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:
261 Ratings!
261 Reviews!
2498 Screenshots!
261 Games
261 Reviews
For: Werewolf Howls
I was lucky to beat it quick first time (at around 25 minutes) and second time as well (at around 20 minutes). Initially I first-tried everything from the rainbow section, and now I first-tried everything after the aiming of the said rainbow section.
I remember this avoidance still was feeling as if you are being suffocated. 2nd time it was less apparent, but something was off here. Avoidance has ideas and some execution, but it does not really hit me. It was not annoying, don't get me wrong. Yet I would not call it being necessarily fun. It was rather OK time.
I feel like avoidance has some interesting ideas mixed with quite lazy ideas. Especially the camera movement section felt lazy, since you basically have the same attack, but it is harder since you need to get used to the weird camera movements.
Was it really necessary?
Oh yeah, also. I wasn't fan of several instagibs in this barrage. Missing warnings about upcoming stuff would be really neat. Otherwise you need to be lucky if you play this blind.
Soundtrack is specific, but I am not hater of it.
I did like though the tileset and wolf's image, along with several sprite designs. It feels authentic, and I appreciate that.
Other than that, I think this avoidance is still outdated and there are better works from this creator nowadays. However, it did not feel necessarily unfair or too hard for me personally, so I am putting lower rating than others. But 'Gold' section in FSR Avoidance does fit for this avoidance, I must say.
Wouldn't recommend anyway.
For: I wanna be the Infection
I started playing this game back in 2020 and left it unbeaten. Then I suggested for this game to be added in FSR avoidance, except I was thinking about the easy avoidance, not the "barrage" one... And oh well - after the harder being added in "Gold rank" - I had to beat it.
And I did beat this whole game in like 5.5 hours. Then I left bunch of unwritten reviews, so after long time I decided to rebeat this game with video and to see how much my opinion has changed.
The game took like 10 minutes less but this was even more frustrating than initially. I even took break for a year from this game from just how much I was annoyed from the experience.
Basically this game offers you 2 avoidances, and the left (red) one is the only I would recommend. It is short and sweet old-style avoidance with calm and charming music, designed towards pattern side. It is not something too special, but it had some very cool visuals and overall design felt fun to execute and to look at. There is not really much to add. It is suitable for beginners and I think is still pretty fun to play even after such long time since its initial release.
Rating: 6.7
Difficulty: 39
The second avoidance though... it is simply a disaster. I am not sure why it was chosen from these 2 options as an avoidance for FSR, but sure. This is barrage from KR01, which is not something that is typical from this author. And moreover - barrage with dotkid! But don't worry! It is absolutely not a free avoidance. Not at all.
Annoyingly long intro with boring bouncing, followed by very hard to read fast bullet attack (also you are not told that you have infinite jump in this avoidance) , which ends up with very weird jump out of centre and several very weird figures with random angles and other randoms stuff happening. Then you will see more patterns with some random elements?
And then bouncing attack where only red bullets are random and everything else is pattern... I did not even know about this fact up until my 2nd playthrough. In the high speeds and cluster this avoidance gives you... It is really hard to figure out anything.
Things then get a bit more dealable and then you get red and blue curving attack which is easily the hardest attack in the whole avoidance... colours switch off, but bullets kill you. Then you are killed by extremely dense attack and you are just hoping that you can do lucky dodges.
Then good luck figuring out savespot in the left wall and aiming with RNG followed by extremely scary RNG finale.
Everything in this avoidance feels tedious to do, followed by questionable balance and overall annoying attacks. I am surprised how much annoying dotkid avoidance could be. But yet this is a reality.
This felt like a pure agony for myself. Definitely one of the big downsides in the original FSR. And also no shot... this is not gold... this is at least Emerald. It is really hard to manage anything here. Especially curving is such an obstacle here. And good luck getting consistently until it and figuring all nuances as well.
Disaster.
Rating: 2.3
Difficulty: 66
I liked the portal room design and the same song used in credits, as well as easy avoidance. But the blue warp is the real downside here, and I feel like most of people are gonna play it due to FSR. But just don't. Play the red warp at best. Or just avoid this game at all.
If you wanna clear this game, then I would absolutely not recommend it at all. It is not worth it.
Overall rating: 4.5
Overall difficulty: 66
For: I Wanna Decimate The Purple Taisa
'I Wanna Decimate The Purple Taisa' is one of the Mastermaxify's earlier creations – it feels like being inspired and modern look on Colonel genre at all. It is made in 2019, so it came before other famous creator modern Taisa bossfight interpretations. However, it still holds up even up until now, in my opinion.
