YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
276 Ratings!
237 Reviews!
5 Screenshots!
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276 Games
237 Reviews
For: I wanna Figure
Difficulty - This is one hell of a game in this respect, being damn near insurmountable to me at times. Once I got going, however, momentum more or less carried me to the end. There are a couple of standout saves, but for the most part I found the game to be fairly consistent in difficulty with a few smaller spikes and dips here and there - a quality which I find to be to the game's benefit. Variety in difficulty is never a bad thing, and I quite enjoy never knowing whether or not the save coming up will be a mountain or an anthill.
Originality - Something to be found in spades here is the utterly unique style and aesthetic that wonderful is so well known for at this point. With that said, I find Figure to be a rather different shade of her typical fare as compared to the Kermit trilogy, a shade that I don't necessarily prefer, but is by no means inferior, merely different. This is thanks to the especially simplistic visuals and general lack of particularly vibrant gimmicks.
These two facets of Figure are easy to describe, but what I find most difficult to write out is just how the overall package makes me feel. Figure is rather peculiar to me, in that sense. I have been left speechless by a game before, but that's more often due to my overwhelming emotional connection to them, and after a while I'm able to figure out how to put my love for those games into words. With Figure, however, I am left with feelings that I suppose I've just never experienced before. That, I think, is the true wonder of Figure. For a creator that is well known for truly odd-ball experiences, she has really outdone herself with this one.
All the game is a fog of confusion with a total lack of cohesion. For how much content there was, I didn't really ever know when it was going to end until I found myself at the final avoidance. With most other games, there is a sense of progression and a flow to the overall design, but here that progression and flow feels nebulous, like this journey is without direction. This, I imagine, is sort of what it could feel like to float through space aimlessly, not knowing which star or planet you could find yourself in proximity to from one day to another - at least, if you had an eternity to do so, seeing as most of your time floating would be in emptiness. Nonetheless, that is more or less how I can express Figure to myself. It is a totally unpredictable game that I could never get a read on even by the end.
My only issue with the game is that it does not resonate with me as much as, for example, Kermit 3 does, but then it obviously isn't supposed to. Figure takes a different artistic approach, one that does not mimic any other that I've ever seen, and that it is not one which I am totally in love with is through no fault of its own. Perhaps, however, I could come to completely adore Figure with time. Even now, I already feel myself wanting to go through it all over again. So maybe this review will be different come tomorrow, or maybe it will never change. The only thing I can say with certainty is that Figure is a game well worth playing if you have the skill and dedication to try it out.
For: Everhood Colonel
Everhood Colonel is Watson's second go at the avoidance genre, his first being Destroy the Yeezy. I cannot speak to the quality of that game thanks to it NOT having an easy mode and thus blocking out a plebian like me from enjoying its lovely offerings, thus leading into my first massive compliment to Everhood: an easy mode! As a less-than-great avoidance player, I find myself rather sad to see so many excellent avoidances blocked off from me thanks to my lack of skill. This isn't a design flaw, it's merely the state of affairs for avoidance; most of the truly great avoidances are the ones that are truly difficult (there are exceptions, but they are few and far between to me). Everhood Colonel recognizes this problem and what does it do? It gives us amateurs a mode which makes this brilliant, truly awe-inspiring avoidance accessible to us!
Speaking of this brilliant and awe-inspiring avoidance, I'd like to discuss it at length, as a review would entail.
Everhood Colonel is chock-full of inspiration and evocative attack patterns, all of which synergize perfectly with the chosen song, and what a fantastic song it is! Naturally if you want to like an avoidance, you want to like the song, but there are a fair number of great song avoidances in just okay or even mediocre avoidances - the real difficulty lies in figuring out how to set attacks to these songs that best match the energy and feeling of the song. This is what is most important to me in an avoidance, this facet is what defines whether or not I will enjoy an avoidance, and Watson has shown off that they have an absolute mastery of the concept.
