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654 Games
166 Reviews
NightShark115
For: I wanna get Rekt
For: I wanna get Rekt
"He's unpredictable...unstoppable...a necromancer...a trickster... He's...RNG" -TJ
I Wanna Get Rekt is a fangame with a very unconventional idea: it flips the standard medley format on its head, so instead of platforming screens, you are tasked with fighting bosses. It's certainly a unique idea, and the way it's used here is also interesting. You're put up against bosses from games such as 8bit, Churatch, Make The Novelty and other famous fangames from the early 2010s. It's quite the interesting time capsule of what the western community was like during its "golden age", as Kiyoshi once put it.
But how does the game itself play? Well, on one hand, since the chosen games are classics, most of them have some interesting design. Since bosses are pulled from basically everywhere, there's a lot of variety in the different types of attacks you'll need to dodge, which keeps the game exciting through most of its runtime. That's not even taking into account all the original content in the game, which does an even better job with keeping the player wondering what will come next. However, LastTISisLife definitely has a good point—with so many bosses, it's only inevitable that some of them are gonna be not fun. Some of them especially are really terrible because of various issues, but the big one is the unfair RNG you get met with way too often—that quote at the beginning of my review wasn't put there for no reason, it was foreshadowing for this point. Another big problem that appears sometimes is the fact that some bosses require you to mash like crazy to get past them quickly, which can really hurt your hands after a while. At least the makers seemed to know how much was too much, as they put extra saves in some bosses to make the difficulty curve more balanced. But yeah, the game still has some glaring problems in it, and definitely could use some fine-tuning for me to enjoy it more.
Still, it's undeniable that this was a game with heart and soul put into it. The game is so well-produced, with visual upgrades to some bosses that definitely needed them, and a bunch of references to different parts of the community. One of the most prominent examples of high production value is the Build-A-Kid Workshop, where you can customize your Kid sprite by coloring different parts of the sprite and even giving him a cool hat, and have this sprite appear everywhere in the game (with the exception of Starz0r for some reason). It's clear that the makers put as much care as possible into making the game as good as it could be.
And really, I'd say that they mostly succeeded at this. The issue of some bosses being unfun isn't a problem for as often as you might think, on top of an already one-of-a-kind idea for a fangame that doubles as a love letter to the I Wanna Community. It definitely has some flaws when seen through a modern lens, but I wouldn't say it has "a really good reason why you [wouldn't] like it", as TJ's pastebin put it. Recommended to people that like fangame bosses, as this will definitely give you a lot to work with.
[2] Likes
I Wanna Get Rekt is a fangame with a very unconventional idea: it flips the standard medley format on its head, so instead of platforming screens, you are tasked with fighting bosses. It's certainly a unique idea, and the way it's used here is also interesting. You're put up against bosses from games such as 8bit, Churatch, Make The Novelty and other famous fangames from the early 2010s. It's quite the interesting time capsule of what the western community was like during its "golden age", as Kiyoshi once put it.
But how does the game itself play? Well, on one hand, since the chosen games are classics, most of them have some interesting design. Since bosses are pulled from basically everywhere, there's a lot of variety in the different types of attacks you'll need to dodge, which keeps the game exciting through most of its runtime. That's not even taking into account all the original content in the game, which does an even better job with keeping the player wondering what will come next. However, LastTISisLife definitely has a good point—with so many bosses, it's only inevitable that some of them are gonna be not fun. Some of them especially are really terrible because of various issues, but the big one is the unfair RNG you get met with way too often—that quote at the beginning of my review wasn't put there for no reason, it was foreshadowing for this point. Another big problem that appears sometimes is the fact that some bosses require you to mash like crazy to get past them quickly, which can really hurt your hands after a while. At least the makers seemed to know how much was too much, as they put extra saves in some bosses to make the difficulty curve more balanced. But yeah, the game still has some glaring problems in it, and definitely could use some fine-tuning for me to enjoy it more.
Still, it's undeniable that this was a game with heart and soul put into it. The game is so well-produced, with visual upgrades to some bosses that definitely needed them, and a bunch of references to different parts of the community. One of the most prominent examples of high production value is the Build-A-Kid Workshop, where you can customize your Kid sprite by coloring different parts of the sprite and even giving him a cool hat, and have this sprite appear everywhere in the game (with the exception of Starz0r for some reason). It's clear that the makers put as much care as possible into making the game as good as it could be.
