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:
357 Ratings!
357 Reviews!
2515 Screenshots!
357 Games
357 Reviews
For: I wanna jump the Shark 2
Very dated adventure game from 2016. This is probably one of the better attempts from Western part of the community to make adventure game at the time, but even then I personally feel like many people are blinded by the somewhat notable production value or final avoidance itself, which was the reason why I personally started playing the game.
I have not played the first game, although I have seen few screenshots, and it seems that there are common themes in the game, but beyond that I cannot tell if the game has improved or not. I was told that first game was a bit buggy, so at least there was some improvement.
Game is structured in a very interesting way - you have to do several very differently designed stages, all of which have mandatory secrets and 2 bosses - small mid-boss and main stage boss, which generally is a lot harder.
I will start with the fact that game having mandatory secrets is not a bad thing, but here it felt very unnecessary. Secrets add little to nothing, just prolong your overall playthrough time if you do not know that you have to take them at the very beginning. Some of them are more fun than others, but overall pretty meh.
Main emphasis on this game is like in 'I wanna be the 8bit' - platforming. Most of your playthrough time is gonna be spent here. First stage having mostly needle, few traps and jump-refresher gimmick - overall fine, but nothing outstanding. Second stage surrounded around conveyor belts - very interesting stage, although the more you go - the more you wish the stage would have been over. Third stage revolving around timings will get on your nerves really quick. I remember there was one save which had (unintended?) skip, and feeling of happiness when doing skip is what you will desire for all of other saves. Some jumps unnecessary precise, some timings unnecessary precise, and I can continue how many other things felt unnecessary intricate.
The music choice for stages is also very random. First stage kind of mysterious, second stage feels more like final stage, third stage is something really unclear.
Mid-bosses felt really out-of-place, especially first one, and difficulty wise they are easier than platforming so you will get rid of them real quick. The issue is that even main bosses are not a real threat. You just learn few attacks and then you have to spam quite well or get lucky with RNG combos. Really questionable design.
Even aesthetic choices felt as if author did not have clear plan of what he wanted in his game. Second and third stage have very clear pre-boss room, which looks cool, but which is absent on first and last stage. Even boss title cards felt a bit out of place, for me personally.
Last stage is absolute mess. Just pure needle, using same soundtrack as in title screen. And kid gets coloured just because why not. It is tedious, not fun and you just get tired if you get there after reclearing main stages for coins, like I had to do.
If you manage to suffer through platforming, then you get until final boss, which is the hardest and the best general type of boss. It is a good reference to the whole game, but executing in semi-good way. While references are cool, the main original attacks felt really cheap and anti-climactic. Even both design itself felt a bit... caricature? Sure, it wants to look as something scary and evil, but in the end it is just some weird creature with a skull, which you need to shoot. Wow, how scary.
The main set of attacks are probably fine - you have curvings, you have indicators of ground attacks and etc. But the attack between repeating - just the same fountain attack ... it felt really cheap and lazy.
Also why would you make such anti-climactic final attack where you have to guess that being in the corner is best strat and where you basically can get lucky if you spammed a lot before? It really felt unnecessary to show middle finger to the player after player struggles to get there after 6 bosses and tons of filler attacks...
After that starts avoidance which is made by completely different person - Frosendose. I am not sure why he is not credited on wiki, but at least thanks for the credit in the credits.
Avoidance idea was by Shark himself, who directed his ideas and Frosendose coded them. And I have to say that I really appreciate this avoidance. It feels like gold-difficulty avoidance like in original FSR avoidance project, except it is really creative in the expression and attack language. You have very subtle effects and super cool colour transitions (blue to red is my favorite), which all look astounding. Attacks themselves are really unusual even though in reality they are basic. You have patterns and RNG which require basic reading. Only one pattern in the beginning is a bit tight, and I wish it would not have been reused more than once, but fine - I appreciate the cyclic idea in the end which corresponds to the soundtrack as well.
Some attacks felt sometimes unfair, but overall avoidance is still balanced well enough. It has one bug when you can die near the end, because apparently author forgot to turn of one of the killer masks. But I never died to it, so yeah.
Avoidance definitely feels like something that does not belong to this game. It is amazing addition, but it is so different than everything else. You can clearly see where Shark's content ends up.
Final credits again start with title screen soundtrack, and oh boy how generic credits are. You can even skip them just by going straight to the portal. And credits itself feels a bit anger-filled at times, and even creator themselves has noticed it and mentioned it in one of the Wolsk's streams.
The only thing I really appreciate is that Shark gave the ability to use F3 to return back to hub if you need to. It really helped me with secrets. And it definitely allows this game to have higher rating.
But all in all, I cannot say that the main part of the game is worth it. It is frutrating, let me tell you that. And it is really not worth it. I think game really does not hold up that well nowadays.
