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 14920

GameRelease DateDifficultyRating# of Ratings
Get em up to D.O.U.B.T May 14, 2026 N/A N/A 2
Soft & Wet: Go Beyond May 12, 2026 97.0 N/A 3
get out of my car now May 12, 2026 1.0 0.0 2
I wanna Delete the Emoji May 12, 2026 N/A N/A 1
I Wanna Steal The Birthday Cake 2 May 11, 2026 55.0 8.2 6
i wanna ◻◼ May 10, 2026 44.4 7.5 7
I Wanna Cherry Rush May 10, 2026 N/A N/A 3
I Wanna Auf Und Auf Voll Lebenslust May 10, 2026 80.0 9.5 4
I Wanna Evoltex May 8, 2026 63.5 7.5 2
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 4
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

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Latest Reviews

Showing 5 of 114064

notmaxwell
For: AsTatine
rating based off a blind playthrough that never used the route image or any video references. this game has consistently poorly designed jumps, blind jumps, kind of silly align moments (with practically invisible black-on-black kid feet), and doesn't even pull off the needle design it goes for with the maze, the second half of the maze is incredibly obvious for the most part and is almost linear, whilst the first half is unbelievably unintuitive and not fun in the slightest. I'm convinced not many people have actually played this without looking at the cheat sheet, as it is not designed well at all, i don't think this game pulls the maze off properly, and even then the actual needle is horribly unbalanced, unfun, and poorly designed with an unreasonable amount of blind jumps, awkward maneuvers or unrealistically tight jumps in the middle or ends of saves. Some points for the visuals. Maybe this is fun if you spoil yourself on the route, but I feel like me suggesting to do that would be on the same level as "Cool puzzle game if you look at the answers". Also this game has a somewhat substantial skip that goes over ~5 or so saves, it's not problematic if you're looking at the answer sheet but stuff like this kind of sucks for blind players, as it appears to be the intended route (or just a different split path (this is another complaint i have with this game, i found it somewhat disappointing after clearing as there's only one route to take, unless you do that skip, it's basically a linear game hidden behind a bunch of frustration for blind players)). Also there's a jump that has a valign range where it's impossible. Also there's a visual bug especially on the last save after restarting.

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[0] Likes
Rating: 2.2 22       Difficulty: 70 70
May 15, 2026
TTBB
For: I wanna Hurtful&Painful
Despite getting pretty unlucky with this avoidance, I enjoyed it a lot. The pattern mapping was really satisfying and fit the energy of the song very well. The practice warps are generally pretty helpful for quickly testing and figuring out the timings for certain patterns. However, the way they work is you're only allowed to practice up to a couple of seconds after your PB. So there will be times where you PB right before a section where there's literally nothing after, which makes the practice feel pointless. But there are moments where it will definitely help.

In terms of difficulty balance, I think it's also really good. Each of the practice warps are all relatively equal in difficulty in one way or another, meaning they all have something that makes them difficult without having one be significantly harder than the other. Some are learny, some have tricky RNG, some have both.

Now as I said at the beginning, I got pretty unlucky with this avoidance, and by that I mean I died at the last second and then got bad RNG for another hour before clearing. This unfortunately was fairly frustrating because it felt like I was just waiting to not get screwed over by 3 specific attacks. These 3 attacks are:
1. The yellow RNG right before chorus 1
2. The 2nd last practice warp
3. The attack right before final where you have to stand on the bottom platform, where there are a ton of tiny small cherries lingering around

All of these attacks have very high RNG variance so be careful. That's the only thing I didn't like about the avoidance, everything else was very good.

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Tagged as: Avoidance
[0] Likes
Rating: 8.5 85       Difficulty: 70 70
May 15, 2026
Fruitless
For: I wanna stop the Simulation
It's been a wild ride to get to this point, but let's see just how this ride ends.

I Wanna Stop The Simulation was the final game in the Marathon series, before WannaFest 22 came in and continued it. It has some pretty big shoes to fill following the rest of the series, and I'd say it fills those shoes very well, and then some.