And really, I'd say that they mostly succeeded at this. The issue of some bosses being unfun isn't a problem for as often as you might think, on top of an already one-of-a-kind idea for a fangame that doubles as a love letter to the I Wanna Community. It definitely has some flaws when seen through a modern lens, but I wouldn't say it has "a really good reason why you [wouldn't] like it", as TJ's pastebin put it. Recommended to people that like fangame bosses, as this will definitely give you a lot to work with.
Rating: 6.0
Difficulty: 65
Nov 19, 2023
NightShark115
For: Come Back Needle
For: Come Back Needle
Some ok beginner needle. I would have rated it higher if not for some things that definitely bother me about it, like the poorly placed saveblockers or terrible audio quality for the music. Still, this game shows that yangshuoen is getting better at making games, so overall I'm glad to see you return and can't wait to see what else you have in store for the community.
[0] Likes
Rating: 4.0
Difficulty: 35
Nov 4, 2023
NightShark115
For: I wanna PaoPaoPaoPPaPPaPao!PanPan
For: I wanna PaoPaoPaoPPaPPaPao!PanPan
Buffed version of I Wanna Charge Ahead's "Pao-Pao Channel" avoidance
[1] Like
Rating: N/A
Difficulty: N/A
Oct 29, 2023
NightShark115
For: I Wanna Be The Senor
For: I Wanna Be The Senor
A short needle game with a boss, with modified screens from I Wanna Be The Another Zero.
The needle is mostly very generic, and sometimes becomes very annoying, the Stage Maker screen in particular was miserable to play through. The difficulty balance is also all over the place, with some screens taking upwards of half an hour, while others I cleared far quicker.
At least the boss is refreshing, it's kind of basic and hard on the hands, but the actual attacks are still fun to dodge. It's definitely a lot easier than the platforming, which is kind of a disappointment and a relief at the same time.
So yeah, unless you like this type of needle, this probably isn't for you.
[0] Likes
The needle is mostly very generic, and sometimes becomes very annoying, the Stage Maker screen in particular was miserable to play through. The difficulty balance is also all over the place, with some screens taking upwards of half an hour, while others I cleared far quicker.
At least the boss is refreshing, it's kind of basic and hard on the hands, but the actual attacks are still fun to dodge. It's definitely a lot easier than the platforming, which is kind of a disappointment and a relief at the same time.
So yeah, unless you like this type of needle, this probably isn't for you.
Rating: 4.0
Difficulty: 60
Sep 1, 2023
NightShark115
For: I wanna be the Concept
For: I wanna be the Concept
Rating based on the Normal version, which doesn't let the player start at the beginning of any stage, unlike the Relay version. Rating also based on "no bug", because otherwise there is a memory leak.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame featured at the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. Reveal SpoilerAnd yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP (edit: I just checked, and the spike isn't HP-bound either, whoops!), so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame featured at the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. Reveal SpoilerAnd yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP (edit: I just checked, and the spike isn't HP-bound either, whoops!), so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
Tagged as: Adventure
Needle
Avoidance
Trap
Gimmick
Boss
100_Floor
Special
Visual_Challenge
I_Wanna_World_Championship
[0] Likes
Rating: 8.0
Difficulty: 50
Aug 27, 2023
NightShark115
For: I wanna 수능
For: I wanna 수능
A small game based on the 대학수학능력시험, with 4 short minigames for you to beat while getting the highest score possible.
-The needle trials stage begins with a short section which I assume is supposed to teach you how it works, then the stage itself starts. The gimmick here is that you collect a certain amount of points after beating the screen, but this number goes down if you fail the jump, and you don't get any points at all if you run out of time. The idea is interesting, except for the giant difficulty spike right at the end which requires a couple of platform cancels.
-The avoidance stage is by far the best part of the game, it's similar to the needle trials part but without the time pressure, instead tasking you just to dodge. The different levels here contain various generic avoidance attacks, but later they get mashed together into something more advanced. Overall, a pretty fun stage.
-Then there's the quiz stage, which has a bunch of math problems you have to answer. However, the answers are in the same spots every time, so you can just make a cheat sheet like I did and breeze through the whole stage.