The game consists from short passage of platforming without spikes. The main difficulty is to do twice in a row F jump. It can be a little bit frustrating, but it is not the worst thing ever – I even like this idea – it feels like a modern tribute to 'I Wanna be the TIS', to be honest.
However, the main part of the game is Taisa bossfight. As you can tell from other reviews – this Taisa bossfight consists from 2 parts – avoidance part and infinite jump part where you should shoot in order to progress. The first part being avoidance is actually the reason why this game was chosen for FSR avoidance, despite its second phase not being your usual avoidance. Usually I would complain about it, but I think maybe it is not a very big deal – avoidance is one of the better things in original FSR avoidance Gold tier.
As I said – I have cleared this avoidance 2 times – first time in 2020, because of FSR avoidance, and now in 2022, because I wanted to re-fresh memories and to have new ideas for the review. And for this particular game my experience 2 years ago and now has changed. Even statistically wise I have beaten this game twice as fast, although for many other FSR avoidance Gold tier games I spent around the same time, if not even more.
Avoidance is rather simplistic, although it is clearly inspired from 'Soulless' , which came that year out. And I like that! Every attack is readable and feels fair enough gameplay wise to play. When I played this game first time I felt like 'Star attack' and final attack before 2nd phase are really hard, but now when I was re-playing they felt rather skill-based. Difficulty wise it is probably around 45-50 (maybe, a little bit harder if you rate stuff a little bit different than me). However, the main difficulty comes from 2nd phase.
You have shooting boss (with different soundtrack), while having infinite jump. And you need to dodge while gameplay gradually becomes more and more difficult. Not gonna lie, near the end, when 'line attack' is getting added, you can feel that if you are lucky enough then it is gonna be a lot easier. Because if line attack spawns nearby your side, then it really makes dodging harder. If first time it took me 7 times to beat it, then second time it took me around 5 times, although I could have first tried. However, I had fun – it was really stressful to dodge while shooting. And I felt as if it is still very skill-based – all my deaths I could have prevented if I played better. But it is hard. It really makes difficulty way higher than it could have been. But is it? In my opinion, no – it is really fun to replay first phase and it is fun to dodge in second phase too.
I have seen that in other reviews it is being pointed out that avoidance has bad design, being unbalanced and having questionable attacks. In my opinion, it is a bit exaggerated. I still spent way more deaths on first phase, rather than second one. Even if first phase is easier, it is not easy – you still need to read well enough. It did not feel like burden for me – it was fun to listen to really good soundtrack and to dodge non-standard attacks. Moreover, on my second playthrough I realized that all attacks can be readable if you are enough experienced, even the 'star attack'. Not that I complained a lot about it on my first playthrough though – I had more issues with last attack, which is a bit tricky to read if you are not well-experienced.
And after all – I was more annoyed from 2 F-jumps placed in a row in platforming (spent like 7 minutes just to do it properly on my second playthrough) rather than 2nd phase of Taisa.
Ultimately, this game definitely feels like a good test of your current skill level, which was pointed out in user's 'Wolfiexe' review . It feels challenging when you are not playing very well. And it feels relaxing when you have enough skill to not worry about high speed bullets.
In my opinion, Mastermaxify achieved very good result with a simplicity. There are no 'Kardia-like' attacks, which would feel as if you are in a math exam (don't get me wrong, I like these type of attacks though) . It is not sophisticated, and you just enjoy an hour or two with a bit of concentration while reading bullets.
Fun fact: while I was adding 'DBGHELP.dll' file (to reduce GMS laggs), because there is none in the version I played – I found out that this game's alternative title is 'Razzor.exe'. lol
Anyway, to sum up, this is a very fun little game.
If you don't mind few F jumps or above-average difficulty bossfight – I think it is a really good game to play. I had fun time, for sure!
Would recommend!
For: I wanna Vonia
Few elements of what makes this game experimental, and, in my opinion, it was intentional:
1.Song – 'Ai Nov' by Feryquitous involves mix of different elements, which make music sound whimsical, like instrumentation or melody. However, when you get until the main part – vocal part – you will notice that style changes to more traditional harmonies, although you will still notice the weirdness from beginning. Is it pleasant to listen? It is hard to say – I cannot say I was the intended circle of people who would like this soundtrack, however, it is not bad – it is unusual and cleverly composed.
