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:
261 Ratings!
261 Reviews!
2498 Screenshots!
261 Games
261 Reviews
For: I wanna NewGame
Avoidance is pretty short and rather simplistic, however, it achieves some kind of perfection in its design. Patterns are on the easier side. Yes, some of them might take a little bit more time for the performance if you are not very experienced in this genre of endurances. RNG can give interesting situations, especially, on pre-finale and finale. On my first playthrough RNG and some RNG pattern combinations seemed unfair, however, on my second playthrough I cannot say that it is very unfair. It is not perfect balance, but it does not annoy player. I had fun on my first playthrough and I had fun time on my second playthrough too.
This avoidance predates avoidances like I wanna Romanesque (also made by Marimario) and you clearly can see that I wanna NewGame does not have any kind of fancy visuals. However, visuals used here work. Gameplay maybe is simple, but it is fun to perform and to listen to the soundtrack. You can relax playing this avoidance and just enjoy fun time. This is the element which lacks in some of the ~2017-ish Marimario avoidances – good visuals, but gameplay goes in the background. Simple, but effective!
I played this avoidance originally in 2020, since it was used in FSR Avoidance, and I can say that this was one of the best choices in gold tier. This is a very good representation of anime avoidances. It is totally worth of trying this classic!
Would recommend.
For: I wanna Kakachick
This time we have a very special game – I wanna Kakachick – publicly unreleased game made by Korean author Dengol, which nowadays is famous for his I wanna be the I WANNA Star series, especially, for the fourth entry. The series were made somewhere around 2019-2020 period. However, this creator has made games long time before that. You might recognize some titles like I wanna escape the world series, which were publicly available in 2015. Yet the creator alongside with these games has also made several games which has never seen light of day publicly, or which were available to be played by very few – chosen ones.
Probably you have seen this title, as well as, I wanna ToTo needle, in I wanna break the Series Z 2. And once again yet irony – I wanna ToTo needle was publicly available. Well, kind of. See, that game (version 0.4 specifically) was available on The SavePoint Cafe Naver for some time before getting deleted. On Cafe Naver the release date is 22nd of May, 2014. Since having access to the Cafe Naver is extremely complicated for non-Korean people, you can say that this game was made as Korean community exclusive. And even then – not the latest version. Because if you check Archive – to ty it, then you are gonna see that version 0.5 is available. Why am I mentioning this? You'll see that the existence of version 0.5 of I wanna ToTo needle is also closely related to the I wanna Kakachick case.
I wanna Kakachick has never seen the light of day. In fact, if you are gonna try to find any information about this game, then you won't find it, even through Naver. There were many unreleased projects of Dengol which were at least mentioned, for example, on his old blog, which by now (as far as I know) is deleted (or does not have anymore of the old posts) . As an examples, you could find information about I Wanna Kill The Leehee (exe date suggests that it was made somewhere around September 2015), as well as, mentioning of I wanna ToTo needle 2 being made, and I believe there was also mentioning of I wanna get the fostropi (which video showcase is available on Cafe Naver), but I might be wrong, it was somewhere around 2017-2018 when blog was still up.
The issue is that I wanna Kakachick was not mentioned as far as I know. So this game was a huge mystery. In fact, when I wanna ToTo needle was shared on Archive first time, it was told that game was not originally shared because author said that game was unreleased despite it being public (even if versions were different) – this was the moment when I thought that I wanna Kakachick could have also been in possession of particular group of people, but was not shared because author did not want it.
This game was shortly leaked on Archive for few hours somewhere around middle of May 2020. And guess what – this game was made in 1st July, 2013, which means that game was made even before I wanna ToTo needle. As you can guess, this is probably Dengol's first ever made game. I would suppose that he has started to make game, but was not very satisfied with the result. However, I suppose he sent the game's exe to Mr PDplayer, who thought it would great opportunity to use the game in the medley after a year. Why? Good question – I guess advertisement of his friends work? Or maybe Dengol himself requested it? Who knows at this point...
However, it is quite weird that game, which was never publicly available had resurfaced. After all, there were more trouble finding I Wanna Break Through Unlock Trials, although there were some public information about it, unlike I wanna Kakachick.
As it turns out, one member of Russian community actually contacted Dengol long time ago (I would suppose that it was somewhere in 2016?) back in Skype days. Author refused sharing but after long discussions, the person persuaded to receive I wanna ToTo needle v0.5 and I wanna Kakachick, however, creator said that games were unreleased, and he would be glad if games wouldn't be shared around.