-Finally is the consistency needle stage, which faces you with some easy needle that you have to play with a single life. The farther you get, the more points you get. It's an ok stage, except for an annoying glitch with the collision order which can kill you unexpectedly. After this, you have to mash as fast as possible, or else lose the points you just gained.
It's a strange game for sure, but at least I still had fun while playing it. I'd recommend a couple of attempts of it, but I don't know if seriously grinding for a high score is worth it.
[1] Like
-The needle trials stage begins with a short section which I assume is supposed to teach you how it works, then the stage itself starts. The gimmick here is that you collect a certain amount of points after beating the screen, but this number goes down if you fail the jump, and you don't get any points at all if you run out of time. The idea is interesting, except for the giant difficulty spike right at the end which requires a couple of platform cancels.
-The avoidance stage is by far the best part of the game, it's similar to the needle trials part but without the time pressure, instead tasking you just to dodge. The different levels here contain various generic avoidance attacks, but later they get mashed together into something more advanced. Overall, a pretty fun stage.
-Then there's the quiz stage, which has a bunch of math problems you have to answer. However, the answers are in the same spots every time, so you can just make a cheat sheet like I did and breeze through the whole stage.
-Finally is the consistency needle stage, which faces you with some easy needle that you have to play with a single life. The farther you get, the more points you get. It's an ok stage, except for an annoying glitch with the collision order which can kill you unexpectedly. After this, you have to mash as fast as possible, or else lose the points you just gained.
It's a strange game for sure, but at least I still had fun while playing it. I'd recommend a couple of attempts of it, but I don't know if seriously grinding for a high score is worth it.
Rating: 4.0 40
Difficulty: N/A
Aug 27, 2023
NightShark115
For: I Wanna be the Scapegoat
For: I Wanna be the Scapegoat
Don't let the lackluster production value scare you away, there is a very real gem to be found here.
I Wanna Be The Scapegoat is an adventure game made by dagger, a maker famous for his influence on basically every genre of fangames—with the stuff he's come up with, it's easy to see why.
In terms of structure, the game is broken up into a bunch of smaller levels, each with their own theme and gimmick.
The way I like to think of this is that while other adventure fangames are more like the New Super Mario Bros. series in terms of cohesion, this game is more like Super Mario 3D Land, feeling more disjointed and varied. You never know what you could run into next, and that's part of the fun about this game—it constantly throws new ideas your way.
As for the actual platforming itself, this is where a lot of the game's strengths (and faults) lie.
First, the positives. This game always manages to come up with unique ways to use the gimmicks in the stages, as well as many of segments just being fun in general. One of my favorites is the Phanto mask stage where you're required to platform around a stage while the masks keep chasing after you. Not all the gimmicks were the best, such as the wind or especially the barrel cannons, but even then, he still found ways to make it fun to play.
However, while some segments are really interesting in theory, actually pulling off a handful of them is another story. Some examples include the cemetery stage where you can't move as fast as usually but are expected to make tight maneuvers (it's much worse with the souls gimmick, trust me), or the conveyor belts stage used in Kamilia 2 which gives you far too little leniency to jump at the correct time. Luckily, these annoying stages are pretty few and far between, but I simply can't gloss over them.
So how about bosses? Well, this game has a total of 6 bosses, each being unique from each other in some way or another.
-First is Whispy Woods, who shoots shots at you which you have to aim back at him. A pretty easy boss all things considered, the attacks aren't that hard to dodge, and I got it on my first try.
-Bowser is up next, still an easy boss, but not as much. The attacks are slightly more difficult here, but overall nothing special.
-However, King Zing is where problems start arriving. You're expected to use the vines to reach him, but the walls and floor are almost completely covered in honey, so your movement is limited if you're not in the air. The real problem, though, is that halfway through, he decides to start chasing after you, while shooting bullets at the same time, which can be a nightmare to react to if you lead him into a bad spot.
-As a refresher, Hatsune Miku is a lot better of an experience. This boss is a 100% pattern avoidance with no RNG, set to 164's "unused impulse". The issue of terrible difficulty balancing that plagues most of dagger's other avoidances also seems to be absent here, as the ending is a lot easier to learn here than, say, Glorious Fragment.
