PlutoTheThing's Profile
Send a PMJoined on: Oct 27, 2022
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Hi! I like all sorts of fangames, and my reviews are based on how much I liked them!
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PlutoTheThing
For: I dun wanna be Anything
For: I dun wanna be Anything
Considering I hated the sequel to this game, I wasn't super optimistic heading into this game, but I was very pleasantly surprised. I actually like this game quite a bit, it's got pretty fun platforming with a large variety of gimmicks and unlike the sequel, a lot less cycle based stuff. It's still there, but it's not so omnipresent such that it takes up a ridiculous amount of your time. There's lots of creativity in this department, and the traps are alright. Some rooms have too many, or have them in places they shouldn't be, but for the most part they are fine.
The bosses are a sorta mixed bag, leaning positively. The big issue with most of them is that they often have that ONE attack which is so hard, your best chance of clearing is just hoping they don't use it. It can sometimes lead to some unsatisfying victories, one of which I had to the final boss as in phase 2 they just spammed the same attack so I got a super easy win. They are fun though, there's a learning curve but they feel natural and it's not just learning simple patterns for the entire game, again an issue I had with the sequel.
Overall IDWBA1 is underrated in my opinion, I'm happy I played it and while it's rough around the edges, it's a truly solid adventure game.
[1] Like
The bosses are a sorta mixed bag, leaning positively. The big issue with most of them is that they often have that ONE attack which is so hard, your best chance of clearing is just hoping they don't use it. It can sometimes lead to some unsatisfying victories, one of which I had to the final boss as in phase 2 they just spammed the same attack so I got a super easy win. They are fun though, there's a learning curve but they feel natural and it's not just learning simple patterns for the entire game, again an issue I had with the sequel.
Overall IDWBA1 is underrated in my opinion, I'm happy I played it and while it's rough around the edges, it's a truly solid adventure game.
Rating: 8.0 80
Difficulty: 66 66
May 21, 2023
PlutoTheThing
For: I wanna defeat the discord makers JP side
For: I wanna defeat the discord makers JP side
Overall I liked this game, but I definitely had some issues with it. For one, I think the first 6 stages were just ok, they could have been way more interesting. They aren't just boring because it's easy, but because they genuinely lack much of interest besides cool visuals. Beyond that I found myself annoyed at some of the precision based saves in the later stages, which often killed the pacing of the game for me and were super frustrating. There's some highlights for sure, Tomo's, Sirokano's, Normal's, and Zero's stages are all quite good, but overall I'd say the game was just alright, and there's definitely better options. Recommended but only if you can stomach the worse parts of the game to play the stuff that's truly good.
[1] Like
Rating: 6.3 63
Difficulty: 85 85
May 21, 2023
PlutoTheThing
For: I wanna be a Charr
For: I wanna be a Charr
This review is based on collecting all 35 yellow coins and all 17 red coins
Gimmick needle is immensely popular, especially now where there's more of it than ever. Yet this seemingly modern style can have it's very roots traced back by a little maker known as Nekoron, a man with many ideas. I don't know Nekoron and at this point it's safe to say I never will, but I have a deep respect for his work, as while LoveTrap is the more influential and iconic game, Charr is the true masterpiece.
Charr graces a player with some incredibly creative yet simple ideas, and nekoron manages to execute them beautifully. Not everything is a total banger, such as the early levels or grinding the Lucky red coin, but considering the age of the game, it's mind blowing what the ideas are. There are many fangames which do not reach this level of creativity even now, and it's just generally fun to play. The style of platforming is immensely satisfying to get good at an execute, and this becomes apparent when you go for the red coins. As the game progresses there is more fun gameplay, with stages like Hurrah, Normal, and Popular being based on Cherry cycles, or the Material stage with these silly RNG cherry chases, Image with an awesome shooting pushblock gimmick, and Orthodox as the ultimate cycle based challenge. This game doesn't mess around in difficulty, it's REALLY tough, and even the most experienced players will get hung up on some of these. There's even some non-platforming based challenges, such as the Kitten secret which is a matching puzzle, or Qualify which is more of a shooting accuracy test. I can't overstate just how fun this game is to play and and experience what this style of gameplay has to offer, because it's just really really good.
