DelFruit News

Fangame Awards 2025 Nominations

The nomination form for The Fangame Awards 2025 is now open!
If you need a reminder of the format, you will be nominating your personal favorite games for each month of the year + the 4 classic "golden" categories we've always had + our 4 beloved Community Awards! You are able to submit up to 4 nominees (graded as 1st, 2nd, 3rd, and 4th places) you think best fit each category.
Here is the link to our form: https://forms.gle/jKyM8V9QExgSWkYP8
The forms are also available in Japanese, Chinese, and Korean. If you're unable to view it, Here is another form in English and Chinese at this link: https://shimo.im/forms/2MrtzAbs0ONiplAz/fill
(They'll be open for only 1 week, permanently closing on January 9th at 11:59 EST.)
Finally, The Fangame Awards 2025 will take place on February 21st at 4pm EST. The show will be streamed live on the Fangame Marathon Twitch channel: https://www.twitch.tv/fangamemarathon
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-Chance, on Jan 4, 2026

Newest Fangames

Showing 25 of 14914

GameRelease DateDifficultyRating# of Ratings
i wanna ◻◼ May 10, 2026 N/A N/A 1
I Wanna Cherry Rush May 10, 2026 N/A N/A 3
I Wanna Auf Und Auf Voll Lebenslust May 10, 2026 78.0 9.0 3
I wanna之Kid快跑 May 3, 2026 N/A N/A 1
Needle|HAPPY BIRTHDAY TO MYSELF May 3, 2026 42.0 7.1 2
I wanna Sissy Sky May 3, 2026 N/A N/A 4
I wanna be the GOK2 May 3, 2026 N/A N/A 1
I wanna be the gimmick hard2 May 3, 2026 N/A N/A 1
New I wanna be the gimmick2 May 3, 2026 N/A N/A 1
I wanna be the GOK May 3, 2026 50.0 5.5 2
I wanna PC operation May 3, 2026 N/A N/A 1
New I wanna be the gimmick May 3, 2026 45.0 5.8 2
Kekka Hapyoooooooooooo May 2, 2026 N/A N/A 2
I Wanna Be The ドーパミン中毒のガキ May 2, 2026 66.0 7.3 3
I Wanna Unveil The Old Modern May 1, 2026 N/A N/A 4
I Wanna Break The Series Z 3 EZ May 1, 2026 68.0 9.5 4
The Epic Connect 5: We Really Connect This Time May 1, 2026 47.3 6.4 4
울의해안에는조심해차를운전해베개에숨겨진수수께끼를서둘러칠십삼개찾아주세요이것은차별이아니라구별입니다그는정말로이여자와결혼하기를바라고있었을까우리는아직이땅에갇힌채로교회를찾을수없다이것은사람들이새로운광물을발굴한것에의한반동이며많은물고기들이훌륭한댄스를선보이는유감스러운정치가를기다리고있습니다 Apr 29, 2026 N/A N/A 3
I wanna be the gimmick game hard Apr 27, 2026 N/A N/A 1
I wanna be the Pseudo 3D Needle Apr 27, 2026 N/A N/A 1
I wanna be the Pseudo 3D Apr 27, 2026 33.0 7.1 3
i wanna kill the kairu Apr 27, 2026 36.0 2.2 2
I wanna be the God Wind-up Toy ver1.0 Apr 26, 2026 61.0 3.0 3
I Wanna Walk in the Rain Apr 26, 2026 56.7 6.6 4
We Wanna Ally the Sense of Right! Apr 25, 2026 55.0 9.5 3

Full List Random Game! User List

Latest Reviews

Showing 5 of 114000

syoken
For: I wanna be the Just Trap 2 REMAKE
Very Easy神ゲーです(難易度はVery Easyでつけてます)
結構難易度もリメイク版で調整されてて楽しくなってます
でも少しEasyが微妙でした
Easyのプレイが想定されているかはわかりませんが運ゲーすぎると思います
Easyの難易度調整を行っていただくと助かります

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[0] Likes
Rating: 7.5 75       Difficulty: 55 55
May 11, 2026
dan_goobly
For: I wanna be the Boshy
before this, last review was seemingly more than 7 years ago, sheesh

and yet, all i wanna say is
screenshot 2 is the final boss..goodness, how'd THAT get approved XD

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Rating: 8.5 85       Difficulty: N/A
May 11, 2026
Fruitless
For: I Wanna Find a Cure
Every great saga has to have a low point, and unfortunately we've reached that point right here.

I Wanna Find A Cure is the third game in the Marathon series, following up on 2 massive successes the prior 2 years. However, after those, we get this game, which unfortunately doesn't stack up to what we got in the past, instead giving us a lot of issues that are very hard to look past.

