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:
488 Ratings!
488 Reviews!
2631 Screenshots!
488 Games
488 Reviews
For: かるいなにかお手手つなぎor対決用011
This game was created on 24/12/2012, and surprisingly this was the only game made that day for these series. And this is also the start of the 2nd half of the available games from these series.
Interestingly enough, although we do return back to the needle game formula (with new visuals), this time the author did decide to give more variety here. This time we are having 4 different difficulty settings, and each of them adds additional layer of difficulty. Hard mode adds orange spikes, as it was before. The very hard adds teal spikes alongside with orange ones, and the impossible mode adds light green ones.
The medium mode I am rating as 14, being easier than 4th part's hard mode, but also harder than 8th or 9th part's hard modes. Mainly because of the first save, having a diagonal that you need to setup and then additional jump over the spikes.
Every other setting felt much harder than everything else in these series, so I am a bit unsure how to properly rate stuff.
My idea is to give Hard mode 20 ; Very Hard mode 37 and Impossible 41. The Hard mode felt harder than anything else because of the first save, where you need to do the diagonal and also a bit tricky following jump. Yes, you can skip in all modes 2 saves if you do a plane, but that will also higher up the difficulty, so I never did it. Other than that Hard mode is pretty fine.
However, the game does not have save blockers, so you do not have a choke gate at the end of the first save.
Very Hard mode heavily buffs first and last save, requiring you to do a bit harder diagonal variants, doing diamond jump and some other jumps.
Impossible mode does make you to do more diagonal jump variants and some gate jump things.
Still, the balance of saves was a bit all over the place. 2nd save was always the easiest, and shortest one. 3rd save barely is different in the Very Hard mode and impossible mode, so after Very Hard mode it is very much doable.
I did, however, liked how there are several different ways how you could go. If you use this game for the race, then you can flex with your needle skills or decide what seems the best route for you. However, I did expect that on impossible mode you would be required to go through several diagonals at the end of save 3.
The music similarly like in game 9 does not restart, in fact, you will play the game in silence. That is a bit odd, I wish there was at least something.
The gameplay itself is not necessarily very original. However, I did appreciate the game having different variants of needle. It was a bit fun to replay and seeing what changes. The different colours for different spikes is indeed pretty cool. I am not sure why would you choose teal / blue for very hard and then green for impossible - I think there could be some more contrasting choice, but whatever.
I will rate this higher than any other game in the series because of the innovation and because beating everything will take like 10 minutes in total.
However, it is still a mediocre game in itself, so meh.
Would not recommend.
For: かるいなにかお手手つなぎor対決用010
Now, this is the 5th and last game made on 22/12/2012. Here is the timeline for all 10 games so far (using my local timezone):
Game 1: 08/12/2012 20:09
Game 2: 21/12/2012 17:28
Game 3: 21/12/2012 19:11
Game 4: 21/12/2012 22:43
Game 5: 21/12/2012 22:59
Game 6: 22/12/2012 15:19
Game 7: 22/12/2012 15:44
Game 8: 22/12/2012 16:04
Game 9: 22/12/2012 16:25
Game 10: 22/12/2012 17:14
As you can see, 9 out of 10 games were made in the span of less than 24 hours.
10th game feels like a celebratory game for the whole series, since this is one of the games that has completely different genre and some other differences.
Usually Betty made some needle games. This time we have a boss fight game, and more interestingly - we once again are having the same aesthetics as for the 3rd game. We have 'I wanna enjoy the game' written in the game window, and the game's title screen says 'かるいなにか', which means 'something easy'. Also final screen is in the gray filters rather than the usual colourful ones.
However, there is something different here, that I did not realize immediately. You have same difficulty selection as in 3rd game, but there is a text this time saying '全難易度変わります'. I translated it after I have beaten the Medium and Hard modes of the game. This means 'All difficulty settings will change'. Yes, unlike the 3rd part where the difficulty does not change, this time we are first time having 4 difficulty options.
The funny thing is that Hard mode is not much more difficult than the Medium and you might actually not notice any changes. But Very Hard and Impossible mode changes are more noticeable indeed.
Here is how I would rate difficulty wise:
Medium: 11
Hard: 12
Very Hard: 18
Impossible: 28
It is hard to compare with other games in the series, but I am pretty certain that the Impossible mode here is the hardest thing in the whole series so far. And probably even the hardest needle so far (Hard mode of 7th part) is on par with the Very Hard mode.
Quality wise I initially wanted to give 2.3, since the Medium mode is a bit boring. But I did higher up the rating after beating all 4 modes.
The design here is that you need to beat 2 bosses in the same time from the left and right. One boss shoots at you aiming red fruits and other shoots RNG orbs. The harder difficulty the faster projectiles are. The hardest thing is to control Red Fruits and on last 2 difficulties it will be more obvious. However, it is pretty cool playing all the difficulty settings. You do have a variety, and I do appreciate that. It does make the experience longer than it is.
The music is the standard Guy Rock. Meh.