The mystery is solved, however, does it really matter – maybe the game still sucks? After all the rating it has right now is 2 – do I try to prove something with this?
The game definitely is not the greatest fangame ever, and definitely not among Dengol's other projects. However, I personally think that this game has gotten way too harsh reception.
Let's take a look:
This game is basically something like Adventure, consisting from 5 stages and 4 bosses. When you start the game you will see very weird title screen in Korean. What does Kakachick means I am not sure though. Then even weirder save select screen, which reminds of "YoSniper's" engine (Simple Engine). And then the game starts with some intro screen which is nothing special. However, right after that though... You already meet with infamous "Z2 screen" . I wonder why, PDplayer... Also it uses 498 Tokio soundtrack, but don't forget – this game was made before "K3" was a thing. Anyway, short stage – nothing special. Restarting music kind of ruins the point of music, however, visuals I personally found quite appealing, especially background choice in this game is more original than in some public games... Gameplay does not annoy, it is pretty straight forward. The first boss shares similar vibes – whimsical crocodile which most likely you are gonna beat in few attempts.
Second stage reminds a lot of I wanna be the rainbow MIKU screen from I Wanna Kill The Kamilia 2, except more saves and not as hard. It is also in the colour green. Starting from this stage I felt in both playthroughs that this game definitely has very unique vibes, even if it is not excellent. Soundtrack, the colour choice, the kid's sprite... It all looks different than what you would expect. Maybe platform jumps might seem a bit difficult, but nothing catastrophic. It was still... enjoyable? I guess? Anyway, time to the second boss.
You know, when you hear 'Science is Fun' soundtrack, you have flashbacks of the original I wanna kill the Kamilia. And it definitely worked for me – it looks weird, especially, what the hell is going on with GIFs in the bottom of the screen??? It is so whimsical. Gameplay wise it is a bit precise, but luckily you can spam boss without getting to the later attacks. It is not excellent, but somehow it did not annoy me even on my 2nd playthrough (before writing review).
3rd stage is definitely something – I would even say that it is highlight of the game. The 'Bach-like' (I actually cannot remember the name of soundtrack, my apologies) soundtrack, ice needle (I did not notice ice gimmick up until my second playthrough) and, in my opinion, quite good visual aesthetics of needle, really sticks in your mind. Gameplay is not something revolutionary, but it is not necessarily bad though. I liked the skip option through diagonals on one screen – it was a bit funny for me. And then the boss... Avoidance... Big hamburger! What? You did not expect big drawing of Hamburger, shooting projectiles (some of them extremely weird) and the same Bach-like soundtrack? I think it is just something. The only issue is that Dengol missed to place portal after beating avoidance. Whoops... I guess PDplayer did not play this boss, huh.
However, as user FruitlessWasabi already mentioned in their review – this game has debug keys. Unfortunately, I did not know about their existence, so after some time after getting stuck, I received unofficial modification with the fix. In the first playthrough I was definitely annoyed from not understanding why I could not beat the avoidance. In the second time, when I already knew details, and having fix, it was fun boss. Definitely best boss in the game. It definitely made me smile.
What did not make me smile, especially, on second playthrough was stage 4. I mean, I liked visuals – this fog is just something! And also visuals quite appealing. But, come on, the gameplay is just annoying. First of all, this stage implements 'Shoot saves' at some point along with touch saves which are in other parts of the game. Second of all, gameplay is based on trap needle. And it is annoying. You do not understand where to go, nor what you should do. Should I jump up? Well, no, you need to jump down.... In my first playthrough, I did not notice it being so annoying, but on my second playthrough I was heavily annoyed. I just could not understand why it was there. It was the point where I was losing hope that I am gonna give this game rating 6, which I wanted to give originally in 2020. Now I was thinking about lower rating.
On final boss of the game you see big Teletubby and the avoidance is based around other avoidances of the game! So game literally summarizes what was in the game like many Adventure games do. I liked the boss on my first playthrough, however, it lost its charm of being whimsical on my second playthrough. I also found it to be harder than I remember of it being... And rather it felt being annoying a bit. I still liked it, and I appreciated for author of trying to make logical end to his first project!
Well, almost. The thing is that there is additional stage, which is black & white stage needle without music. Why? I do not know. But it is there. It is quite short and involves some skips and also gimmick of 'Shoot save'. I am not sure why there was such a necessity, but whatever. Anyway, the game ends up with epic ride on platform up (with different colour blocks from all stages – reference to what you have seen before) and with 'Thanks for playing!!! ' pronounced with blocks but in a very nice manner.