-The first stage is quite an unusual stage for this series, based on RunMan: Race Around the World. Here, you can't actually die, so instead you just dash forward through all the enemies in your path. You can also bounce off the walls, which you'll need to do to reach certain parts of the stage. It's a lot of fun to just bounce around without a care in the world, and it's a very easy stage overall, until the end where you face off against Chompy. This isn't an actual boss, though, since you're just supposed to reach the end before he eats you. This one actually requires to learn the layout of the stage, resulting in an actual challenge this time, but it's still easy to learn.
-And now for yet another Mario stage, this time based on Super Mario Bros. 2. As is usual for the Mario stage in this series, this stage brings out the most traps out of any stage in the game, and this time it goes all out with them. This stage never stops with the creativity of the traps, containing much more variety than the series has shown before. As for the gameplay besides that, you have the usual mechanic of picking things out of the ground to throw at enemies, or picking up the enemies themselves. However, I'd say more of the stage is spent just doing regular platforming, which I thought was fun too, dealing with moving platforms and Beezos flying at you from the sides. The stage ends with a boss fight against Birdo, who is the exact same as her original SMB2 version...until you enter phase 2, at which point Mecha Birdo suddenly appears, in a direct reference to I Wanna Be The Guy. It's similar to the original fight from that game, but with enough differences to stand out as its own thing. The biggest difference being the last phase, where you pluck bombs out of the giant egg platforms she shoots at you and shoot them back at her. Great reference to the original, and great fight.
-Following that is a stage based on Baba is You, and anyone who's played that game knows exactly what that means. There are words dictating the behavior of everything—yes, everything—in the screen, but you can rearrange these words to change how the map works. At first, this stage doesn't really focus on mind-bending puzzles as much as it does the platforming itself, and while some Baba fans might see this as a disappointment, I still thought it was a fine take on that game. However, by the second half, it leans far more into the puzzle aspect, requiring a lot more back and forth with the various rules of the screens. If you're looking for actual focus on puzzles all the way through, then there was actually a recent release, I Wanna Be The Baba, which I've heard does exactly that, so maybe check that out if this stage doesn't sound like enough to you. Back to this game, surprisingly for a puzzle stage, there's a boss at the end...or more accurately, a "boos", since Ghost is Boos, I guess. Anyway, the boss, or uh, "boos", mostly stays at the top of the screen, forcing you to jump on other things it shoots out to get enough height to reach it. It's generally a pretty open fight despite the smaller arena, so the attacks are challenging but fair, not to mention creative.
-Onto the main alternate physics stage for this game, based on The Binding of Isaac: Rebirth. This stage is top-down instead of the usual view, and sees you going through a bunch of rooms in a row shooting tears at enemies and collecting upgrades. Unfortunately, the rooms aren't randomized like in the original game, although supposedly the items you get are, unless it's just a difference between versions. Being based on The Binding of Isaac, obviously the physics are kind of slippery, but generally the rooms aren't precise enough that this would be an issue. The enemies you fight against are pretty basic, just moving around and occasionally shooting projectiles at you, but the way they're laid out makes for varied and interesting level design. There's also more references to other fangames here, whether in the items you collect, or the bosses of the stage, and even some of the secret enemies you can encounter in some of the rooms. Oh right, the bosses of this stage. Well, I got the upgrades earlier, so I didn't get to experience much of what these have to offer, but they also looked pretty basic. Biff just jumps around the room and fires off random bursts of bullets, and The Elephant Crew is more interesting, due to each boss having their own attack pattern and YoYoYoDude even turning invisible, but it's still easy with the scrMakeCircle upgrade.
-And next comes Spelunky, a game I had basically no interest in checking out in the past, so it was interesting to play through this. Here, you have a whip instead of a gun, and can pick things up off the ground, which can both be used to defeat enemies or bait traps, which can also be picked up and used. Given the arrow traps being more visible and all the same thing, I was expecting to not enjoy this, but I actually did, due to them being placed in areas that aren't too far in the way, or that are fun to bait from afar. That's not all, though, since while you lose your regular gun, you get an even bigger one instead! Unfortunately only in some screens, and not all of them, but it's still fun to use, since not only does it hit hard, but it's also a great movement tool thanks to the knockback. Watch out, though, since this knockback is so strong that it could end up killing you if you aren't careful. After that is the boss fight with Mr. Ribbit, which also makes use of this gun. Both uses of the gun are showcased here, as you can't damage him unless you're on the same part of the screen as him, and some attacks are harder to dodge on certain parts of the screen too. Said attacks are also fun, and make use of the unusual arena and choice of weapon well. Except surprise, there's a second phase! You get to bring the gun into here too, but not to shoot the boss, since it's an avoidance. The attacks here are also well-designed, and there's even some extra indicators in some attacks like the bouncing bubbles to keep you from getting caught off-guard in an unfair situation.