-あ̵̡̛̙͎͉͙͐͆̉́͊̐͌̔͆́́̏̂̌̈́̎̑̈́̀̍͋́̓̑͒̃͋̐̅̂͋̚̕̕͘͝͝͝͠あ̴̢̨̧̨̛̤̘̺͖͙̼̫̥̫̬̩̲̦̮̲̖͕̱̦͓̜̱̲͈͚̦̟͖̊̏̈̃͐̒͆͌́̓̾̈̂̇͌̈͂̊͒̀̏͂̀̕̕̚̚͝͝ͅあ̴̛̛͚̫̟̺͈̭͔̙̪̮͕̠͎̼̗̇̊́́̋̓͌̒̅͗̾́̇̉̍́̀͐̉́̽͋͋̓̓͂̋͐̔̔͗̾̑̕͘͜͝͠͝͝͝͠͝ͅあ̷̨̨̢̗̖̟̱̳̬̥͈̠̰̼̼̭̦͔̲͕̮̯̖̰̝̻̾͆͆͌̑̈́͊̈́̓̃̈́̅̀̅͋ͅあ̵̨̢̛̞̮̣̯͎̳͇̭̤̣̰̺̭̹̥̣͈̺̘̹̹̱͈͎̟͙̌̑̽͂̀̈́̈́͒͒̉͑̾̃̄̏̉̉͗̈́̀̉̏̉̋̌̋̌͊͂̒̍́̐̉͗̇̕͘͘͜͜͝͝͠͝ͅͅͅあ̸̨͖̥̮̤̤͈͓̦̻̮͎̪͇͕̼̮̜̘̙͉̼͎̘̮͉̮̣̳͕̬͍̠̘͓̪̟̻̥̲̝͇͎͎̤̣̗̣͊͛̊͒̌̀̀̄͋̃̚͝あ̴̢̛̤̰̦̝̪͍̩̣̤̟̾̊̌̉̈́̇̀̒̈́͊́̓̋̀̈́̑̿̈́̄̿̅̇́͗̀͋͊̾̚̚̕̚͠͝͝ͅあ̶̢̡̛̛̫̮͉̻̖̥̬̥̘͇̭͈̼̱͕̗̣̪̖̱͎̈̃̊͗̓̂̊̿̑̏͛̄̅̎̌̾͒̈́̃̈́͌̎͊̂̈́̒̾͘͘͝あ̷̨̛̛̰͓̖͕̻̟̼̲̬͎͇͙̊̎̑̏̆̌̌͗́̐̈̇͋̕͝͠あ̴̡̨̢̨̨̛̛̙͇̺̘̖͔̰̭̼̟̮̫̳̺̘̺̙̳͈̬̮̲̣̖̣̹̟̦̭͚͈̬͙̲̲̰̮͖͖̳̖͎̺͛̓͒̋̒̂̽́̈́̀͒̄̏̅͗̊̒̏͋͊͐̍͑͐̀͌̐̀̀̈́̇̀̆̉̍̔̈́̽̚͘͘̕̚͜͝ͅあ̸̗̺̥̦̟̜̜͎̤̤̬͊́͒̾̂̉̒̈́̀̈́̿̑̐̈́̈́̎͒̂͊̊͋̌̆̐̈́̑͛͛̍̍̋̆̑̚̚͘̚͠͝あ̵̧̢̨̯̜̗̝̑͑̑̾͒͋̌́͒̓͊̉̑̆͗̔̚̚ͅあ̸̡̖̹̰̮͈̙̙̟̹̩̦͖͔̫͕̜͚̣͔̻͇̰̥̲͈̖̮̣̠͚̹̩̹̠̟̗͖͙̏̓́̇͜ͅあ̵̧̧̛͕̩̜̫͕̬͍̣͙̲͕̙̺̺͙͎̮̬̞̱̭̺̥̮̻̦̌͋̈̑̓̎̉̀̅̿̐̋̕͜͠あ̸̡̣̆̿̋̂̈́͊́͛̌́̀͒̽̚̚̚͝あ̵̢̡̛͕͔͙̤̙̼̥̫͓͇̲͓̟̣͓̪̮̝̼̬͎͚͓͔͕̼̥̺͍̫͈̗̯͈̯̤͕̝͚̠̬̽̋́̓͑̄͐̀͒̂̓̈́̕ͅあ̶̢̡̣̝͖̯̼̭̻̹̠̗̮͎̹͙̘̥̤̤̦̥̤̬̪͕̺̦̗̱̞͓̄̐͛̏̑̌͗̽͐̄̓͠͠ͅͅあ̸̨̩͍̭̦̗̦̘̮̭͙͕͇̤̬̙̮̝̦̥̅̐͊̏̃̆͆͊͘͘あ̵̨̨̧̨̼̬̞̱͉̦͍̺̪̬͉͚̭̻͓͔̦̲̯̗̟͇̜̰͇͇̮̱̦̝̩͍̠͎̪̺̟͑̓̊̑͘͜͜͝あ̸̨̡̨͍̱̟̭̟̰͈͍̥̰͈̣̭͇̤̦͔̰̪̭̩̼͕̙̦̭̣̳̲͎͚͎̌͊̔̉͑̂̈́̌̾̿̓̃͜͜͠あ̸̡̛̫̩̯̣̦͎̱̬̫̦͇͚̳̲̣̥̲̭͙̫̠̥̮͉̯̬̬͕͙̗̘͔̪̱̑̾͒͋̈͛͋̈́̓́͑͒̈́́͆͆̄̀̿͗́͆̐̐̂̀́͗̉͗͑̂͐̅͒̐́͊̓͑̚͘̕͜͝͝͠͝ͅあ̸̡͉̞̼̰̭̖̪͉̜̝̺͉̮͙̬̖̮͖͈̪͚͓̞̹̦͇̱͖̝͈͔͓͋͆͊̈́̇̓̅̌̿̿̕̕͜͜͝あ̸̨̡̡̧̢̛̻̳̞͉̹͚̜̳͈͚̪̦̱͉͍̮̲̰̙̩͕͓͈͎͐̋̊̃̓̏͂̒̋̈́̍̾̀̊̒̌̿̐̓̉̉̏̏͆̈́̋̈͌̓̈́́̕̕͜͜͠͝͝あ̶̧̨̨̢̨̢̦̯̼͎̩͙̗͇͇̹̘̣̦̥͈͕̬̖͔̙̪͍̩͚̥̣̣͓