna be the Scribble starts off with a kid waking up with a fuzzy memory, not knowing his purpose or why he's wearing a crown. He sets off to collect pages for a storybook and tackle the devils that stand in his way.
The game starts off simple, with only the typical guy physics. Though as your inventory increases, so do the possibilities for level design. It seems like Carnival knows this scope and does a good job at exhausting the possible ways you can design a level with each new item. He also did good at blending gimmicks together without a repetitive feel to it. Many levels have a unique solution to them, and the process of figuring them out was quite enjoyable.
Some of the traps were a little mundane, but it didn't hurt my experience. From what I can recall there weren't any places in the game with a precise jump, so once you've figured out the level, you can do it with ease. A few traps got laughs from the people watching as well, so it just depends on the perspective. I also understand people disliking the way traps could take away from the smooth progression of the game. I don't think Carnival is excessive with the traps, but I agree some of them could be more creative. When a creator has made multiple fangames, you can sometimes point out his style very quickly. The traps are just part of Carnival's style and I think it is completely acceptable.
The menu system was a tad tedious towards the ends of the game. You have to switch items a lot and it was tiring at times. The true final area has places where you have to switch items during mid-jump too. I just wish there was some sort of hotkeys feature. It's not a big deal though.
The bosses are designed and drawn well. Many of them are based around the most recent gimmick in the game, and Carnival does well at implementing them in the fight. The kid auto shoots, so it's not about how fast you can mash the key. The fights are fast paced and there are enough attacks to make the boss eventful. I couldn't find a way to skip the boss intros, although I only tried the "S" key. Most of the intros aren't long, so it's not a major issue.
Each world was beautifully made, and I really wish it never ended. Carnival went all out on this game, and it definitely shows. This is easily the best game of 2016 so far, and I am looking forward to his next project.
the game teaches you the new gimmicks that get introduced through the game quite well even if you don't understand japanese.
what really got me even more surprised was all the selfdrawn stuff that was used in the game and it just looks amazing. the game has also a lot of content and i wished it would even have more. this is so far definitely carnivals best game and it really shows this throughout the game.
some trolls can be a tiny bit tedious in longer saves but the good parts of this game are just too huge to become bad because of the traps.
wish i could have understood the whole story but that's nothing to blame the game for.
overall just a solid great game that everyone should play
All this being said, there are a few fairly major problems with this game that I just can't gloss over.
1) The biggest issue is just this pointless and downright stupid flooding the game with these traps that just do don't a damn thing except to force the player to replay every room. The traps aren't creative, they aren't funny, and they don't add to the platforming like they did in Crimson. Fake tiles and falling spikes in random places is a tired and stale approach, and placing them right at the end of almost every room to force the player to repeat each room 2-3 times is just completely stupid. It just feels like the levels and game were designed by a mature and creative person, then a 12 year old went in afterwards and just added 2 boring traps in each room. Without these traps the game would be able to be competed in probably half the time and would boost this game quality and rating massively.
2) Restarting music. It's 2016, for me this is not acceptable anymore. The creator obviously knows how to fix his music, since in the later areas of the game it works. The player shouldn't have to earn working music, it should be a given. Why spend so much effort and time making a game then deliberately break the music. It's like making a high-end car, then slashing the tires, and telling someone if they somehow manage to drive a certain distance they will get proper working tires. It's a shame because a lot of the musical choices in the game are good, but you never get to hear them.
3) Some of the room designs, while being amazingly creative, have a lot of tedious factors as well. Without the ability to switch guns without going into the menu, the maker has a lot of meaningless forced inventory swapping. Putting fire blocks, then freezing, then fire blocks, then freezing without actually contributing to the platforming. It feels like 50% or more of the rooms have a shootable block that has to be hit from across the room at the start from some weird angle in an attempt to trick the player into not seeing it, again forcing them to replay the room. This combined with the traps makes the game get really stale at times.
Overall this is really solid game, but major flaws stop it from reaching what it could be if the creator would have removed 90% of the traps and fixed the music. It's worth playing, but expect to spend a lot of time shaking your head wondering what the maker was thinking by weighting down a production of this magnitude with such utter nonsense.
This game had the potential to be a must-play for everyone interested in fangames, but major design flaws turned what could have been a masterpiece into a trainwreck.
Throughout the game you acquire several different, unique and interesting items to help you progress further. It's built like a Metroidvania game where you'll be doing some backtracking once you find certain items that let you continuing advancing throughout the worlds.
The game's difficulty is fairly average. It makes for a relaxed, genuinely fun time to play through it. However, one of the game's few flaws, there are too many traps. Mostly uninteresting ways to kill the player (spike or apple flying out of the wall) and it usually happens at the end of a screen. This flaw and the fact that the music restarts upon death are really the only two things I can think of that keep this game from being truly incredible.
Still, I find this fangame to be one of the best. Definitely on my favorites list.