GaspacoZanis's Profile
Send a PMJoined on: May 20, 2017
Bio:
I am just a random guy who like to play IWBTG fangames ! If you want, you can read my reviews and ratings for every game, which I have cleared! If you want, you can ask my some questions too, and I will be happy to answer to them! Have a nice day! ^-^
Link to my clear list, wishlist, plans and what I am currently playing: https://sheet.zoho.eu/sheet/published.do?rid=0rgpa2003c0dd491040fea02d5e1879dfb68d
Most of fangames which I have cleared are on delicious-fruit, however, 2 are non delicious-fruit fangames.
Link to my K2 challenge progress: http://k2.fangam.es/progress.php?u=352
Link to my K3 challenge progress: http://k3.fangam.es/progress.php?u=352
P.S. I don't count mod clears to my main game clear list.
I've submitted:
295 Ratings!
295 Reviews!
2512 Screenshots!
295 Games
295 Reviews
For: Clubster Is Calling
Rating is based on easy version ; difficulty on hard version though. Easy version difficulty I would rate as 28.
This game was dedicated to CLUBSTER, before drama happened, but the release was years after, so this is why you can notice some negativity addressed to him ('lier'). Hard version did not exist in early builds, so that is 2023 exclusive.
I have cleared both difficulties in public release and also BELKA EDITION-1, which was released in one of servers in around 2022.
It seems that Easy version is intended difficulty, and it is the only one I would recommend.
It is not very difficult, in fact, I enjoyed playing it several times. Pattern might seem weird, but it looks like it has smaller hitbox, I guess, so it is easier to deal with.
Also I am not sure how fair or unfair finale is. It is a bit all over the place.
Final effect is cute.
Hard version buffs everything quite a lot, and I cannot say that it is for the better. Some attacks got really complicated and unfun, especially finale where you just have to pray that you will squeeze through gaps luckily enough.
I am not sure if BELKA EDITION-1 is just Easy version or not, since at first it seemed harder, but after re-playing it seemed very similar (although the beginning's density seems different). The final text is not 'GG' though.
If you wanna take look on videos, I have playlist with different versions of it:
https://www.youtube.com/playlist?list=PLa5LBFjhsC-Xxr7FfSrt-IgoGO8E2BNBi
All in all, I had fun playing this, despite the negative context of the game. If you just look on it as a game - it is a little game which you might play for like 10-15 minutes. Just do not try hard difficulty though.
Would recommend if this is your type of thing.
For: I wanna call voice
2020 was one of the most productive years of マリマリオ, releasing several very high quality avoidance games, including I wanna Love vacation, I wanna caress your heart, I wanna beyond the sky, his Revolving Lantern's area and in the very end of the year I wanna call voice.
In the retrospect it is very interesting looking back to it, because after I wanna call voice there was a collab release with lilly of I wanna Arcana of the Tarot. However, after that there was silence for many years until in 2024 with a release of I wanna memento-mori, which is author's magnum opus.
I have beaten both of author's last 2 solo avoidance games, and it mesmerizes me how much passion he has put in both them but in a different ways.
I wanna call voice feels like love letter of マリマリオ, using style, which he has used in a lot of his other anime or Visual novel soundtrack avoidances. But everything is just one head above in quality.
It really feels like concluding big chapter of author's game list, and I wanna memento-mori is more like aftermath and a bit different look on genre.
It is also worth noticing that both games are primarily pattern-based games.
I wanna call voice provides you with an option of 2 difficulties - easy and normal. I have seen avoidance several times, but I have decided to do what I did with I wanna beyond the sky - trying to play without using other video clears.
I have started with easy mode and I have beaten easy mode 2nd time after clearing normal mode. My perception of it really changed from 1st time and 2nd time.
When I started playing this game 1st time, I had a feeling that its your average beginner avoidance, having its ups and downs, but with a benefit of good production value.
Gonna use my clear video as a reference https://www.youtube.com/watch?v=Ud8IuTIC_V0 (don't mind changed audio - YouTube does not allow to upload with original soundtrack anymore) :
Avoidance starts with very dynamic visual introduction and aiming patterns you need to solve. I would say up until 0:12 it is pretty solid for a beginner avoidance. Then you can feel that something is missing. It is cool you can drop down without getting killed by circles, but using just one flower / star on 0:14 feels very empty for me, personally. And it does feel awkward up until 0:25.
Attack on 0:25 is easier than in normal, but it is a good nerf. However, then you have moment where you do not have to do anything. 0:34 is the same, except the ending does not have tricky pattern to do, which I can understand.