͓̲̰͂̽͂͘͜ͅあ̶̧̢̛̛̲͎̖̰̯̬̪̠̗̟͉̼̻̼̺͈͎̺̳̝̮͚̺̞̘̮̘͙̻̠̯̝̱̝̝̓̋̍͛͛̆̉̿̅̾͗̍̒̉͌́̏̊̃̃͑̓̈́̈́́̾̓͌͛̑̀̃͊͐́͆̅́̋̈́̉͑̚̕͜͜͝あ̴̟̗̠̼̭̪͎̺̳͔̱͙̰͉̖͕͙̩͋͜あ̵̧̢̡̡̢̘͔̱̟̥̰̹̥̙͉̜̣͖͍̜̯̤͎̳̟͎͍̜͇̮͓̬̮͍̙͇̑̒̈́̒̊̅̉͝あ̴̧̧̧̛̳̫̞͓̞̘̳̼̳̜͍͍̟̺̭͍̺̘̣̞̖̫͍̳̤̗̮͕͍̹̣͓͈̙͎̳͉͗̌͊͆͛̆͒̀̏͂͌͊̈́̽́̀̓̏̾̈́́̈́̾͒͛́͑̏̕͘͝
-Finally, the last boss of the game is Koishi Komeiji. As is the case with most Touhou bosses in fangames, you get infinite jump here, which I didn't find myself using all that much. Her attacks are directly inspired by those featured in Subterranean Animism, which translate over surprisingly well into fangame physics. The only problems I had were Rorschach in Danmaku which can just wall you if you shoot her at the wrong time, and the final attack which can just insta-gib you with the plants.
Overall, this game definitely deserves all the hype it's gotten over the past 10 years (time really does fly, huh...), but it's not without its flaws. Still a great experience though, definitely check it out if you're a fan of classic adventure fangames.
[1] Like
I Wanna Be The Scapegoat is an adventure game made by dagger, a maker famous for his influence on basically every genre of fangames—with the stuff he's come up with, it's easy to see why.
In terms of structure, the game is broken up into a bunch of smaller levels, each with their own theme and gimmick.