Final avoidance is the only thing I would recommend, but if you can get your hands to this avoidance without playing other part of the game... I would say you won't miss a lot and it would be the best kind of experience.
If you are just here for creative adventure game, then I think you would just find annoying needle game with few bosses and some gimmick saves, so do not get fooled by other reviews. There are definitely better games to try out. Unless, you are really into Shark's needle style.
Would not recommend.
For: I wanna see the Meteor Shower
The game itself is weirdly enough mixed bag of good and mediocre. A lot of times it felt as if game lacks of something personal, and felt pretty lifeless, I guess?
It has good traps, but it also offers the most generic stuff you can get. I loved unique thing of every stage, but the further I got, the less I wanted to play it.
Bosses and platforming are more or less same difficulty, except final boss, which is so much easier, which is really weird. But it is for the better, since it is the best part of the game.
Shooting-bosses felt sometimes too long and felt as if having weird ideas like stage 3 boss (shoutouts to control changing and long intro). You really pray to get lucky and beat it as fast as you can, otherwise you would get stuck forever.
Stage 3 platforming really stuck in my mind as being very tedious in execution, and not particularly fun.
I could say similar thing about most of stages probably though.
Stage 4 has cool references to all stages, but I would be lying if I said that it did not feel forced. You really have a feeling that something is wrong.
Even soundtrack choices sometimes felt out of place, like in stage 4 - very short and although it is an amazing choice for individual song - but for the final stage, I felt as if something was not really there.
There were certainly original moments, but this weird sense of awkwardness was really notable.
Final avoidance was breath of fresh air though - your classic author's style of Miku avoidance with Mitchie M. Original attack ideas, dynamic gameplay, short and sweet. I do not know what to say much - it is really good and beginner-friendly.
But you really should go through a lot to get to it. And is it worth it? I would not say so.
It has some fun moments, but overall game still has the old adventure soul in it, which does not go well with it.
Would not recommend, unless you wanna spend your 1-3 hours just to try out avoidance for few minutes.
For: 1時間半制作アイワナ ver snow
Anyway, you have 1 screen of needle and 1 short luck-based avoidance. Needle is the hardest part of it, mainly due to the half diamond drop and unpleasant platform jumps. I ended up practicing platform jumps in Jtool, since getting until there was too annoying for me. At least you can listen to a cool Touhou soundtrack, while looking on inverted colour palette (typical choice of the author at the time in 2015).
Then you have luck-based avoidance, which starts fine, but when you get curving attack, it quickly escalates. It is still easier than needle part, but it is annoying and you just wish to get quickly through. I would probably give 40 difficulty for the avoidance.
Needle was unejoyable due to the escalated difficulty near the end and the avoidance was unenjoyable because luck-based aspect quickly escalates on the second attack. You really feel like wasting your time.
I am not sure why author had to make a game in such a short period of time. If it was to show that they could do it, then OK, but it does not automatically make the game enjoyable.
Would not recommend.
For: BlythEの雑な耐久
It kinda felt more like a pattern-based avoidance, but it has some RNG and a lot of aiming attacks in the mix, that made experience 'weird', I guess. 6 second long intro ; long pauses between some of the attacks ; some bursts near the end that are way more precise than the stuff from the beginning ; 'instagibs' to which it is very hard to react and etc.
I liked that some generic type of attacks like 'aimings' and 'locus / lovetrap' had interesting execution at some points, but you kinda feel that you have to replay this avoidance over and over again from the start, hoping that you will get lucky enough to survive.
Game was released on author's Mediafire folder and Mega folder at the time, but it was never released on wiki for what I know.
Interestingly enough this game had several clears, but at this point you can watch only 1 clear on Niconico and 1 clear on YouTube (which is mine: https://www.youtube.com/watch?v=yGRKe_jEyiA)
Avoidance is easy enough to not get stuck for too long, but it does not mean that it is worth your time. It is pretty outdated 13 years later.
Would not recommend.
For: gomi
It is a luck-based avoidance, except you have dotkid or invisible kid or whatever is that. You see a blue circle and you have to dodges few attacks of red fruits that launches in your direction. In like 13 seconds you will have portal but you will have to dodge the last of fruits. The song does not progress much because it is literally the beginning.
There is not much to this avoidance. It just exists and you kinda question why.
It is a bit unclear on the origin of this, since it randomly appeared in Fangame Archive in 2020. I will assume it is a leaked game that was published somewhere and it then got in the hands of zero, who had video of it, and then it got on Archive in some way along with other games. Kind of wish we would know the full story.
It is not as bad to call it 'lucky final', but it is still a nothing burger. It is literally lucky avoidance, so what did you expect?
Would not recommend.
P.S. .exe date is 2020/03/31, so maybe this was supposed to be a 1st April joke in Japan?
57 Favorite Games
433 Cleared Games