Anyway, this is still pretty raw for a game. It is definitely one of the best games in these series, but the standard is pretty low. I will still rate this lower than the 3rd part, but this is still better than your average needle game in these series.
Entertainment is pretty short lived, so there is not much more to say. Still lacking as a game on its own. However, if you do play, then probably better to play on the higher difficulty settings, and this is why I am leaving rating specifically for the Impossible mode.
Realistically I Would not recommend.
For: かるいなにかお手手つなぎor対決用009
Hey, this is yet another game made on December 22, 2012! If you wonder here is a timeline (my timezone, I guess) of games made on December 22, 2012:
Part 6: 22/12/2012 15:19
Part 7: 22/12/2012 15:44
Part 8: 22/12/2012 16:04
Part 9: 22/12/2012 16:25
This game took 1 minute longer than the previous game! And my overall rating is 0.1 higher.
Game uses the same tileset as in the previous part. The difference here is in the use of mini-spikes. And, also, for some unknown reason to me, this is the first time where the music disappears once you press restart. I do not know if it was intentional, but it certainly weird.
The gameplay difficulty wise I would rate identical to the very 1st game. Medium mode 12, and Hard mode 13. The gameplay is very non-substantial, the only kind of hard thing could be reverse diagonal. Sure, you have some additional generic diagonals and some small additional jumps for the hard mode, which makes it a bit harder. But the buffs are very insignificant. A lot of the spikes you won't even touch, especially those nearby the wall, so the buffs are really odd in some places.
Mini-spikes makes gameplay slightly more interesting than in the last part. But the music disappearance did make it feel a bit weird. And overall gameplay was not really great either.
Maybe you could say that the very first games were worse, but honestly this is already the 9th game. I kind of wish we were closer to what the 3rd game, instead of sticking to what was already done. It feels repetitive and the 'innovations' are not enough to justify anything.
I mean, GuyRock is not even restarting, although it does re-appear in the final room, making it look even more like a weird bug.
I do not know. Boring at best.
Would not recommend as usual.
For: かるいなにかお手手つなぎor対決用008
Third game made on December 22, 2012, and not the last one made that day. According to my computer the 6th part of the series was made on 22/12/2012 15:19 ; 7th part on 22/12/2012 15:44 and the 8th part on 22/12/2012 16:04. Yes, if you thought that the 25 minutes difference was kind of too tight, then welcome to this game that was literally created in 20 minutes.
Starting from this game I did not play all games the same day, so now my ratings might a bit more questionable. But also my own experience will be a bit more harsh.
The reason is that we are once again having the same formula as before - needle with difficulty selection, where you can choose hard difficulty to make things a bit harder.
This game in specific has the idea of 6th game, where you needed to go activate hidden trigger to move spikes away from the path to the portal, except for this game we have a new tileset. It might seems as if this is a water section, but no, it is not the case.
Honestly, I did feel like the idea here was not executed that well, the trigger was very obvious and felt a bit filler. The medium mode I am rating as 9 difficulty, and hard mode as 13. The medium mode felt a bit harder than Medium of 5th part but also easier than the Hard mode of the same 5th game. It is kind of easy, having only one optional diagonal, and 2 spike jump, and some general jumping stuff, nothing crazy. Hard mode I rated as 13, reminding me difficulty of the hard mode of the very 1st game and the medium mode of the 2nd game. The orange spikes do not make that much difference, although you will need to do diagonal or the gate jump in the beginning. Also for the last save, maybe beginners might need to know how to time the gate jump and you need to do some jumps a bit carefully. I kind of feel it could be also rated easier. Although it is hard to say if doing to specific kind of gate jumps is harder than 1 reverse diagonal. I do not know. But whatever, I will leave it like this. It is still pretty easy, so it won't take much time.
As for the quality, I kind of felt it was getting a bit more on my nerves. Not because hard, but because it felt more generic than usual. Boring trigger placement, repeating idea from 2 games ago, and hard mode barely changing stuff.
Not that other games are much better, but I had least fun with this one, I guess.
Nothing special as usual.
Would not recommend.
For: かるいなにかお手手つなぎor対決用007
This was the 2nd game made on December 22, 2012. For the reminder, the 6th game in the series was made on December 22, 2012 at 15:19 (my timezone). This game is the same day, but the time is 15:44. So it took author around 25 minutes to make.
The game follows the aesthetic tropes from the previous few games. The unique thing here is the layout of the blocks and different jumps you need to do because of that. The only weird thing is how author first time did not notice that due to lack of save-blockers you can split first save in at least 2 parts. Anyway, I would call this game as a slight downgrade from the previous game, but it is still fine.
The Medium difficulty I rated as 12 (the same as the Medium mode of the 1st game) and Hard mode as 18 - the hardest so far. It is quite weird, because the jumps are not necessarily very hard, and you do not seem some weird diagonals like in earlier games. But the gate jumps and block positions did make it a bit awkward to jump out. I think it is a bit harder to coordinate your jumps. Might be over-rating, but oh well. So be it.
Anyway, nothing interesting here.
Would not recommend.
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