There are people who don't like this game. There isn't anything wrong with that, but for some reason that saddens me. There's a lot about this game which is saddening, mostly regarding the fact that it will never be finished. The scope of the game was massive, and it just simply will not be finished as Nekoron is nowhere to be found. It's hard to explain why these things upset me, but I think it's because to me, Charr represents something more than what the game really is. It feels like this style, is reflected even now by modern standards for needle gameplay. It feels like this game is ahead of it's time. It feels like this game is a modern masterpiece from 2011, but some don't see it that way. Some people see the bad production value, or the annoying segments, or the stupid bosses and throw the whole thing away. That's disappointing, because to me, Charr IS gimmick needle. It's gimmick needle in it's most pure form. It's everything good about gimmick needle in as simple of a format as possible. But that's my experience, and others don't have that, and I wish they did. I wish the game was finished and could reach it's full potential. I wish Charr was what I feel like it should be.
When playing this game, I thought of phrase, which is "If LoveTrap is the body the fangames would emulate, then Charr is the soul." I have no idea if this is accurate, I don't even know if I agree with it, but I thought of it. It feels like there's some truth to it, and that's interesting. Charr is eternally interesting, and eternally brilliant. I love Charr.
[8] Likes
Gimmick needle is immensely popular, especially now where there's more of it than ever. Yet this seemingly modern style can have it's very roots traced back by a little maker known as Nekoron, a man with many ideas. I don't know Nekoron and at this point it's safe to say I never will, but I have a deep respect for his work, as while LoveTrap is the more influential and iconic game, Charr is the true masterpiece.
Charr graces a player with some incredibly creative yet simple ideas, and nekoron manages to execute them beautifully. Not everything is a total banger, such as the early levels or grinding the Lucky red coin, but considering the age of the game, it's mind blowing what the ideas are. There are many fangames which do not reach this level of creativity even now, and it's just generally fun to play. The style of platforming is immensely satisfying to get good at an execute, and this becomes apparent when you go for the red coins. As the game progresses there is more fun gameplay, with stages like Hurrah, Normal, and Popular being based on Cherry cycles, or the Material stage with these silly RNG cherry chases, Image with an awesome shooting pushblock gimmick, and Orthodox as the ultimate cycle based challenge. This game doesn't mess around in difficulty, it's REALLY tough, and even the most experienced players will get hung up on some of these. There's even some non-platforming based challenges, such as the Kitten secret which is a matching puzzle, or Qualify which is more of a shooting accuracy test. I can't overstate just how fun this game is to play and and experience what this style of gameplay has to offer, because it's just really really good.
There are people who don't like this game. There isn't anything wrong with that, but for some reason that saddens me. There's a lot about this game which is saddening, mostly regarding the fact that it will never be finished. The scope of the game was massive, and it just simply will not be finished as Nekoron is nowhere to be found. It's hard to explain why these things upset me, but I think it's because to me, Charr represents something more than what the game really is. It feels like this style, is reflected even now by modern standards for needle gameplay. It feels like this game is ahead of it's time. It feels like this game is a modern masterpiece from 2011, but some don't see it that way. Some people see the bad production value, or the annoying segments, or the stupid bosses and throw the whole thing away. That's disappointing, because to me, Charr IS gimmick needle. It's gimmick needle in it's most pure form. It's everything good about gimmick needle in as simple of a format as possible. But that's my experience, and others don't have that, and I wish they did. I wish the game was finished and could reach it's full potential. I wish Charr was what I feel like it should be.
