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 be the Ziggomatic Drukqs
For: I wanna Rainbow Rain
For: I Wanna Kill the Kermit 3
I want to give up. I want to give in. I just want to do anything but try because I am so afraid of my efforts being made null and void. I am so afraid that a year like this could happen again and I would be able to do nothing about it - and it's expected of me to just push forward and hold all this pain and suffering, that's expected of us all. There are so many Atlases alive holding the world on their shoulders, so what difference does it make if one of them just lets the world go?
But, these feelings come and go. They are not permanent, and so little is.
I don't know what any of this has to do with Kermit 3, I really don't, and saying all that and just mentioning a silly fangame's name makes me feel like I'm writing a farce. What I know is, Kermit 3 makes it all easier to bear. All games are meant to do that, but in the worst moments, what could a stupid distraction do to help? There's so little that can really help any given person through their darkest moments. More often than not, it's sheer force of will and a bit of luck that gets them through, whether it's a well-timed text, a perfect friend, or something as small as the scent in the air when night falls. There is no concrete way of forging one's way through the darkness. There is no lamp nor candle which will light our way. We are merely grasping around in the blackness hoping that we'll grab onto something that makes it a bit easier to make it through. Kermit 3 is what I grabbed this time.
It is not a "stupid distraction" and it is anything but a mere game - it makes me happy. It doesn't take me away from my life in a real way, it doesn't make me forget every one of my woes, but it makes them feel a little smaller. Kermit 3 is the closest to light I can find in this bleak moment of mine, and there's nothing wrong with that. It doesn't matter what helps you, so long as it helps - and if it does that, then it is something truly beautiful.
Kermit 3 is truly beautiful. I could apply so many surface-level superlatives to it, I could describe so many positive aspects about it, but simply speaking these things into the world would not aptly describe the feeling of playing it. The soundtrack is splendid, the visuals are spectacular, the gameplay is superb, everything about this game is special, but that doesn't tell you why Kermit 3 is my light in this moment; yet, I couldn't tell you why. It was just what I happened to grab. There was no reason for it to have been in my life, nothing that suggested I should have had the pleasure to experience this game, it merely happened through coincidence on a massive scale.
I suppose it's a bit embarrassing to write all this out on a silly website dedicated to the rating and storage of thousands upon thousands of super-niche hardcore platformers, but I don't really care. If you think this is something worth making fun of, go for it. I've said what I needed to say, maybe it will resonate with someone.
For: I wanna be the Magnificent Stumble
Anyways...
I Wanna be the Magnificent Stumble is a classic needle game from the famous Hiddow, maker of Catharsis. It's such a classic needle game that you can find touches of Stumble in nearly every modern needle game you touch. Wonderful and egg were massively inspired by Hiddow's innovative design, Kale changed the face of the needle genre utilizing inspiration from Stumble. The facts are this: if you play a needle game post-2016, chances are you're playing something inspired by Stumble to some degree - whether it's through needle design or aesthetics.
Yes, that's one of the biggest boons of Magnificent Stumble, the utterly superb aesthetics. Each screen is striking in its presentation, combining often-messy spike layouts with minimalist block designs and sharp color choices. What's truly special about the visuals of the game, however, is that there was no play quality sacrificed to make this happen. Every jump feels special and like there was hours of thought poured into them so they would be as satisfying and well-balanced as possible. Even concerning the off-kilter spike layouts, they manage to meld excellently with the surrounding visuals so as to compliment them rather than clash.
Another aspect of Stumble that really, in my eyes, changed the game is its cohesion. This is something that Catharsis excelled at as well, but here I feel it turns the game into something truly special. The game is broken up into three sections: intro, left warp, and right warp. Though they flow excellently, what I want to really talk about concerns the left warp in particular. This is the longest section of the game and obviously the hardest, but it's where the game also truly shines. Often in needle games, you'll find yourself either just working your way to a warp or to a conspicuous exit on the left or right side of the screen. Thanks to these mostly-monotonous but well-established design choices, a lot of needle games can feel rather dreary and same-y. Magnificent Stumble opts for the latter design choice, but does something rather unique. Though you do traverse through screens in the same way, they are designed such that you'll find yourself working through screens you saw earlier on in the game. For example, one of the early saves has you drop into the next screen and do one final jump. Lower in this screen, however, is a whole other save that you won't be seeing for quite a while (or maybe you will, if you're a better player than me). This sort of cohesion makes the level feel like far more than just a series of well-designed needle screens. Instead, everything just felt like one big world that I was working through, like an adventurer in a foreign land.
Magnificent Stumble seems to take its roots in games like Fly the Far Away, concerning its design choices. In Fly the Far Away, every jump is important to some degree, whether its in its own right because it utilizes novel maneuvers and derives its difficulty from being peculiarly tight, or in relation to the screen at large - think of the plane at the end of the first screen, for example. This sort of thing is what Magnificent Stumble thrives on, though it's not quite as difficult - at least, on normal mode, anyways.
This, then, is the magnificence of Stumble. Every jump serves the grander scheme and always tests you in some way. Not once did I feel as if something was thrown in just to fill up the screen or to balance out a save. Everything is in its right place, and to remove any spike or cherry would be to damage the unity of Magnificent Stumble. Though it's not an astonishingly long game (there could be no more than twenty screens or so), I would not be surprised to find this took months of work and fine-tuning, if not years. At the same time, however, I would be similarly un-fazed to find that this was merely a weeks worth of work. This sort of design can only come through extreme effort or through divine inspiration, nothing less than that.
To recommend Magnificent Stumble would be to recommend Citizen Kane. The people who want to watch it will have already done so, and everything watched by the people who don't want to watch it has been in some way touched by Magnificent Stumble. In everything we play now, this game's spirit can be detected, and that is something that brings a smile to my face.
For: I wanna be the Aidoru
The needle itself is surprisingly interesting, though the first stage doesn't suggest the game's capacity for semi-unique design. There's nothing too hard throughout the game, but there are certainly some exceptions in jumps and some saves here and there; nonetheless, the game is short enough that you still won't take longer than fifteen or twenty minutes to clear the game. The final screen is the hardest in the game thanks to being a one-save area, and it's also my least favorite thanks to highlighting some issue with the water that I've yet to figure out. I would often jump out of water3 and not have my second jump, leading to a lot of infuriating deaths.
No matter, this is a good needle game which is evidently the creator's first outing as a needle maker. I'd like to see more from them!
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