With that being said, this game definitely stick in my mind – and I definitely wanted to write special review on it. I was glad of it being my 250th clear. I am glad that finally in 2022 I got motivation to look back on this.
Yes, I am definitely more disappointed with this game than I was in the past, so I got a bit more 'sober'. However, it does not mean that I think that it is terrible. This game is a very unique view on fangames of a new creator which would leave his mark with other games in fangame history.
Did he make better games? Absolutely, yes! I wanna be the I WANNA Star series is enough to say that he achieved good fame.
And yet this does not make his first project extremely bad. It is outdated, in fact, however, it has its own charm. I enjoyed it and I felt that author definitely tried his best, and I absolutely love the history behind this game. Yes, my second impression is worse, but it is only just by little, to be honest.
Difficulty is not very hard, but it is not 20 difficulty as some people claimed it to be. Hamburger and final boss can give you some time.
To sum up, I would recommend this game to anyone who is ready for unique Korean Sudoku-ish experience. Also be prepared for questionable moments and restarting music. If you are not a fan of such type of so-called 'low quality' games, then better avoid, even if you have gotten access to it.
P.S. Hopefully, there are gonna be more reviews and I am not gonna disappear for yet another year! At least, let's hope for that.
For: I wanna Aimai
I am not entirely sure who exactly made this game, but I personally believe that this is author's first and final (so far) game. Judging by test player I guess this is Japanese community fangame. Surprisingly, unlike many other Japanese fangames which are made on Game Maker 8, I wanna Aimai is made on Game Maker Studio. You rarely see this, so it already makes interest on what is this fangame.
Before main review, I would like to start with fun fact that while fixing Game Maker Studio lagging issue I have found out that interestingly enough this game has alternative title – I wanna be Ambiguous. It is still left if you look on exe's archive. I have seen on Youtube that song of this avoidance has alternative title – ambiguous, or something like that. Fun fact.
Main review:
This is avoidance game showing variety of creative attacks, questionable attacks, generic attacks and unfair attacks.
When you start avoidance you feel like that avoidance is not that bad – few easy-ish patterns, not too bad RNG attacks. Problems start to arise once you have gotten to the part when background changes its colour to blue. If you play blindly then there is a high chance that you may get stuck on patterns. If you are not in the centre and playing everything in the corner then you are risking to have bad RNG. And if you do not get in the corner when screen starts zooming effects, then you will die without understanding what did kill you.
But if you think that non-blind playthrough will help you, then you are mistaking.
When you return back to regular to intial background, you will have to meet with many questionable attacks. Sure, some of them are quite original, for instance, the "figure" attack, however, when there are pure RNG throwing attacks, it will be very stressful. And even "figure" attack can give you some very questionable situations. Moreover, situations can be very different – sometimes you can just stay in corner and everything will be fine and sometimes you have to do very unpleasant maneuvers. Patterns are also far from being "friendly" – you actually have to react fast or to know very explicitly clearly what you need to do.
And then after "heart" attack there is attack when you need to constantly be in motion to avoid very sudden aiming-like attack. But in the same time you need to avoid RNG. Idea is very creative, but realisation could be better. Even if you get passed that attack you need to be ready for final patterns of regular background – tight, unpleasant and causing a huge stress for the player.
Finale itself is not very bad – it returns to the blue background and difficulty is tolerable. However, after getting to it I can guarantee that you will feel very anxious to beat avoidance after struggling through previous attacks. Easily first-tryable but you definitely need to pay attention on your dodges.
Also I am glad that final burst does not kill you.
What about visuals?
Whimsical and definitely not for my taste. I mean minimalistic style looks amazing at the beginning. However, when colour of background changes, I am really questioning the choice of colours and trails. You can notice small details, but all of them look out of place for me. Blue bakcground colour does not fit for this song, in my opinion. Delicious fruit trails and colour choice is also unfitting for me to appreciate. Especially, final phase has many visual effects but it all looks like it was taken from different avoidance. I am not sure I am the only one who dislike it, but aesthetics definitely are not my cup of tea.
Of course, there are some cool designs like zooming effect and overall I like choice of the first background and regular delicious fruit design for it. Yet good and bad features for my taste are making mix of uncertain feelings.
