For: I wanna be the Overlord
Long and really well-made adventure. It's designed as a Metroidvania, which basically means that the game is non-linear, but the access to many areas requires the player to have specific items. With lots of different obstacles, enemies to kill, nicely implemented gimmicks and creative puzzles, there's a lot to like in this game. The bosses are quite well-made as well. Interesting attacks, some cool mechanics, and all the fights are fair. The visuals are superb, and combined with the right music choices create a wide range of environments, not only making the stages very different from each other, but also making certain sections of the stages different from each other (For example, the Moonlight Forest area has a temple inside of it).
Furthermore, there are also some nice additional features. There's a leveling system, although the only thing you can level up is your attack, and a fast travel system with strategically positioned teleporters that leave you close to the key sections. There's an inventory system, where you can choose between different guns and different kinds of ammunition, as well as manage your key items (Special items that allow you to access specific sections). There are even some optional sections (Including mini-games) that offer you collectibles and upgrades. And finally, there's something that I greatly missed on I dun wanna be Anything 2 (Another game that uses the Metroidvania structure): A map system. It's heavily glitchy, but it exists, and it's very helpful, as it even allows you to see where can you find teleporters, saves, key sections and boss rooms, as long as you've visited these sections before.
As much as they don't seem like it, most key items' functions are sorta of properly explained. For example, once you get the Moonlight Orb, whose name is anything but self-explanatory, you have to backtrack through a section filled with water, and then you should be able to notice that you don't have an oxygen meter anymore. However, there's a little issue called "Ocarina", a neat item that allows you to go back to the main hub whenever you want. If the player has the Ocarina, and then decides to use it to go back instead of using the intended way (Which sounds like a very plausible idea, actually), discovering the Orb's function would be much trickier. Giving the items text descriptions would be a much more reliable way of explaining their functions to the player.
The only major complaint I have about this game, however, is that there's not much effort to guide the player towards the main objective. Just like in I dun wanna be Anything 2, there's a bunch of places you can go to, and no one to tell you "Denri has the key to overcome the Moonlight Maze. He resides on the very top of this building. But he's not gonna let go of it, and you'll never be able to face him head-on. You need to find an alternative path", or something like that, until halfway through the game, where you can find a couple hints of the stuff you're supposed to do (Most of which from NPCs at the Training Grounds). As a result of that, it's hard to tell what are you supposed to do in order to progress through each area, and more often than not you'll be surrounded by annoying dead-ends, finding a lot of optional items but without making any real progress. A major share of my enjoyment went away really quickly due to this.
Even so, I still liked this game a lot. Most of it is really well done, and its positives heavily outweigh the few negatives. Would definitely recommend.
On a side note, I would certainly appreciate if this kind of fangame was our standard for "generic", instead of what we actually have. Can you imagine, everyone making fangames like this, to the point where it's even considered overdone? That'd probably be great.
For: I wanna Amaze
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For: I wanna be the Noodle Loon 3
I was lucky enough to test this game, and I can say for a fact that this is one of the best neede/gimmick games I have played this year (and most of last year) so far. HIGHLY RECOMMEND!!!
For: I wanna be Anime