When playing this game, I thought of phrase, which is "If LoveTrap is the body the fangames would emulate, then Charr is the soul." I have no idea if this is accurate, I don't even know if I agree with it, but I thought of it. It feels like there's some truth to it, and that's interesting. Charr is eternally interesting, and eternally brilliant. I love Charr.
Rating: 9.3 93
Difficulty: 86 86
May 21, 2023
PlutoTheThing
For: I wanna be Myself
For: I wanna be Myself
This game has a lot of great ideas, some of the most fascinating I've seen in a fangame, but I'm the kind of person who far prefers good execution over good ideas, and in that department, the game is lacking in my opinion. The early game is horribly dull, and I think even a lot of people who like this game can agree with that. It's very basic, but about 1/3rds into the admittedly quite large demo the game becomes a lot more complex with the fundamental mechanics, but I personally just don't think the design is that great. A lot of platforming is either boring or tedious, and the bosses, while some are okay like the first boss and boo boss, some are just not fun at all, especially the final boss of the most recent version (0.7) which is the Crystal King from paper mario, which just feels insanely luck based. Also the bosses have a lot of mashing, which normally doesn't bother me, but here it's pretty bad. Not much in this game was like downright awful, but I can't really say there was anything that stuck out as super fun to play, which really sucks when the game took over 6 hours to finish. Great ideas, especially considering how old the game is, but I never really got into this one, although it's obvious why others like it.
[0] Likes
Rating: 3.3 33
Difficulty: 47 47
May 19, 2023
PlutoTheThing
For: I wanna be the Justice Guy
For: I wanna be the Justice Guy
This review is based on a 100% Clear
Justice Guy is a big game, and it's also one I have a lot to say about because just how interesting it is. The game can be divided into three major sections, so might as well start with the surface level stuff, the any% playthrough.
Before even talking about the actual content of the game, the mechanics need to be delved into a bit, because they aren't normal fangame controls. The main differences are weapon swapping and sliding, both of which are used very well throughout the game and feel extremely natural. Adding extra controls can sometimes be overwhelming or unintuitive, but it's very obvious these systems are not just an afterthought, they are deliberate and baked into the level and boss design.
The platforming is interesting. It's certainly the weaker part of the game and less notable since there's half as many platform stages as there are unique boss fights, and that's not an exaggeration, 18 vs 37. I would never however call these stages bad. There are definitely some strange things, like enemies that are sorta just super obnoxious, or some landmines which almost always get you because they are so tiny, but these stages are still really fun, and emphasize one of the strongest aspects of the game, flow. Finding efficient ways to kill enemies or the best weapon for a situation is fun and engaging, and most importantly, prepares you for the bosses. There is a dedicated tutorial, but these platforming stages REALLY get you used to the mechanics, and these are the true tutorials in my opinion. They might be a bit underrated, but at the same time this really isn't the reason this game is so beloved.
Okay so let's talk about the bosses, and there's a lot to say even when restricting ourselves to the 8 any% bosses. I mentioned that the games flow is one of it's strongest aspects, and the bosses emphasize this. There are exceptions but most bosses in this game are built on instincts and reactions. You need to react to the attacks you see, and use your instincts to know the most efficient ways to dodge. The bosses have learning curves, however they feel very natural to the gameplay (for the most part) because the things you learn aren't silly patterns that instantly kill you (again, for the most part, we will get there) but rather the best ways to handle certain situations, and make yourself more likely to survive or deal more damage. Just like how in the platforming you have to swap between weapons to get the best one for the job, in the bosses you need to use the best weapon to deal the safest and biggest damage. The missile launcher pierces defenses but is super slow, shotgun does tons of damage but has tiny range, and the machine gun is fast and safe, but super weak against defensive enemies. This dynamic works beautifully, and is best shown in some of the best bosses in this early leg of the game are the 4th boss, X1 and X2, and the first phase of the final boss, Deus and Leina. Now the second phase of the final boss I'm not nearly as keen on, but that's for when I bring up negatives.