-After the introduction telling us why we're even going on this adventure, the game immediately starts into another Mario stage, this time based on Super Mario Bros. 3. This stage actually brings over a lot of mechanics from that game, from the slide, to more kicking enemies into blocks, to even the powerups. Unfortunately, the Tanooki leaf isn't used well at all, it's just used to slowly kick Spinies around. At least the rest of the level design is fun, with some more well laid-out cycle segments, not to mention actually making good use of the slide, despite that being a finnicky mechanic to use from what I remember, since it's been a while since I last played this game. And we can't forget about all the traps, especially that one trap on the white platform. The stage ends with a boss against...Princess Peach? And apparently she's a ghost, like Yoshi in the previous game. Whatever, the point is, the boss itself takes a bit of learning on some attacks, while others require you to be careful to not let the screen get too crowded. It is kind of a complicated boss, but I still like it.
-The next stage is based on Mega Man X, which also gives you a new ability, that being the dash. This is mapped to the control key and unfortunately not remappable, but control is still a good enough spot to put it. This being a Mega Man stage, there's also more enemies to fight, but unlike I Wanna Run The Marathon, you actually get to shoot them this time. The combat is the fun part of the stage, but there's also another mechanic to this stage, that being the minecarts you ride on. This is another part I don't like, since the movement of the minecarts is so erratic that even with the rail visuals, you can't calculate where you're gonna go on it, possibly leading you into an enemy or spike. The boss fight against Armored Armadillo also takes place on the minecart, but luckily it only moves forward in a straight line, letting you focus on only the attacks. Despite taking place on such a small minecart, it never feels too crowded, although I did pull off some absolutely stupid dodges during the clear attempt, including one abusing the semi-solid properties of the minecart.
-After that is a Cuphead stage, this game's major showcase of production value. All the old sprites are there in their hand-drawn glory, but also some new sprites drawn by RandomErik, based directly on popular fangames. Aside from the outlines looking really big by Cuphead standards, they look great and really fit into the world. As for the stage itself, it of course has some enemies to shoot at, but they also fire pink projectiles sometimes which you're able to parry. The mechanic did feel kind of hard to use mainly when it's a killer projectile instead of a regular non-killer parry object, but luckily it's rarely forced to use anywhere. Just shoot at the enemies from far away and you should be fine. As for the bosses, there are actually 2. The first one is Geezer, who throws a set of 3 other bosses at you, those being Kermit, HungryTag, and the Bread. They're all easy on their own, and Kermit even makes use of more parries, but the last one of these adds the Geezer virus on top of it which messed me up sometimes, and then you get a choke phase at the end which I thought was manageable. The second boss is Rubicante from I Wanna Be The Crimson, who can summon and turn into other かーにばる bosses, but also Demon Lord Biff for some reason. This one is more unpredictable than Geezer, since he can turn into any boss at any time, but aside from Scarmiglione bringing back parries again (which did feel more responsive than before) and Barbariccia being potentially bullshit at some points, it's a fun phase. There is a second part of this phase, mostly involving enemies filling the screen that you need to clean out, and more projectiles to parry if there's no other way through. Overall, great production value and great stage.
-The next stage is based on The End is Nigh, another precision platformer. It's one of the longer stages in the game, at just over 60 screens. Despite being based on such a notoriously difficult game, it's not actually that hard of a stage. The main gimmick here is that you can grab onto ledges to cross distances you wouldn't normally be able to, though other gimmicks like moving spikes, poison gas, and even moving ledges get added later. I feel like it is a bit too long, but at least it comes up with a lot of uses of these gimmicks during this time, while not being frustrating either. This stage doesn't have a proper boss, instead ending in a chase sequence against a giant wall. It's basically more of the same, but this time under a time limit, meaning it's just as much fun.
-Speaking of constantly moving forward, BIT.TRIP RUNNER is the next stage. Here, you're constantly running forward, and need to react to what's in front of you. You only get a single jump at first (you get a second one later), but you can also kick enemies when they're in your path, or just slide under them. Learning the movements is definitely the hardest part, as the camera is so zoomed in that you get very little time to react. Actually pulling them off is a lot better once you've already learned them, except for some moments like some screens just ending with a gate jump you have to do with an extended sliding hitbox. This stage doesn't end with a proper boss either, instead having an extended auto-run segment based on I Wanna Classic, also with the song "WINNING COME BACK!" by the pillows. The layout is unfortunately lifted directly from that game, but it's still a lot more readable than the rest of the stage, due to the camera being more zoomed out. Makes sense, since it is the longest part of the stage, after all.
