bantsmen's Profile
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157 Reviews!
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209 Games
157 Reviews
bantsmen
For: I wanna be the Negotiator
For: I wanna be the Negotiator
A pretty run-of-the-mill trap adventure game. Nothing too amazing but it's alright for what it is. Secrets exist but they don't do anything. Would recommend if you like trap adventure and are looking for something simple.
[1] Like
Rating: 6.0 60
Difficulty: 50 50
Mar 1, 2023
bantsmen
For: I wanna be the Justice easy ver Randomiser
For: I wanna be the Justice easy ver Randomiser
A randomizer version for I wanna be the Justice Easy Version. The order of all the rooms in the game (including different entrances/exits of the same room) is randomized. This can lead to many silly moments like having multiple screens with no saves, a screen transition killing you immediately and having to do non-trivial platforming before or after a boss. It's hard to give a rating since all the level design is just the levels from Justice Easy shuffled around and the difficulty can vary wildly due to the randomization. If you're a fan of Justice/Justice Easy or you just wanna try out what a fangame randomizer is like, I'd recommend giving this a whirl.
[3] Likes
Rating: N/A
Difficulty: N/A
Feb 10, 2023
bantsmen
For: I Wanna Use Sextant
For: I Wanna Use Sextant
Update: The game has been updated to add saves to two of the biggest offenders of long sections, the CRT room and the spotlight room. As a result I have managed to actually clear the game now. My opinion on it is still mostly the same now, it's just a bit more accessible now, which is good, and I appreciate the maker taking time to adjust these screens. A lot of the issues I had with the level design still hold true though and OSU!catch stage is no longer skippable, which will likely be a big roadblock for a lot of players.
Original review:
A game with many cool ideas. While I appreciate the creativity on display the design of many of the stages is very frustrating to the point where it almost seems like they were made annoying on purpose. Many stages are difficult due to the long length of their saves rather than the platforming you have to do.
The maze at the start is easy and nice to go through, I have no complaints about that part.
The binary part has a cool concept, but as with many of the later stages it overstays its welcome, forcing you to get 8 correct numbers in a row with no checkpoints. It doesn't help that the apples bouncing are random and can screw you. The difficulty of entering the numbers also varies wildly.
The part with bouncing fruit you have to shoot is honestly ok, but I still think it goes on for too long.
The forced full-jump section is probably one of the few decently-balanced parts of the game with the save actually being a reasonable length. I do feel like more could've been done with the level design though.
The OSU!catch section is absolutely ridiculous. I don't know how anyone could be able to tolerate going up and down that consistency test hell shaft while also having to focus on the RNG minigame on the right for a full 2+ minutes. If I hadn't found a way to cheese this section I probably would have given up here.
The apple sorting stage is RNG hell. It isn't clearly communicated but you're only expected to shoot the apples from the middle of the screen, as shooting them from where the buttons are causes them to inexplicably ricochet in bizarre directions. I suppose it's fine as far as RNG based thing go.
The healing gimmick part has a promising idea at the start but it's pretty much only used meaningfully for one save and then the next one it's used in a RNG section which requires going back and forth 15 times making it feel very tacked on.
Next is the CRT stage which features a gimmick about using one key to control all your movement and shooting to cycle between actions. Ideally this would make a really cool stage but once again the stage is needlessly long and also features extremely choke-able sections near the end of the two (2!) screen save.
The stage I gave up on is the stage featuring needle with two moving spotlights. The entire screen is one save and the needle is, while not extreme, hard enough that doing it in one go is no small task, especially if you aren't a needlehead. Just doing this stage without the visual challenge would already be challenging for me, having to deal with only being able to see the jump I'm, doing for a fraction of a second with bad cycles on the spotlights is not something I'm very keen on doing. I'm sure if I stuck to it I could finish this stage but considering the trend of how these stages seem to be going I think I'm probably not going to continue.
I always appreciate creativity when it comes to making fangames, but I unfortunately do not have the consistency this fangame expects of me to enjoy the gruellingly cruelly long sections this game requires me to do to progress. Would only recommend to very consistent players.
[1] Like
Original review:
A game with many cool ideas. While I appreciate the creativity on display the design of many of the stages is very frustrating to the point where it almost seems like they were made annoying on purpose. Many stages are difficult due to the long length of their saves rather than the platforming you have to do.
The maze at the start is easy and nice to go through, I have no complaints about that part.
The binary part has a cool concept, but as with many of the later stages it overstays its welcome, forcing you to get 8 correct numbers in a row with no checkpoints. It doesn't help that the apples bouncing are random and can screw you. The difficulty of entering the numbers also varies wildly.
The part with bouncing fruit you have to shoot is honestly ok, but I still think it goes on for too long.
