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:
278 Ratings!
239 Reviews!
5 Screenshots!
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278 Games
239 Reviews
For: I Wanna Escape Into My Mind
The gameplay itself bears no discussion because it's just all high quality all the time. I do not need to talk of the effortlessly creative design that comes pouring out like hot lava, or the evocative artstyle that defines Escape Into My Mind. Indeed, this is a game one could use as a point on a graph to highlight the journey we've gone on as a community. To compare this to our earlier works like from that of carnival and the like, you may not find it to be a strictly better experience, but it is undeniable that this is a more clear and overt vision when it comes to what this game is trying to say. I don't deny that there has been something lost from times of old, a sort of nebulous concept of character and heart that people love the old fangames for, but to claim that there is no heart or character in fangames of today when people are making stuff like this? Well, it's a bit silly, to say the least.
The most impressive aspect of the game has to be in that mentioned clarity of vision. It is not enough to say that the game is clearly meaningful, it is so much more than that. I love most when games like this attempt to marry meaning with gameplay, and Escape succeeds in every way when it comes to this task. Even small choices seem to bear great meaning, such as that your heart in one of the latter stages tries to kill you throughout the stage - that each chosen character takes on a different style and in the end are all going against you, while I cannot say what every little choice in design means, I am certain that most if not all of it had purpose behind it beyond a mere capitulation to the "wacky" artstyle.
Particularly, the choice to make the final boss each character you took on at the end of previous stages was a great one. It is as if each character was originally an attempt to conform to this image that the main character believes they should look like if they want to be who they want to be - and in the end, the revelation comes that they should feel comfortable looking however the hell they damn well please so long as it fits into their own preferences. It's not a matter of looking like the image of what you want to be, but looking like what YOU want to be no matter how it ends up looking for other people.
It is this expression of individuality that I take away from this game, one that can work both as an artistic statement and a personal one. Indeed, the creator is one of a kind within our community even if their inspirations are obvious. Releases like this are what continue to assure me that our path as a community is surely the right one, or at least the one that I'm glad to be journeying on alongside the rest.
For: Selected Needle Works 21-23
Yes, Selected Needle Works is quite difficult, representative of the sort of base level of difficulty for most needle games of this ilk, that of the more artistically inclined. I will say, this is probably the most difficult of the bunch within this vague genre type I've tried to briefly pin down here, but for those of us willing to chew on something like this, it proves to be more of a boon than anything. Setting aside the difficulty, there's also some outright malignant design choices throughout the game, malignant of course to get across a certain emotional concept rather than just as a screw you to the player. If you view long saves as a malignant decision in this respect, then there's plenty of that, but you'll also find a few stages designed around the concept of obfuscation - stages where it's difficult to truly see what you're doing if not almost impossible unless you really focus. I'm sure some will find it frustrating, but I find the way it's implemented to be far more thoughtful than that.
I will not attempt to pin down any themes within the game, but there is obviously intent behind a lot of the design throughout the game - and even beyond that obvious intent and what the creator is trying to convey, this effort lends itself to memorable imagery that you just won't find other makers creating. I mean, I cannot point to any other person's style that is truly similar to what Theo makes here. One can make comparisons to Morning Dew or that of dopamine's games, but certain aesthetic choices give the game a unique flair that in turn makes it undeniably Theo in nature. Particular highlights would be the stage somewhat based around roots covering jumps or, in particular, the second screen to the Tree of Life stage.
Insofar as the quality of the needle is concerned, it is absolutely rock solid. There is perhaps one jump I could point to as problematic insofar as myself is concerned, but I think it is through no fault of the implementation and instead merely that I just fundamentally dislike the idea (you'll find the jump in the stage based strongly around platforms, and you'll likely know exactly what jump I mean when you get to it). Nevertheless, one jump versus the many throughout the game? Well, it's a good batting average, I'll put it like that. I cannot claim to absolutely adore everything in the game, there is certainly variance in quality; on the subject, there inevitably will be a level of variance to this game that you won't find in others, a small lack in coherence inherent to the game's creation.
Selected Needle Works 21-23, it's a literal name, being made up of various screens and stages made throughout these years, and as such you'll get essentially a collage of the creator's journey throughout the years. With that in mind, the game really does have some surprising sense of cohesion, but it does not play like a game composed from beginning to end, more like one pieced together to form a whole - and that is not a critique! I find that this method of transcription tends to bring about particularly interesting and varied experiences, and while I will not claim that this is one of the most varied games I've ever played - it mostly boils down to longform needle along with some light gimmicks and experimentation strewn about, I won't claim that it is one of the most varied games ever, but I can't really claim any one stage as being totally alike another.