The way I like to think of this is that while other adventure fangames are more like the New Super Mario Bros. series in terms of cohesion, this game is more like Super Mario 3D Land, feeling more disjointed and varied. You never know what you could run into next, and that's part of the fun about this game—it constantly throws new ideas your way.
As for the actual platforming itself, this is where a lot of the game's strengths (and faults) lie.
First, the positives. This game always manages to come up with unique ways to use the gimmicks in the stages, as well as many of segments just being fun in general. One of my favorites is the Phanto mask stage where you're required to platform around a stage while the masks keep chasing after you. Not all the gimmicks were the best, such as the wind or especially the barrel cannons, but even then, he still found ways to make it fun to play.
However, while some segments are really interesting in theory, actually pulling off a handful of them is another story. Some examples include the cemetery stage where you can't move as fast as usually but are expected to make tight maneuvers (it's much worse with the souls gimmick, trust me), or the conveyor belts stage used in Kamilia 2 which gives you far too little leniency to jump at the correct time. Luckily, these annoying stages are pretty few and far between, but I simply can't gloss over them.
So how about bosses? Well, this game has a total of 6 bosses, each being unique from each other in some way or another.
-First is Whispy Woods, who shoots shots at you which you have to aim back at him. A pretty easy boss all things considered, the attacks aren't that hard to dodge, and I got it on my first try.
-Bowser is up next, still an easy boss, but not as much. The attacks are slightly more difficult here, but overall nothing special.
-However, King Zing is where problems start arriving. You're expected to use the vines to reach him, but the walls and floor are almost completely covered in honey, so your movement is limited if you're not in the air. The real problem, though, is that halfway through, he decides to start chasing after you, while shooting bullets at the same time, which can be a nightmare to react to if you lead him into a bad spot.
-As a refresher, Hatsune Miku is a lot better of an experience. This boss is a 100% pattern avoidance with no RNG, set to 164's "unused impulse". The issue of terrible difficulty balancing that plagues most of dagger's other avoidances also seems to be absent here, as the ending is a lot easier to learn here than, say, Glorious Fragment.