The forced full-jump section is probably one of the few decently-balanced parts of the game with the save actually being a reasonable length. I do feel like more could've been done with the level design though.
The OSU!catch section is absolutely ridiculous. I don't know how anyone could be able to tolerate going up and down that consistency test hell shaft while also having to focus on the RNG minigame on the right for a full 2+ minutes. If I hadn't found a way to cheese this section I probably would have given up here.
The apple sorting stage is RNG hell. It isn't clearly communicated but you're only expected to shoot the apples from the middle of the screen, as shooting them from where the buttons are causes them to inexplicably ricochet in bizarre directions. I suppose it's fine as far as RNG based thing go.
The healing gimmick part has a promising idea at the start but it's pretty much only used meaningfully for one save and then the next one it's used in a RNG section which requires going back and forth 15 times making it feel very tacked on.
Next is the CRT stage which features a gimmick about using one key to control all your movement and shooting to cycle between actions. Ideally this would make a really cool stage but once again the stage is needlessly long and also features extremely choke-able sections near the end of the two (2!) screen save.
The stage I gave up on is the stage featuring needle with two moving spotlights. The entire screen is one save and the needle is, while not extreme, hard enough that doing it in one go is no small task, especially if you aren't a needlehead. Just doing this stage without the visual challenge would already be challenging for me, having to deal with only being able to see the jump I'm, doing for a fraction of a second with bad cycles on the spotlights is not something I'm very keen on doing. I'm sure if I stuck to it I could finish this stage but considering the trend of how these stages seem to be going I think I'm probably not going to continue.
I always appreciate creativity when it comes to making fangames, but I unfortunately do not have the consistency this fangame expects of me to enjoy the gruellingly cruelly long sections this game requires me to do to progress. Would only recommend to very consistent players.
Rating: 5.7 57
Difficulty: 75 75
Feb 9, 2023
bantsmen
For: I Wanna Be The Kazakhstan
For: I Wanna Be The Kazakhstan
An amazing artistic masterpiece that most IWBTG fangames have little hope to surpass. Each stage takes you through a unique and meaningful experience ending with a fight against a Canadian province or territory (except the last stage). While I am unfamiliar with Kazakhstan and its history, I have done my best to interpret the complex message this game attempts to tell.
The first stage begins with a stage reminiscent of the default Megaman rooms with some altered level design. The background has what looks like to be a grid of a photo of a politician I am unfamiliar with. The song playing is sung by children in a language I do not recognize. I believe this stage represents the humble and naive beliefs of young children, happily playing with their default Megaman tiles while the people with power (politicians) do many things behind the scenes. The stage ends with destroying Nova Scotia, after watching the province perish so quickly and miserably, the childhood innocence is lost.
The second stage features platforming around weird tentacle constructions in front of a bridge. The music consists of a cool synth melody with terrible auto-tuned singing over it. This stage represents puberty with all the weird growth (the tentacles) and angst (the song) that comes with it. The stage ends with fighting Newfoundland & Labrador, the kid has through this struggle grown past his teenage angst into a proper man.
The third stage takes place in a restricted cave area. Within the cave the window is forced at a small size making it feel claustrophobic. This represents the stress and pressure of adult life. Throughout the cave you must collect various keys to unlock the path forward. The music is simple and repetitive, representing the kid's urge to continue onward in face of hardship. This stage concludes with a fight against Alberta, the kid's struggle continues.
The fourth stage is a city enveloped in rain. Within the rain a randomly distributed spikes which is the focus of the stage with even the music seemingly chosen to fit the rainy mood. This represents the unpredictability and unfairness of life as much like how we cannot control the weather, the kid cannot control the random falling spikes getting in his way. The stage ends with a fight against Saskatchewan, the kid has learned to use the faults of his enemies to his advantage (Saskatchewan's size makes it easy to hit).
Stage five consists of many long platform rides that vary in speed and direction. The kid has now began to reflect and meditate as well as pay attention to and appreciate what is around them, much like how the player does as they wait. 管理者's masterful use of making the player experience what the character does is unparalleled in this regard. The stage ends with an intense fight against Quebec. The kid remains able to hold his own even while maintaining a relatively peaceful lifestyle.
Stage six takes place in a snowy and icy land plagued with a menace of flashy radioactive blocks. One must traverse the icy terrain at first and then must gradually face more and more radioactive blocks that take more and more time and effort to eliminate. The number of these blocks grows exponentially and the player will take a large amount of time destroying these blocks. A task such as this is overwhelming to many and seems to be in poor taste on the developer's side to some, but I would argue that the simplicity of this task is essential to its meaning. Much like how John Cage's famous piece "4'33"" is not about the silence that permeates the entire piece but rather the sounds that inevitably occur as background noise, this section is not so much about the radioactive blocks but rather what the player chooses as they complete it and how they go about it. Will you do it straight with nothing else to distract you? Will you try to do damage optimally or casually? Each player's run-through of this is unique and I believe this stage will go down in history as one of the greatest achievements in IWBTG fangame history. The boss of this stage is The Northwest Territories. It should be noted that this boss is a territory rather than a province like the others. The kid has reached enlightenment and can now breach past the societal box he has been placed in and break the norms.