With all that in mind, it's clear that I have a lot of respect for this game. Certainly, there is some bias inherent to my feelings given that I am friends with the creator, but I promise you that none of what I say is meant to butter them up purely because of that reason. Whether I knew them well or absolutely hated them, I would not be able to deny the high quality of this release, one of the top releases of 2023 so far. Please, if you can handle the difficulty of this game, you owe it to yourself to give this game a try. I promise you won't find another game like it.
For: A Sky Blue Denouement
Hello!
This is a small game I started working on around September of this year, then abandonded halfway through the month, THEN came back to it a week ago to finish it up and release. The need-to-know info is that this is a game made up entirely of long saves and is intended to be very difficult. The intro stage, made by the brilliant thenadertwo, will act as this game's shibboleth: if you have not the stuff to beat it, then you have not the stuff to beat what comes after. It stands around 70 difficulty which is also where my first save stands, and after that the difficulty skyrockets, so be warned of that.
Other important info can be found at the top of the readme, but just be aware of the fact that this is not a big game. This was made at first to toss a couple saves I had made in gamemaker that I liked, and then from there I made a couple more saves and threw them all together in the game. Then, I asked nader to make a stage so I could have that litmus test intro and also basically as a thank you for being a big help to me throughout 2022. Don't go in expecting another April or Nebulous Thoughts, although this game certainly goes toe to toe with those two in terms of difficulty.
Thanks for playing!
For: Summer Feast Needle 2020
For: WannaFest 22
While I find that my enjoyment across the game is not equal, it's just so damn easy to forget the moments of annoyance or dis-interest when considering the whole. Having finished the game, I'm not thinking about those few frustrating moments in Gunstar Heroes or Super Monkey Ball, I'm thinking of the pure shock of experiencing the Klonoa stage or diving deep into my own nostalgia for Sonic the Hedgehog. And of course, each stage is touched by excellency, there is no filler, no wasted space - even Parappa, the shortest of the bunch, I found to be just charismatic enough to not mind how quickly it ended. If there's anything to commend WannaFest 22 for, which there really is so much to commend it for, then it is the incredible quality maintained throughout even despite the level of insane variety inherent to its design.
Each stage really is completely different from the last, so much so that it's insane to even think of these stages as being within the same game. Of course, variety would be worth nothing if the quality of the gameplay were not also up to par, and thus is the truly difficult part of designing games in such a fashion. Luckily, and almost expectedly, WannaFest is not a game which lives and dies merely on its variety, it lives and flies thanks to the fact that each stage is made with such care and attention to detail that it is as if they were each made by the original creators behind the games which inspired every stage.
Admittedly, I have not personally played much of what is referenced here, but I think that is not a unique factor for me, nor many in this community. For the most part, many are too young to have played these games in the flesh, and not everyone developed an interest for these classics - but of course, if you've played any one game referenced here, you're in for an absolute treat, as was the case for me and Sonic. Even so, it's not as if that is therefore my favorite stage, as that would in fact belong quite neatly to Klonoa, the absolute height of gameplay for WannaFest 22 and the moment where I realized just how special this game is, so it's not as if you need to have done the required reading in order to get anything out of this course.
Truthfully, though I don't quite love this game as much as others do, it matters not a bit because it just makes me so happy to see all the love and admiration come out in full force for a game that completely deserves it. Furthermore, the boundaries pushed here make this such a commendable project that it essentially doesn't matter what I or anyone else feels about this game. Instead, what matters is we now see just how far the realm of fangames can be pushed, we can see just what any one of us are capable of if we put in the time and effort, the dedication that Cherry Treehouse has in spades. Certainly, it's not as if any given game NEEDS to push these "boundaries," but to see it done at such a level as it is here, well it's just a sight to behold, is all.
Though this game may not be for everyone, I think it is a game that everyone should at least give a try, if not to enjoy it then to see what creators in this community are capable of and because this game is a gift to our community. It is a gift that inspires me and will certainly inspire many others, it is just aching with love for these games we've dedicated so much of our collective time to and it's a pleasure just to bask in that, a pleasure unlike few others that have been released in all the years since the original I Wanna be the Guy came out. A spiritual successor unlike no other, WannaFest 22 is a game worthy of a thousand clears, it is worthy of everyone's love and admiration, and I think it is worthy of that assumed title: I Wanna be the Guy 2.
9 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| A Sky Blue Denouement | 88.8 | 8.5 | 9 |
| April is the Cruelest Month | 85.1 | 9.0 | 24 |
| I Wanna Flying Disc | 91.7 | 9.1 | 5 |
| Frankie Teardrop | 2.2 | 6.0 | 11 |
| I Don't Wanna Dwell | 69.1 | 7.4 | 13 |
| Nebulous Thoughts | 80.1 | 9.1 | 33 |
| Strewn Detritus | 69.0 | 7.3 | 14 |
| The Sunken Cathedral | 69.5 | 8.3 | 34 |
| I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games
Delicious Fruit