ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
I've submitted:
380 Ratings!
380 Reviews!
792 Screenshots!
Youtube Channel
Report this user
380 Games
380 Reviews
For: I wanna Outbreak
It is trap oriented, which isn't really my kind of thing, and there are traps at the end of the saves, but this is a modern classic (like Bigger P****, but in a different fashion) because of how unpredictable it is. The first stage is mandatorily generic, but the traps and platforming aren't, so it is a proper introduction to an adventure that stores many surprises. Also as in a sense of tradition, the first boss is generic stuff, but reinvented and with a funny trap. We then proceed to a second stage with bad lighting and somewhat monotonous and monochromatic; very ironically for me, what makes up for it are the trap, making the stage inventive and interesting, so it is balanced out. The backtrack section in this stage has nothing special going on, but it demands strategy and timing from the player, so it's ok.
The third stage is a very slight visual challenge due to the colors of the background and the grid blocking your view between the obstacles and the Kid, but the traps here are particularly inventive, moving whole fractions of the map. The song is a banger and it is never too hard or unfair.
The game saves the best for last with an outstanding final boss that has an epic feeling to it, can be easily red and still poses a fair and very entertaining challenge. The way lily plans the final attacks on the final bosses always feels epic and highly rewarding.
Overall, the difficulty curve is rather a flat line since it maintains a constant difficulty throughout, and unfortunately feels very short for its scope, but hey, why oversaturate a game with content that isn't inspired any longer? Quality before quantity. I wouldn't doubt lily's abilities to conceive a longer story but that probably happens every now and then.
For seekers that combine the good parts of the old and the new, play this one. You won't regret it.
For: I wanna be the GR
The best description has been given by Xplayerlol. Allow me to dive deeper into the concept of the boss. You can probably think: "reviews don't scare me; I can handle difficult bosses". That's a reasonable thought; I thought the same thing. The key part to be understood here is that there is a difference between difficult and unfair. "Difficult" ideally poses a challenge of reaction, strategy, planning, calculation, reading, you name it... it depends on the type of boss, but it implies a challenge for the player that could be described as fair, no matter how challenging. It could even be trial-and-error if it's a learny boss that follows the same patterns.
Unfair is trash. This boss is unfair.
1) This robot moves from right to left constantly, not parallel to another spike in the ground that does the same thing. Naturally, you must shoot the spike to damage the boss when both align. Cool.
2) The boss constantly shoots two bullets to the left and right simultaneously; when they hit the screen borders, they rush at you. They are positioned-based. So that's fine. It can be timed and read nicely. Also, the boss at times releases a ball that explodes into many bullets; they always explode in the same directions, so it's not position-based. Not too bad.
3) The boss has a cumulative invisibility time frame, which means, if you shoot it constantly before the invisibility window disappears, you'll keep reactivating without damaging it. Ok, then shoot the boss slowly and in a timed manner.
4) A second spike appears. This spike also kills you and moves from left to right (you can actually glitch its position if you keep shooting the boss). This spike blocks your bullets; it doesn't damage the boss. Ok, so, just more jumping and timing, without losing sight of the proper spike to use.
5) Your worst nightmare appears: the boss replenishes health constantly. So you must kill it fast, but not so fast, remember? Don't make his invincibility frames permanent!
6) During the last two hits, the boss will strike with yet another attack, which are multiple orbs directly going at your direction.
There is a single fix, for the boss. Just one. We only can ask for one: remove the health replenishment. We can live with the last attack. But no, given that it constantly increases health:
1) You no longer know what spike is the good one with so much garbage on screen to be dodged.
2) The elements of point #2 become sometimes unreadable.
3) With so much garbage being avoided, you need to pray for a good timing for the attacks against you, the position of the good spike, and the position of the boss being ideal.
4) The second spike will keep blocking your good shots and may be the cause of many deaths with the boss having only 1HP or 2HP left more times than you can imagine.
5) F$%&
6) This attack will be the worst thing to happen in the boss, because you're supposed to wait for the proper time to activate the orbs, except that you cannot wait because the boss doesn't stop regaining health!!
Screw you!
About the rest of the game,
It's quite substandard platforming which would characterize early Rukito, with ok-ish designs, decent music choices, a hilarious section with RNG raining spikes (with a screen making you go to the very top lol) and a woeful middle boss (which took 1.5 seconds to beat in a try I did, I kid you not). Game is absolutely boring except for two sections: a lightly questionable yellow section with a gimmick consisting on moving blocks made of water, and the best part of the game: Needle Tower. It's only three screens long, but I found it enjoyable, despite being entirely made of 32-pixels logic. Cleared in 20 minutes approximately, so the fun doesn't last for long.
Then the game establishes the objective of ruining any possible enjoyment you might have had before the game and forget everything about it: the final boss.
I don't recommend anything of it. It's not even worth getting to Needle Tower.
Please avoid.
For: I wanna be the PYF
The barely redeeming quality (and I wouldn't call it as such) is the final stage which actually feels playable and fair, has no traps at the end of difficult saves and makes a neat reference to Capcom vs. SNK 2 (beware with this section though, as it does have a soul-freezing m9 moment).