The final stage is very sporadic, with objects strewn all over the screen but together enough to consist of patterns of intentional level design. The kid, now enlightened, can see through all his obstacles and can see the way forward clearly. The boss is a photograph of some individuals posing while the kid is on a conveyor. I think it's pretty obvious what this means so I won't patronize you with an explanation.
While I don't think my interpretation is complete, I have deciphered enough that I can see the clear brilliance of this game shine through. The beautiful journey of the kid as he grows up and reaches enlightenment is one that must be played to be truly appreciated. And so, I strongly encourage all who read my review to play this game as it is one you won't soon forget.
[10] Likes
The first stage begins with a stage reminiscent of the default Megaman rooms with some altered level design. The background has what looks like to be a grid of a photo of a politician I am unfamiliar with. The song playing is sung by children in a language I do not recognize. I believe this stage represents the humble and naive beliefs of young children, happily playing with their default Megaman tiles while the people with power (politicians) do many things behind the scenes. The stage ends with destroying Nova Scotia, after watching the province perish so quickly and miserably, the childhood innocence is lost.
The second stage features platforming around weird tentacle constructions in front of a bridge. The music consists of a cool synth melody with terrible auto-tuned singing over it. This stage represents puberty with all the weird growth (the tentacles) and angst (the song) that comes with it. The stage ends with fighting Newfoundland & Labrador, the kid has through this struggle grown past his teenage angst into a proper man.
The third stage takes place in a restricted cave area. Within the cave the window is forced at a small size making it feel claustrophobic. This represents the stress and pressure of adult life. Throughout the cave you must collect various keys to unlock the path forward. The music is simple and repetitive, representing the kid's urge to continue onward in face of hardship. This stage concludes with a fight against Alberta, the kid's struggle continues.
The fourth stage is a city enveloped in rain. Within the rain a randomly distributed spikes which is the focus of the stage with even the music seemingly chosen to fit the rainy mood. This represents the unpredictability and unfairness of life as much like how we cannot control the weather, the kid cannot control the random falling spikes getting in his way. The stage ends with a fight against Saskatchewan, the kid has learned to use the faults of his enemies to his advantage (Saskatchewan's size makes it easy to hit).
Stage five consists of many long platform rides that vary in speed and direction. The kid has now began to reflect and meditate as well as pay attention to and appreciate what is around them, much like how the player does as they wait. 管理者's masterful use of making the player experience what the character does is unparalleled in this regard. The stage ends with an intense fight against Quebec. The kid remains able to hold his own even while maintaining a relatively peaceful lifestyle.
Stage six takes place in a snowy and icy land plagued with a menace of flashy radioactive blocks. One must traverse the icy terrain at first and then must gradually face more and more radioactive blocks that take more and more time and effort to eliminate. The number of these blocks grows exponentially and the player will take a large amount of time destroying these blocks. A task such as this is overwhelming to many and seems to be in poor taste on the developer's side to some, but I would argue that the simplicity of this task is essential to its meaning. Much like how John Cage's famous piece "4'33"" is not about the silence that permeates the entire piece but rather the sounds that inevitably occur as background noise, this section is not so much about the radioactive blocks but rather what the player chooses as they complete it and how they go about it. Will you do it straight with nothing else to distract you? Will you try to do damage optimally or casually? Each player's run-through of this is unique and I believe this stage will go down in history as one of the greatest achievements in IWBTG fangame history. The boss of this stage is The Northwest Territories. It should be noted that this boss is a territory rather than a province like the others. The kid has reached enlightenment and can now breach past the societal box he has been placed in and break the norms.
The final stage is very sporadic, with objects strewn all over the screen but together enough to consist of patterns of intentional level design. The kid, now enlightened, can see through all his obstacles and can see the way forward clearly. The boss is a photograph of some individuals posing while the kid is on a conveyor. I think it's pretty obvious what this means so I won't patronize you with an explanation.
While I don't think my interpretation is complete, I have deciphered enough that I can see the clear brilliance of this game shine through. The beautiful journey of the kid as he grows up and reaches enlightenment is one that must be played to be truly appreciated. And so, I strongly encourage all who read my review to play this game as it is one you won't soon forget.
Rating: 5.0 50
Difficulty: 50 50
Feb 6, 2023
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