0:40-0:43 felt a bit tight for easy mode and I would say it would have been better in a different way. However, everything until the circle is not bad actually. It has similar vibe and the circle is much wider which is nice.
0:54 is very interesting moment, because it has such a different message in normal and easy mode. Here white fruits might feel a bit off, but you won't get why until you play normal mode. The idea of bursting circles is really nice for easy mode, and it works for easy mode.
The next few attacks might be a bit empty but it is not a big deal. 01:08 is fine on its own here.
01:16-01:23 section feels very similar to normal mode, except you do not have white fruits, and it works fine. Maybe waiting for climbing is a bit awkward but it is not a big deal.
Finale is RNG, but it is nerfed from normal mode. It is fine, I first-tried it.
While visuals are astounding, this avoidance still felt empty in a lot of parts of maybe missed some charm to emphasize visuals. Without the experience of normal mode I would give this avoidance 34 difficulty and 8.1 rating. However, after playing normal mode it was clear for me that easy mode was not the intended mode. Although author did work to make it work. It could have been better, so now I would probably give it lower rating. I mean, it still took me 30 minutes, so it is not easy mode which makes everything free, but it loses its meaning.
Easy mode is good as a practice or preparation for normal mode, but nothing more than that.
I think what is more interesting, is to analyze the normal mode: https://www.youtube.com/watch?v=wQmz5mT28fI
When you start you immediately see that avoidance is much harder and you feel that pattern side better (vibes kind of like in author's future game I wanna memento-mori). You are immediately thrown into harder intro - additional squished fruits, circles which kills until the very end and I think lines are a bit more tight as well.
It is confusing to learn at the beginning, because everything until 00:20 feels awkward after easy mode. However, I got used to like it! The beginning is reasonable if you search what works for you, and timing on 00:12 is not a bad thing necessarily.
I am not sure if I appreciate the second purple circle on 00:16, but it is fine. I did like how you need to get on platform, it does not feel empty at all.
I was surprised that 00:25 attack is very similar but just tighter. It works fine in both difficulties.
00:29-00:39 section is so much better though. It is really satisfying figuring out strats for the movement and understanding how last 2 circles actually work. Really fun stuff for me.
00:39-00:47 is probably the first very confusing part. While the climbing is OK, the aiming circles might be tough. I know people who struggled with them, but after a while I got used to them. What is more important is that after aiming circles I would recommend to go down to the 2nd platform from the left. I have not seen anyone else doing that, but it is the most optimal one, because going to the left immediately means you need to time aiming circles very well, which is not an easy task. Also no necessity to go down to the very ground, it is also quite tight. It really took me time to figure it out but I was satisfied with my strat.
00:47-00:51 strangely enough did not fell that hard after easy mode even with more tight circles. The beginning is a bit tricky but it is reasonable.
00:54-00:58 is probably the hardest pattern to figure out. I ended up using completely different strats than other people, and I believe I might have the best strats. The hard thing is that you need to climb up very quickly, because white fruits will kill you otherwise (which is very different than in easy mode). Timing aiming attack while dropping down was hard for me so I instead just jumped off from one platform to another it weirdly enough worked for me just fine. It looks harder than is, but just falling down never worked for me, really. I also ended up liking the fact of figuring it out.
On 00:58 heart you can just stand on the ground and it is fine. The next attack is also very reactable so you can dodge it freely if you have played easy mode.
01:10-01:15 moment has different ways of doing, and I just went for the strat which felt fine for me. I started in the centre just like in easy mode and I like it.
The pre-finale is harder because of white fruits and I believe aiming is faster, but after easy mode I felt like I still knew what I have to do.
And finale... well. It is scary, but I managed to first try.
After that I tried easy mode, and I noticed how lifeless it felt after that.
I think the difficulty of patterns is what makes it interesting. You learn how to do stuff and it makes the experience fun. It is not easy but it is rewarding.
In the end, I can say that I absolutely recommend playing normal mode, however, you might try easy mode to get overall grasp on what is going on. It really helps out.
And yet, I cannot really see myself saying that this is author's magnum opus. It is fun, it is beautiful, but for some reason I had more fun with author's I wanna beyond the sky. It felt more close to me. Maybe it is also because I wanna memento-mori has better options to offer regarding patterns.
However, this is still a very solid pattern avoidance for intermediate avoidance players. I have beaten avoidance in 2 hours and with video you can probably clear it even faster. It is a good time - it is still easier than I wanna Love vacation, but probably on the same difficulty as I wanna beyond the sky (even if genres are a bit different).
It is definitely worth looking into if you love this kind of stuff.
Highly would recommend.