Okay so after any% you unlock some secrets, and these are actually the last platforming in the game. You go back, get the 18 relics, and now the only content left in the game is 29 bosses back to back. 18 of these come in the form of the boss rush, and honestly I really like these. After the super hard final boss, having so many bite sized bosses you can quickly take down feels great honestly, and they are really fun. There's a wide range of difficulty here, but realistically if you can get this far, you can do all of these. This is all setting up for one of my favorite bosses in the game, and the true final boss of the Normal mode, Laplace. Laplace is an awesome fight, he's all about the aspects I mentioned early but REALLY emphasizes micromanaging space. It's super tough, I'm torn between if it's hardest boss or not because I think the very last boss of EXCEED might be a little harder, but it's just so rewarding and in my opinion is a definite highlight of the playthrough.
After Laplace you unlock EXCEED mode, which is really fun as well. It's boss refights, except you have 5 HP and the bosses are way stronger. I like these a lot, especially since many of them change the boss drastically and feel brand new. Several of the EXCEED fights are some of my favorites in the game, but if I had to pick standouts, they would be Boss 3, 4, 5, and both Leina phases.
Okay so now that I've talked about all the good, I need to talk about why my rating is not a 10/10, and part of it is the platforming not being absolutely AMAZING, but there's also two bosses dragging down the rating. To start, EXCEED Deus is just kinda annoying. It's a super reaction based fight, but not in an engaging way for me. It just feels like a reaction time test, and I'd rather go to human benchmark for one of those. It's easily the weakest part of EXCEED mode and probably the weakest fight in the game "objectively", but it's not my least favorite. My least favorite is the any% final boss, Deus and Leina phase 2. To explain briefly why I dislike this boss, it turns the learning element of "learn optimal ways to dodge to increase your chances of survival" to "learn 18 instagibby avoidance intermissions or you can't progress." It's such a blatant brick wall that it feels like it undermines the fun more random parts of the boss, as ultimately most of your attempts are waiting to get smashed by one of the many throwback bosses you haven't learned yet. On repeat playthroughs I'd likely enjoy this much more, but on the first playthrough it was rough to stomach.
If this review was based on any%, I'd give the game an 8.0/10 and a 76/100 difficulty rating. You can see based on my actual rating, that going for 100% is just the superior experience in my opinion. It's not much harder and gives you access to some of the best bosses, and easily offsets the weakest parts of the game. I encourage everyone who plays this game to at least TRY the Boss Rush, Laplace, and EXCEED mode stuff, because for me it was absolutely worth it, and made the experience that much more memorable and positive. Justice Guy is not a perfect fangame, but at it's peak it offers some of the most fun fangame gameplay out there, and easily has some of the best bosses of all time. A must play in my opinion.
[2] Likes
Justice Guy is a big game, and it's also one I have a lot to say about because just how interesting it is. The game can be divided into three major sections, so might as well start with the surface level stuff, the any% playthrough.
Before even talking about the actual content of the game, the mechanics need to be delved into a bit, because they aren't normal fangame controls. The main differences are weapon swapping and sliding, both of which are used very well throughout the game and feel extremely natural. Adding extra controls can sometimes be overwhelming or unintuitive, but it's very obvious these systems are not just an afterthought, they are deliberate and baked into the level and boss design.
The platforming is interesting. It's certainly the weaker part of the game and less notable since there's half as many platform stages as there are unique boss fights, and that's not an exaggeration, 18 vs 37. I would never however call these stages bad. There are definitely some strange things, like enemies that are sorta just super obnoxious, or some landmines which almost always get you because they are so tiny, but these stages are still really fun, and emphasize one of the strongest aspects of the game, flow. Finding efficient ways to kill enemies or the best weapon for a situation is fun and engaging, and most importantly, prepares you for the bosses. There is a dedicated tutorial, but these platforming stages REALLY get you used to the mechanics, and these are the true tutorials in my opinion. They might be a bit underrated, but at the same time this really isn't the reason this game is so beloved.