-The next stage is another one with non-standard physics, based on Celeste. Here, you get the movement abilities from that game, mostly dashing and wall-jumps. For some of the least vanilla physics in this game, it feels surprisingly fluid, which is the most important part of a movement-based stage like this. As for the actual levels you go through with these physics, they're also fun. It starts out easier to help lean you into these new physics, before getting into actual challenges later. The levels use a lot of moving cycle objects in more intuitive places, but also a couple of other gimmicks like walls and floors that grow killers on them when you touch them. Combined with the dash mechanic, it's a stage with some really fun platforming to navigate around. The boss is yet another platforming stage instead of a proper boss for the third time in a row, just do more platforming like before but with Mr. Oshiro chasing you the whole time. He basically never appears in an unfair spot, making him a fun addition rather than a frustrating one.
-SUPER. FUCKING. METROID. You all knew this part was coming, it's the most infamous part of the game, to the point where the next game in the series, I Wanna Stop The Simulation, even added a line in the readme saying "No metroidvanias!" There's a very good reason for that: this is easily the longest stage in the game, taking up about half of the length of the game, compared to the other 7 areas. As for the stage itself, it's a Metroidvania, so you obviously go around collecting stuff to unlock more of the stage and make traversing through it easier. The map you travel through is also giant, so the saves you have to play through are also super long. Luckily, you also get HP to deal with it easier, and some of the upgrades even give you more of it. Good thing too, since some of the enemies can be annoying to deal with if there are too many of them in a single room, since a big cluster of enemies is really hard to dodge, especially with some enemies absolutely not being designed around group encounters like this. As for how the stage works as a Metroidvania, it definitely feels like one, since you start out feeling helpless and lost and eventually learn to get through the map more easily. However, I did get lost and have to consult a video sometimes, especially due to all the fake blocks all around the map. Plus, as the stage went on, I got tired of the map being so big after a while. Something that could have helped with this is a teleport item somewhat into the stage that makes it so you can warp between checkpoints you've already unlocked. This would come with the consequence of reducing re-exploration through old areas and making it easier to miss items, unless you're smart enough to look at the old rooms yourself. After that marathon of a stage (no pun intended), we finally get to the boss, Security Robot B.O.X. Assuming you collected all the items in the stage that will help here (increased damage, speed dash, and max HP, along with required ones like Ice Beam), it's a fun boss for the most part, with a lot of creative attacks that are rarely unfair, although bad RNG moments do pop up sometimes. Without all these upgrades, I'm not sure, but from what Plasma told me, it's not a very good experience. Even if you do get hit at some point in the fight, there is one attack that can spawn enemies, which are still capable of dropping health. There's also some intermission attacks, but they're mostly fair, assuming the previous attack doesn't decide to randomly screw you over. Finally, the last attack is really RNG-based, which is kind of a problem when you realize this attack is at the end of the fight.
-Finally, after all that, we get the final boss against the Bow. It's a 2-phase fight, with the first one taking place on solid ground, and the second one on a downward descent. Here, you have to dodge the red shots it shoots at you, while also redirecting its green shots back at it. The issue is when it decides to spawn green shots in the first place, not to mention if you're able to even react to it. In between that, there's some intermission attacks with a mini-boss you have to shoot at. There are all mostly fine, except for the snowman that can just spawn whatever whenever, resulting in bad RNG sometimes. As for the second phase, this is where the RNG starts to really become a problem. Here, you have to dodge some attacks from the boss on some rising platforms, as well as shoot a button to drive a stake into it when it's lined up with it. The problem is that the platforms are so small and move so fast as the fight goes on that some of the RNG attacks just become unfair on them. That's not to mention the fight just destroying your platforms at a later point, forcing you to roll the dice with the spawn location of the next ones. Finally, hitting the boss is also such a tight window that you can easily miss it, dragging this fight on for even longer. So yeah, overall not a very well-balanced fight to end the game on.

In theory, this game should have been something amazing, due to the production value and variety of mechanics being super high. However, the game we ended up getting just has too many flaws to be able to reach that level, whether those be janky mechanics, RNG garbage, horribly uneven pacing, you name it. Similarly to I Wanna Warp The Worlds, that doesn't make the game as a whole outright bad, just not as good as what came before. It's still a good game, but don't come in unless you're not expecting absolute perfection, or if you're already going through the Marathon games and made it up to here.

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Tagged as: Adventure Trap Gimmick Boss Long Story
[0] Likes
Rating: 6.0 60       Difficulty: 55 55
May 11, 2026
dan_goobly
For: i wanna open up a present that my grandfather threw at me
tits

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Rating: 5.2 52       Difficulty: 26 26
May 11, 2026
p00ks
For: I Wanna Cherry Rush
Roughly 17 minute long avoidance inspired by the Cucco Rush minigame in The Legend of Zelda: A Link Between Worlds. Features several additions to make this fangame version more approachable than the original, such as alternate gamemodes and the ability to change the BGM.

Good Luck!

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Tagged as: Avoidance Special
[0] Likes
Rating: N/A       Difficulty: N/A
May 10, 2026
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