And these uncertain feelings you can say both about visuals and attacks. And thus it is hard to say how much I liked or disliked this avoidance. Also I would like to warn you that I have heard that people also kind of dislike the song. I cannot agree on this, since I actually quite like this style of soundtracks. However, you should be ready that this can also affect your experience a lot.
Overall, I am really unsure how to feel about this endurance. It has potential and great ideas. However, author did leave also very poor choices too. Moreover, difficulty is above average, so be ready that you can easily get stuck for several hours. I have beaten avoidance twice and my 2nd attempt took more than 2 hours, while 1st one only around 1 hour. Not sure is it because I had bad RNG or me being bad, yet my experience did not really different. I would not call this game as a catastrophe, but it is not a masterpiece either.
I guess I would rather not recommend this avoidance, unless you are sure that you can beat it quickly and not be frustrated from it. But do not expect too much, really.
For: Mass a Carry Blade!!
You will see many attacks, which seems generic like bouncing, curving, aiming and etc. However, author experiments with attacks, making generic attacks look actually good. For instance, instead of using generic bouncing, YamiyCat experiments with slowing down or adding additional attack (curving) .
Visual-wise I would say that effects are simple, yet smartly used. Short zoom-in effect ; block colour change at the beginning ; infinite jump warning from simple different colour letters and most notably – game code loading screen (I am still unsure is it a real code or not) in-mid of avoidance – you cannot say that it is something very outstanding, but it is unique enough to remember this endurance.
The only problem, which I have noticed both in my first and second playthrough is that attack difficulty balance is a little bit questionable. On one hand none of the attacks are actually too hard or too unbalanced, but on the other hand you can still get stuck for an hour on this avoidance even with some experience in avoidances. Sometimes you get very questionable RNG on different attacks, especially the one before infinite jump section.
Finale itself might be very troublesome for newer players, in my opinion, because you need to react very fast on RNG fruits and to not die very unfortunately at the very end. So this game can give some frustration if you get stuck for longer than you have expected.
I would personally say that difficulty-wise this avoidance is on the very edge between being pre-intermediate and intermediate player friendly. Originally, I thought that this avoidance should have been in Silver tier of Fangame Skill Rating Avoidance, but the more I look, the more I understand that it actually kind of fits as an early Gold tier game.
Overall, YamiyCat did a great job on creating this avoidance. Game may seem kind of like your cliché barrage. Yet it still somehow manages to be interesting and to avoid negative reaction from people. Have to say that it is fascinating.
Long story short – would recommend if you already have some experience with avoidance genre and if you are fan of SDVX-like soundtracks.
For: I wanna be the Mermaid
I am not a big of original I wanna be the Fish, and even less fan of this lily's attempt of making similar avoidance.
Endurance tries its best – uses different attacks, sprites, visuals effects, unexpected twists and etc. You can even see original traits. But everything feels so cheap that it does not bring good emotions.
Firstly, terrible balance – some attacks are way too slow and does not pace with music. Other attacks feels a little bit hard for reading. And then there are these 2 attacks -[url]https://youtu.be/iSKOPH7RLak?t=28[/url] (sucking-in and circle-like thingy) – which happen way too sudden, in my opinion, and can be a little bit confusing for dodging. I am also unsure about that circle. You kind of have to jump in it. I am not sure can it give walls or no, or you can dodge in the corner freely.
Secondly, I am totally not a fan of some visual effects. It would be OK if it had used original I wanna be the Fish visuals from the beginning to the end. But lily decided, that unexpectedly changing visuals would be a good idea. And that was a mistake, in my opinion, because I Wanna Kill The Kamilia 3 tileset and grid totally look unfitting for this avoidance. Moreover, why avoidance suddenly change screen's resolution to full screen? It looks weird and makes dodging actually harder. Too much of trial and error.
Originally, I beat this avoidance because it was in FSR avoidance gold category, but later on was relocated to the silver. And it was a wise decision. Endurance is not very hard. It requires some reading skills and attentive playing, but it is not too bad.
Quality, on the other hand, could be better. I had some fun, but overall I did not have any emotions about this avoidance, to be honest. It feels a little bit annoying, I guess. Besides this avoidance is easily forgettable. It just exists.
Maybe if your biggest dream is to clear I wanna be the Fish, then maybe this fangame going to motivate you to clear original game. Although you can just jump into I wanna be the Fish. I doubt that this game is going to be useful for a real clear of Ao's game.
Sorry, lily, but I was not satisfied from your game.
Wouldn't recommend.
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