-あ̵̡̛̙͎͉͙͐͆̉́͊̐͌̔͆́́̏̂̌̈́̎̑̈́̀̍͋́̓̑͒̃͋̐̅̂͋̚̕̕͘͝͝͝͠あ̴̢̨̧̨̛̤̘̺͖͙̼̫̥̫̬̩̲̦̮̲̖͕̱̦͓̜̱̲͈͚̦̟͖̊̏̈̃͐̒͆͌́̓̾̈̂̇͌̈͂̊͒̀̏͂̀̕̕̚̚͝͝ͅあ̴̛̛͚̫̟̺͈̭͔̙̪̮͕̠͎̼̗̇̊́́̋̓͌̒̅͗̾́̇̉̍́̀͐̉́̽͋͋̓̓͂̋͐̔̔͗̾̑̕͘͜͝͠͝͝͝͠͝ͅあ̷̨̨̢̗̖̟̱̳̬̥͈̠̰̼̼̭̦͔̲͕̮̯̖̰̝̻̾͆͆͌̑̈́͊̈́̓̃̈́̅̀̅͋ͅあ̵̨̢̛̞̮̣̯͎̳͇̭̤̣̰̺̭̹̥̣͈̺̘̹̹̱͈͎̟͙̌̑̽͂̀̈́̈́͒͒̉͑̾̃̄̏̉̉͗̈́̀̉̏̉̋̌̋̌͊͂̒̍́̐̉͗̇̕͘͘͜͜͝͝͠͝ͅͅͅあ̸̨͖̥̮̤̤͈͓̦̻̮͎̪͇͕̼̮̜̘̙͉̼͎̘̮͉̮̣̳͕̬͍̠̘͓̪̟̻̥̲̝͇͎͎̤̣̗̣͊͛̊͒̌̀̀̄͋̃̚͝あ̴̢̛̤̰̦̝̪͍̩̣̤̟̾̊̌̉̈́̇̀̒̈́͊́̓̋̀̈́̑̿̈́̄̿̅̇́͗̀͋͊̾̚̚̕̚͠͝͝ͅあ̶̢̡̛̛̫̮͉̻̖̥̬̥̘͇̭͈̼̱͕̗̣̪̖̱͎̈̃̊͗̓̂̊̿̑̏͛̄̅̎̌̾͒̈́̃̈́͌̎͊̂̈́̒̾͘͘͝あ̷̨̛̛̰͓̖͕̻̟̼̲̬͎͇͙̊̎̑̏̆̌̌͗́̐̈̇͋̕͝͠あ̴̡̨̢̨̨̛̛̙͇̺̘̖͔̰̭̼̟̮̫̳̺̘̺̙̳͈̬̮̲̣̖̣̹̟̦̭͚͈̬͙̲̲̰̮͖͖̳̖͎̺͛̓͒̋̒̂̽́̈́̀͒̄̏̅͗̊̒̏͋͊͐̍͑͐̀͌̐̀̀̈́̇̀̆̉̍̔̈́̽̚͘͘̕̚͜͝ͅあ̸̗̺̥̦̟̜̜͎̤̤̬͊́͒̾̂̉̒̈́̀̈́̿̑̐̈́̈́̎͒̂͊̊͋̌̆̐̈́̑͛͛̍̍̋̆̑̚̚͘̚͠͝あ̵̧̢̨̯̜̗̝̑͑̑̾͒͋̌́͒̓͊̉̑̆͗̔̚̚ͅあ̸̡̖̹̰̮͈̙̙̟̹̩̦͖͔̫͕̜͚̣͔̻͇̰̥̲͈̖̮̣̠͚̹̩̹̠̟̗͖͙̏̓́̇͜ͅあ̵̧̧̛͕̩̜̫͕̬͍̣͙̲͕̙̺̺͙͎̮̬̞̱̭̺̥̮̻̦̌͋̈̑̓̎̉̀̅̿̐̋̕͜͠あ̸̡̣̆̿̋̂̈́͊́͛̌́̀͒̽̚̚̚͝あ̵̢̡̛͕͔͙̤̙̼̥̫͓͇̲͓̟̣͓̪̮̝̼̬͎͚͓͔͕̼̥̺͍̫͈̗̯͈̯̤͕̝͚̠̬̽̋́̓͑̄͐̀͒̂̓̈́̕ͅあ̶̢̡̣̝͖̯̼̭̻̹̠̗̮͎̹͙̘̥̤̤̦̥̤̬̪͕̺̦̗̱̞͓̄̐͛̏̑̌͗̽͐̄̓͠͠ͅͅあ̸̨̩͍̭̦̗̦̘̮̭͙͕͇̤̬̙̮̝̦̥̅̐͊̏̃̆͆͊͘͘あ̵̨̨̧̨̼̬̞̱͉̦͍̺̪̬͉͚̭̻͓͔̦̲̯̗̟͇̜̰͇͇̮̱̦̝̩͍̠͎̪̺̟͑̓̊̑͘͜͜͝あ̸̨̡̨͍̱̟̭̟̰͈͍̥̰͈̣̭͇̤̦͔̰̪̭̩̼͕̙̦̭̣̳̲͎͚͎̌͊̔̉͑̂̈́̌̾̿̓̃͜͜͠あ̸̡̛̫̩̯̣̦͎̱̬̫̦͇͚̳̲̣̥̲̭͙̫̠̥̮͉̯̬̬͕͙̗̘͔̪̱̑̾͒͋̈͛͋̈́̓́͑͒̈́́͆͆̄̀̿͗́͆̐̐̂̀́͗̉͗͑̂͐̅͒̐́͊̓͑̚͘̕͜͝͝͠͝ͅあ̸̡͉̞̼̰̭̖̪͉̜̝̺͉̮͙̬̖̮͖͈̪͚͓̞̹̦͇̱͖̝͈͔͓͋͆͊̈́̇̓̅̌̿̿̕̕͜͜͝あ̸̨̡̡̧̢̛̻̳̞͉̹͚̜̳͈͚̪̦̱͉͍̮̲̰̙̩͕͓͈͎͐̋̊̃̓̏͂̒̋̈́̍̾̀̊̒̌̿̐̓̉̉̏̏͆̈́̋̈͌̓̈́́̕̕͜͜͠͝͝あ̶̧̨̨̢̨̢̦̯̼͎̩͙̗͇͇̹̘̣̦̥͈͕̬̖͔̙̪͍̩͚̥̣̣͓͓̲̰͂̽͂͘͜ͅあ̶̧̢̛̛̲͎̖̰̯̬̪̠̗̟͉̼̻̼̺͈͎̺̳̝̮͚̺̞̘̮̘͙̻̠̯̝̱̝̝̓̋̍͛͛̆̉̿̅̾͗̍̒̉͌́̏̊̃̃͑̓̈́̈́́̾̓͌͛̑̀̃͊͐́͆̅́̋̈́̉͑̚̕͜͜͝あ̴̟̗̠̼̭̪͎̺̳͔̱͙̰͉̖͕͙̩͋͜あ̵̧̢̡̡̢̘͔̱̟̥̰̹̥̙͉̜̣͖͍̜̯̤͎̳̟͎͍̜͇̮͓̬̮͍̙͇̑̒̈́̒̊̅̉͝あ̴̧̧̧̛̳̫̞͓̞̘̳̼̳̜͍͍̟̺̭͍̺̘̣̞̖̫͍̳̤̗̮͕͍̹̣͓͈̙͎̳͉͗̌͊͆͛̆͒̀̏͂͌͊̈́̽́̀̓̏̾̈́́̈́̾͒͛́͑̏̕͘͝
-Finally, the last boss of the game is Koishi Komeiji. As is the case with most Touhou bosses in fangames, you get infinite jump here, which I didn't find myself using all that much. Her attacks are directly inspired by those featured in Subterranean Animism, which translate over surprisingly well into fangame physics. The only problems I had were Rorschach in Danmaku which can just wall you if you shoot her at the wrong time, and the final attack which can just insta-gib you with the plants.
Overall, this game definitely deserves all the hype it's gotten over the past 10 years (time really does fly, huh...), but it's not without its flaws. Still a great experience though, definitely check it out if you're a fan of classic adventure fangames.
Rating: 6.0 60
Difficulty: 55 55
Jul 27, 2023
NightShark115
For: I wanna travel the Mario World
For: I wanna travel the Mario World
Fun adventure game made for the 4th Series Mixture Relay event.