For: TF2 TickTock
Short and quite luck-based avoidance, using TF2 rule34 (everything still SFW though) stuff, using 'Tick Tock' song and meme format visuals. It is not an easy avoidance, since you need to good dodges as well as getting lucky. This is especially true in the beginning, where you need to react to the indicator as well.
I did enjoy meme-format (especially 'My honest reaction' was hilarious, when I first time saw it) and the whole visual 'addition' fits so well with the song. It does make you a bit uncomfortable, but there is also something funny in this whole mix.
The ending is more skill-based, and while it is easier than the beginning, I still think that you need to be prepared for that.
It is not like the game is unreasonably hard, but if you are not very good at avoidances, then this might become a hassle to clear.
Some screen twisting might give visual challenge as well, so it can also become frustrating if you cannot concentrate in the overall over-stimulation.
It took me a bit less than an hour, but I still managed to enjoy this weird experience. Polipawa games are really making you experience something unique.
I have played the game shortly after the release, and I personally did not feel hating it. I did get a bit tired after an hour, but I still enjoyed the process.
Make your own decisions, but I would personally recommend the game.
For: Lighter
Very interesting avoidance directly inspired by 'Tiny Fantazm', that you can easily notice by the visual design of the scene, sprites, trails, even platform usage in a similar manner.
The game initially was not supposed to be released, but author redecided to publish it in the end. And I am honestly glad that they did. I have beaten this avoidance both with HP and without, and I enjoyed this experience.
I spent around the same time of 20 minutes to beat as one mode and as another one. It is not really that much harder, you just need to concentrate a bit better and not just rely on making bad dodges.
Game's first half does have suspiciously unfair RNG, that a lot of times barely seemed fair. I think there is a lack of RNG controllers, however, the second half does feel skill-based, and honestly that was my favorite part of it.
Attack design fits really well to the song, and I liked this inspiration of Tomo's work, which also resembled in the difficulty as well, which is not far from what was in 'Tiny Fantazm'.
There was also one attack that has attack choice before 2nd verse if I recall correctly, which is also a nice touch.
I enjoyed more the version without HP, since the difficulty allows you to do it without, and with HP it felt a bit too easy (and kinda filler as well), but if you want yourself some free room of errors, then HP works fine as well.
I wish the balance was better and that I would not feel paranoid every time if I am gonna squeeze through gaps or not (which probably is the sentiment you can apply to a lot of other Chinese HP avoidances). But other than that, I had fun time with this game. It does offer cool visuals and satisfying to perform barrage attacks mixed with few patterns.
Would recommend.
For: acenaphthylene
I remember seeing this game back in 2020, and thinking that it looked really cool. I mean, even now I kind of appreciate the simple design that fits to the catchy music. However, a lot of the charm has faded away, and the gameplay does not hold up well at all.
You have unbalanced RNG in a lot of places, in the very beginning, in the last 3rd of avoidance, and even attacks that are skill-based, can feel really throw at you hard situations for no reason at all.
The thing that did make the game fun at first were patterns. I enjoyed learning them, finding strats and indicator attacks did make me surprise. However, when you get until infinite jump, be prepared that everything is gonna get annoying. RNG is unreactable, the indicator attack is interesting but really hard to pull off due to the short time to react and few visual cues to calculate where you have to go.
The saddest thing is that this all comes to getting lucky in the last chorus and not chocking the last section, which is by far the hardest one. Last chorus can throw at you so fast fruits that it is just unreactable and unreasonable, so you optimally need to have HP in your reserve. But if you get lucky RNG then even chokes in early game will allow you to get until post-finale. I had attempt where I got with 4 HP until infinite jump and managed to get with 1 HP until outro.
This avoidance becomes a burden for a player, and it is really annoying. Also try to leave at least some HP for outro, because the ending of it is quite lackluster.
This game also has some bugs, like if you hold wall in a specific manner then you can skip gravity attack.
If you want to know more about the game and its bugs, I recommend reading TheBiob's review for this game in his video description: https://youtu.be/H32TtPBkr38
I agree with his review in most cases, although I personally did not enjoy the RNG attack before 2nd verse - I have seen weird situations there as well. Besides that, please, refer to his review for more detailed information.
However, my conclusion is that this game is not fun at all nowadays, which is really disappointing, since I had high hopes for this game. For me it always seemed as one of the better wymcaT games.
I still liked patterns and design, so I cannot rate this game too low, but I cannot give high rating for something that felt way too luck-based and not fun.
If you do decide to play this, please, know that the outro is not as easy as it seems like. This is not an easy avoidance. It took me 4 hours and I really had to concentrate on the 2nd half to not choke, which is easier said than done.
Would not recommend.
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