-And now Contra! Although your hitbox is bigger in this stage to match that game, your physics are the same (I think), except for the ability to shoot in 8 directions. This was the best part of the Metroid stage in the last game, so I'm glad they brought it back here. It's not just the regular gun, though, as you also get some upgrades in the stage that you can collect to increase your power. The curving shot is the only one that is worse to use, but other than that, the rest of these upgrades really increase your power to kick some ass. As for the enemies themselves, they're placed well, being fun to plow through without being too overwhelming. However, I do remember it getting kind of crowded near the end, it's been a while since I played this so I might be remembering this wrong too. Anyway, the boss is the Tower of Death, which throws a bunch of attacks at you at once, including some enemies from the stage too. The first phase is just a warm-up, though, as the second phase throws even more at you, including chasing after you and making you go backwards through the stage. Even though the time limit isn't particularly tight, it's still a tense fight, while not being unfair.
-Up next is Super Castlevania 4, easily the best stage in the game, and one of the best stages in the series overall. The reason for this is the stage's main gimmick: the whip. This is a stronger weapon than the whip you got back in the Spelunky stage, since you can aim it in multiple directions, which I'm glad this game does for 2 stages in a row. Still, the whip is the only thing you get here, meaning all the enemies can be fought from close range, and all the attacks are designed around this fact to ensure you're able to do this. But that's not all the whip can do, as there are blue orb things around the stage that you can grab with the whip to go flying towards them. I know this is gonna be a controversial opinion, but this is another gimmick this game does super well, as the routes you get led through with this are always super satisfying. After that stage is the boss fight against Simon Belmont, meaning a battle of whip versus whip. He does have a couple of other attacks using his other weapons, but it's mostly close-range combat and knowing when not to be in his face. Wherever you are on the screen, though, it's still a fun fight. This fight also has a phase 2, where you fall down a pit and have to ride a platform back up while dodging a bunch of enemies coming at you. It might seem like a lot, but it's actually more simple than you would think, I got it on my first try. Overall fantastic stage, now I'm tempted to check out the Christmas Deliveries series of games from this same maker.
-And now for the last stage, which takes a bunch of gimmicks from the previous Marathon games and makes new screens out of them. These are generally the same design as the original stages, so if you liked those stages, you'll like this one too. If you don't, though...let's just say you will feel likewise here too. I say this because one of the stages chosen is the Mega Man X stage from I Wanna Find A Cure, janky minecarts and all. The rest of the choices here are good though, I like them just as much as I liked the originals. It's not just the stage that takes from the previous games though, as this also happens in the boss fight against...the games themselves. These fights take from the final bosses of their respective games, with some status effects added by the command prompt in the corner. It's a fun spin on the original bosses, although Glitch Kid's platform attack did feel kind of messy sometimes. The Bow was at least easier to reliably hit than before, so there's that. After that is the true final boss of this game, Bonzi. He's similar to the Bow in that you have to shoot at his bullets to hit him, but far more of his bullets will work for that than with that boss. It's overall a very random fight, but the randomness was very balanced, since you can just shoot directly through the bullets that would otherwise wall you. The fight ends with the Marathon games coming back again, and this part was also designed well, apart from a really bad transition to the I Wanna Run The Marathon attack.

And that's the main series done! Obviously WannaFest 22 exists, but that's by a different team, so that's a different thing, I guess. For this series, though, this was a great game to end it on. Great gameplay, great production value, great creativity, and I didn't even mention all the easter eggs hiding in the game. It's definitely worthy of being the finale to this series, and I would absolutely recommend it along with that series, or just on its own too.

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Tagged as: Adventure Avoidance Trap Gimmick Medley Boss Puzzle Taisa VVVVVV Mayumushi
[0] Likes
Rating: 10.0 100       Difficulty: 55 55
May 14, 2026
Murzikk
For: Splatter Fate
Ts dumb asf

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Tagged as: Avoidance
[0] Likes
Rating: 6.0 60       Difficulty: 96 96
May 14, 2026
StickerSkin
For: I wanna be the Procrastination
Una 80/7.7
Miku 80/7.8
Kafu 82/3.0

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Rating: 6.1 61       Difficulty: 81 81
May 14, 2026
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