2.Visuals of bullets – oh my... Let's start with the fact that projectile colour scheme is very non-typical – bright colour contrasts between the main colour and outline colour – red and grey ; blue and red ; red and green ; orange and red and etc, and etc... Moreover, the sprite used there are very specific type of orbs, which make avoidance bullets look even brighter than they are. And after all of this it is quite weird that avoidance never gets visually challenging, at least, in my opinion. Yes, it looks extremely whimsical and sometimes you will feel dizzy just by looking on it. However, it does give some weird energy, if we can say so. It just feels that author intentionally made it...
3.Other kind of visuals – background effects, tileset and others. Gray background with standard cross blocks?? This is just perfect combination to make macabre mood on player in addition with bullet design. And, still, there are pats where we have really interesting design of things – infinity jump warning looks really fitting. Another thing which makes it look special is when vocals came in. You can see on right side of the screen new female sprite. Moreover, in addition we have quite aesthetic kind of bullets – red and white combination – which does not look bad. However, you can still see old colour scheme bullets too. So it feels like it is a mix of harmony and dissonance – similarly like the song itself. It is really genius move, I would say.
4.Gameplay – this is where things get tricky. I have heard some people complaining of instagibs and broken hitboxes, but I am not expert of these, so I will not cover that. What I have see is that we have many really interesting choices of gameplay, especially, in the beginning. It even kind of fits with the song. Sure, patterns may seem very weird to dodge – sometimes it looks way tight than it is. So you will always be in pressure. I know that people also complained about pattern when purple and orange bullets are in addition of green and red. In my first playthrough it was scary, but re-playing game after 2 years I can say that I even like that attack. The only thing which I did not like in second playthrough is that it is not clearly obvious that you have infinity jump up until the end of fight, when you acquire it. Sure, balance wise I would say that on vocal part there are way harder RNG attacks, but it is not something unbearable. For average avoidance player avoidance should take around 20-40 minutes.
To sum up, avoidance has many things to offer and it is better made than many other avoidances made under the creator's main name. However, the main issue is that this game is avant-garde, which basically opposes against the main culture values and makes everything in a more experimental way. I am not a big fan of such a style, and this is why I could not enjoy it very much, and on my second playthrough I think I liked it even less. The only reason I played it is because it was added in FSR avoidance.
Despite this, I cannot say that avoidance is atrocious or something. I cannot say for sure for whom this game is meant, but if someone liked it enough to recommend it for FSR avoidance, then there must have been something people noticed. Sure, it could have been effect of new game, because it was few months old when FSR avoidance games were chosen. However, I appreciate this experience. Gameplay resembles song quite well, which is surprising. Maybe I and others would enjoy more if it had more traditional style, however, I still like that creator tried to find new ways to express ideas.
This game definitely is not for everyone, including myself, however, if you like experimental style of avoidances and if you do not mind some mid-difficulty patterns and RNG mix, then maybe you will even enjoy this game. I personally suggest to look up videos of this game to get what this game is about.
Long story short, if you are similarly like me an enjoyer of more traditional things rather than experimental ones then I would not recommend this game though.
For: I wanna Diamond is Unbreakable
However, the main part of the game is avoidance with another 'JoJo' opening song – 'Great Days'. Avoidance, therefore, is not very long and should not take a long time to beat. It is mainly pattern-based, however, there are several RNG attacks, which you need to read well enough to clear them. The main difficulty is to perform some patterns, but it is still more or less intuitive enough to be able to clear it without big problems. First time 2 years ago it took me around 40 minutes and now it took me around 30 minutes. Emotions remained pretty much the same – positive. Gameplay is pretty simple, however, as usually, afoth knows what to do with gameplay to make it entertaining. Visuals are extremely simplistic, but they work perfectly fine for the avoidance! The most generic warping attack looks good with colour changes of fruits and timings.
I remember that in my first playthrough I had some issues in performing some patterns, but if you take good strats and if you have enough experience in pattern avoidance genre, then it should not be a big deal.
I would not say that this avoidance is necessarily 50+ difficulty, in my opinion. It is managable to clear it without investing too much time, in my opinion. Even if you are on beginner side skill-wise.
Extra looks curious, and I might one day try it.
If you are fan of pattern avoidances or if you like 'JoJo' anime universe soundtracks, then you might find this a fun little experience. Not the best afoth avoidance indeed, however, it is not bad either.
Not much more to add – would recommend indeed!
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