The song feels tailor-made to the avoidance itself, like one could not and SHOULD not exist without the other. Watson has made physical (as physical as something on a computer screen can be) the very essence of his chosen song, something made clear to me within the first few minutes of play. This is what I love most about the avoidance genre, and it's something that I didn't really understand until a few months ago when I started getting more heavily into them. There is nothing like the pure ecstasy of a moment within a genuinely special avoidance, nothing matches the adrenaline-pumping beat to beat flow of a masterful avoidance, nothing at all. The very best are like concentrated hits of dopamine prepped and ready to go in just a second. This is shown in spades through Everhood Colonel, a mere 2 minute romp that felt like a whirlwind of pure energy and catharsis. From attack to attack, the heart will not one return to a resting position - instead, it shall go ever faster until the end at which point you find yourself careening off a precipice because of how quickly it all comes to a screeching halt, leaving you mangled and broken at the bottom of a cavern in pure glee at the impeccable experience you just found yourself apart of.
If this is what Watson's making on his second (released) attempt, then I'm afraid nearly all other avoidance makers will be obsolete before the year is up.
12/9/2021 Edit: Beat it on Standard mode, you can now see how the difficulty rating reflects that.
For: I wanna buy the shungite
For: I wanna be the Udon
Good!
For: I Wanna Duloxetine
Duloxetine represents all the good in fangames, both in terms of gameplay and in terms of the very creation of a fangame. In essence, I find this to be a celebration of the variety one can find within fangames as each stage is fairly different from the other in terms of design and even within each stage, there's a large variety in what you're doing. I Wanna Save My Boy has this sort of variety though it does not have the soul that Duloxetine has in my eyes, a soul given to the game through the little touches such as the various bits of block art in Abstractions or the snakey fellow in Hollowed Ground. Insofar as screen-to-screen gameplay is concerned, you really don't quite know what you're gonna get thanks to how willing tamano is to just toss an idea in and see how it fits. One might argue this breaks the cohesion of the game, but I find that semi-lack of cohesion adds an atmosphere to the game that it may not otherwise have. Each stage is markedly different from each other, but they all feel like different aspects of the same mind, one that follows a thought to its conclusion and then can jump to something entirely different within the blink of an eye.
The game is obviously personal to tamano (dono) and though what exactly the meaning of most aspects of the game is not quite clear to me, it doesn't make a difference because that personal nature gives the game that soulful touch which separates it from other fangames of this ilk. Tamano states that they're not a particularly capable person in many ways, but that they took what they had and threw it in a blender to try and make this game, something which I find really speaks to me as someone with similar difficulties of expression. While I will not say I've experienced anything close to the life that tamano has (I just don't know what life he's led) and that I've suffered similar issues as him, I will say that expression is a highly difficult thing to undergo just because of how difficult the options are. I may be good at music and writing, but those skills have nothing to do with the creative aspect of those hobbies as it is vastly more difficult to write a song or poem or story or anything that expresses my thoughts and emotions than it is to just play someone else's song or to write some essay for a class or what have you.
Fangames, however, benefit strongly from their ease of creation, something which separates it from most other forms of media. While it does certainly take skill to create a fangame, the barrier for entry is so much lower that really anyone can just head in and make something. Crimson Needle 3 features this concept in mind of just trying out any sort of idea that comes to mind and following those ideas to their natural conclusion, ideas which really took no coding know-how to create. While Crimson Needle 3 is about different emotions and whatnot, that core of exploration remains the same within Duloxetine, the exploration of odd concepts and ideas just to see them through to the end even if it seems silly or abstract. As such, you can really tell tamano's love for fangames within Duloxetine, a love which I feel myself and as such love the game itself more for it.
There may not be anything particularly fancy or shiny within Duloxetine, but it makes up for that with its soul and character as well as its interesting and highly enjoyable gameplay. I Wanna Save My Boy shares very similar ideals to this game and while that is a more well-designed game, I find this one to hit closer to the mark thanks to how comfortable and homely Duloxetine is. This game is honest, an open book that doesn't try to make jokes or cover up its genuine feelings, it is an expression of thought and emotion that I don't think I could find anywhere else but within fangames. Duloxetine is, in short, an expression of love.
9 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
A Sky Blue Denouement | 88.8 | 8.4 | 10 |
April is the Cruelest Month | 84.8 | 8.8 | 19 |
I Wanna Flying Disc | 91.5 | 9.3 | 4 |
Frankie Teardrop | 2.2 | 6.0 | 10 |
I Don't Wanna Dwell | 69.2 | 7.3 | 14 |
Nebulous Thoughts | 80.0 | 9.1 | 32 |
Strewn Detritus | 69.0 | 7.3 | 14 |
The Sunken Cathedral | 69.5 | 8.2 | 28 |
I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games