Okay so let's talk about the bosses, and there's a lot to say even when restricting ourselves to the 8 any% bosses. I mentioned that the games flow is one of it's strongest aspects, and the bosses emphasize this. There are exceptions but most bosses in this game are built on instincts and reactions. You need to react to the attacks you see, and use your instincts to know the most efficient ways to dodge. The bosses have learning curves, however they feel very natural to the gameplay (for the most part) because the things you learn aren't silly patterns that instantly kill you (again, for the most part, we will get there) but rather the best ways to handle certain situations, and make yourself more likely to survive or deal more damage. Just like how in the platforming you have to swap between weapons to get the best one for the job, in the bosses you need to use the best weapon to deal the safest and biggest damage. The missile launcher pierces defenses but is super slow, shotgun does tons of damage but has tiny range, and the machine gun is fast and safe, but super weak against defensive enemies. This dynamic works beautifully, and is best shown in some of the best bosses in this early leg of the game are the 4th boss, X1 and X2, and the first phase of the final boss, Deus and Leina. Now the second phase of the final boss I'm not nearly as keen on, but that's for when I bring up negatives.
Okay so after any% you unlock some secrets, and these are actually the last platforming in the game. You go back, get the 18 relics, and now the only content left in the game is 29 bosses back to back. 18 of these come in the form of the boss rush, and honestly I really like these. After the super hard final boss, having so many bite sized bosses you can quickly take down feels great honestly, and they are really fun. There's a wide range of difficulty here, but realistically if you can get this far, you can do all of these. This is all setting up for one of my favorite bosses in the game, and the true final boss of the Normal mode, Laplace. Laplace is an awesome fight, he's all about the aspects I mentioned early but REALLY emphasizes micromanaging space. It's super tough, I'm torn between if it's hardest boss or not because I think the very last boss of EXCEED might be a little harder, but it's just so rewarding and in my opinion is a definite highlight of the playthrough.
After Laplace you unlock EXCEED mode, which is really fun as well. It's boss refights, except you have 5 HP and the bosses are way stronger. I like these a lot, especially since many of them change the boss drastically and feel brand new. Several of the EXCEED fights are some of my favorites in the game, but if I had to pick standouts, they would be Boss 3, 4, 5, and both Leina phases.
Okay so now that I've talked about all the good, I need to talk about why my rating is not a 10/10, and part of it is the platforming not being absolutely AMAZING, but there's also two bosses dragging down the rating. To start, EXCEED Deus is just kinda annoying. It's a super reaction based fight, but not in an engaging way for me. It just feels like a reaction time test, and I'd rather go to human benchmark for one of those. It's easily the weakest part of EXCEED mode and probably the weakest fight in the game "objectively", but it's not my least favorite. My least favorite is the any% final boss, Deus and Leina phase 2. To explain briefly why I dislike this boss, it turns the learning element of "learn optimal ways to dodge to increase your chances of survival" to "learn 18 instagibby avoidance intermissions or you can't progress." It's such a blatant brick wall that it feels like it undermines the fun more random parts of the boss, as ultimately most of your attempts are waiting to get smashed by one of the many throwback bosses you haven't learned yet. On repeat playthroughs I'd likely enjoy this much more, but on the first playthrough it was rough to stomach.
If this review was based on any%, I'd give the game an 8.0/10 and a 76/100 difficulty rating. You can see based on my actual rating, that going for 100% is just the superior experience in my opinion. It's not much harder and gives you access to some of the best bosses, and easily offsets the weakest parts of the game. I encourage everyone who plays this game to at least TRY the Boss Rush, Laplace, and EXCEED mode stuff, because for me it was absolutely worth it, and made the experience that much more memorable and positive. Justice Guy is not a perfect fangame, but at it's peak it offers some of the most fun fangame gameplay out there, and easily has some of the best bosses of all time. A must play in my opinion.
Rating: 9.5 95
Difficulty: 78 78
May 16, 2023
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