Run away.
For: I Wanna Be The Red
For: I Wanna Make It Breaking Out
The thing that should be admired from this game is the variety; it seems like a collab, but the two makers actually accomplish a game that is consistent in surprising content, gimmick after gimmick in each stage, going modern, retro, classic, experimental, needle, spotlight, drug-induced, unfair, fun, frustrating, woeful and mesmerizing. It's mental diarrhea where really good bits can come out out of that sea of disgustingness.
The difficulty curve is absolutely ridiculous; it follows no logic. If you follow the mental pattern of choosing stages when being in the middle of a hub with 4/5 options, your second boss is most likely to be the most difficult in the entire game: a cherry with three position-based patterns combined with RNG slipper platforms. A successful attempt, depending on RNG, can take up to 10-12 minutes. Don't listen to Goran saying it's "easy" and "boring"; he's insane. Nogard, fatalbrain, just_another_Guy and others agree that this is the point where you can give up and it's only the beginning of a legendarily long game.
The premise of this game is entirely Touhou-based. The Kid travels through Touhou-mania on drugs (mostly because of the soundtrack, but you'll have many Touhou moments still) where the structure that follows is:
-4 stages, with probably the second one you choose containing the most difficult boss of the entire game, and the fourth one being a banger of an avoidance that will fix all of your traumatic memories of Clear the Easy Miku 1.
-4 new stages, one of them being a phenomenal Bomberman stage followed by a lousy boss, and another one being a haunted house that worked wonders for me, whereas an ugly-looking Gamemaker-looking lazy area has needle with traps in the cheapest design possible.
-First transition area, which is spammed with generic needle. I don't mind this one so much as, even with the sphincter and all, it was fun to play. The closing segment of this requires you to have really good timing and consistency, which is normally of no concern to me unless the stage is unreasonably long. Entertaining, to say the least.
-4 new stages, where you begin to collect pieces of a door that will lead to the second transition area. This hub contains an amusing stage where the screens you actually have to do are decided by RNG, but all of them have a common denominator: then all end with a trash jump. My decision was not that trivial: double corner as the first one is free and the second one is a matter of timing. I prefer that to a double diamond or an uncomfortable downwards ladder of spikes. This hub also contains a horribly done VVVVVV gimmick that works in horrible ways and controls are literally reversed to what is normally comfortable to play. This would be justifiable with a reasonable level design, but no, sometimes you have to time the act of pressing a direction, then the jump key, and then spamming the other direction immediately for not losing momentum. That combined with the gimmick being badly done translates to trash. There is also a castle section in this which fits no purpose to the game at all, but it was a take of fresh air.
-4 new stages that have nothing special in particular except for two: a fun vanilla needle section that has each spike killing you calling you names or making meme faces, and a section where you get helper characters to solve puzzles and clear obstacles out of the way. The latter is so dumb that I actually ended up loving it.
-A transition boss, the first one in the game, where the RNG can get really nasty. Patterns are incredibly easy by definition, but after some damage, each cherry color begins to spawn cherries across the screen that overlap it, so you'll find yourself a LOT having to beat the gray one last because that's the one you can damage the least per turn, getting roofed by its pattern and getting your feet killed by the upwards overlapping cherries you created. It's the second most annoying boss in the game after that ice cherry boss in the first hub.
[From this point, the game gets really good and entertaining---]
-Five stages which are individual challenges: a vanilla needle stage, an avoidance, a memory game, a puzzle/platforming stage, and a key maze. I loved all of them but the memory game would be more fair if the memory was cumulative instead of repeating new patterns every turn. You'll find yourself using pen and paper.
-The second transition boss, which is a very well done avoidance, fun to play, not unfair, with a long intro that bores you, and with a final act that is questionably long, but that I could third-try. I was walled only once unfairly and the second one was on me.
-The final boss: Nue Houjuu. This is one of the most spectacular, entertaining and fun bosses I've played in my fangame trajectory: very Touhou-loyal but acute to the 2D mechanics we're used to with The Kid, having main attacks, special attacks, very fun patterns, original attacks, a wonderful and pretty sprite for the enemy and sequences that can be studied after each try. What kills this section is the stupid Nekoron engine which killed me in the last attack twice since I can very easily single-frame when I am in water or in an infinite jump-section. This forced me to arrive to the last attacks having zero hits and, indeed, the Nekoron betrayed me once again making a full jump instead of a one-frame jump, took damage, but killed the boss (which is definitely hitless in my book because f*** Nekoron).
The game has absolutely no direction: it's just an exercise of throwing a bunch of ideas on paper, putting them in a game with no rhyme or reason and making an adventure game with epic moments and extremely frustrating ones. This one's complex, an oddity of all sorts.
I have no idea if I would recommend this, but I can count many instances where I had plenty of fun if one knows how to appreciate old-school stuff, my brother was wowed with the final boss (me too) and the avoidances worked greatly for me. I have great and bad memories. It's the most messy challenging product you can find (maybe, because the world of fangames is extremely vast).
It's the freaking Picasso of fangames.
34 Favorite Games
370 Cleared Games