The game has both cycle platforming and trap stages, meaning you will definitely have a lot of variety on your hands. The attention to detail is also immaculate, such as the entire screen freezing when you clear the Super Mario Land stage. However, this doesn't stop the game from having its problems. For one thing, collisions are all over the place, leading to you getting stuck in walls or kicking Koopa shells the wrong way by accident. Also, the Super Mario Bros. 3 stage was generally kind of a slog, so the game doesn't feel very exciting near the end.
Overall though, I give this game a Mario Levels/10, definitely give this one a shot if you ever need a good plumbing solution.
[1] Like
The game has both cycle platforming and trap stages, meaning you will definitely have a lot of variety on your hands. The attention to detail is also immaculate, such as the entire screen freezing when you clear the Super Mario Land stage. However, this doesn't stop the game from having its problems. For one thing, collisions are all over the place, leading to you getting stuck in walls or kicking Koopa shells the wrong way by accident. Also, the Super Mario Bros. 3 stage was generally kind of a slog, so the game doesn't feel very exciting near the end.
Overall though, I give this game a Mario Levels/10, definitely give this one a shot if you ever need a good plumbing solution.
Rating: 6.0 60
Difficulty: 45 45
May 29, 2023
NightShark115
For: I wanna Roll Around
For: I wanna Roll Around
Very important warning: when uploading videos of this game, be careful about boss 2's music, as it can cause videos to be blocked.
One thing I always love in fangames is when they give you new movement options to toy around with. From Best Guy 4 to Defeat The Robot, new moves for the Kid is always nice to see, and this is yet another example.
The main gimmick of Roll Around is the roll move: when you're on a slope, you can press down to enter rolling form. In this form, you continuously move forward until you hit a wall, but your hitbox is only half as high, meaning you can enter new places. You can also hit springs in this form that you can't hit normally, in order to gain more height.
With such a drastically different style of movement, it makes sense that the style of platforming you would be met with would be so unique compared to what you're used to. Whereas regular adventure platforming allows you to react to the environment around you, the non-stop movement of the roll doesn't give you time for that, so you need to react more quickly. This mechanic also results in more routing-based platforming, as the rolling form can reach places that you can't normally, but your ability to stop moving when not rolling can also come in handy when trying to reach somewhere. The platforming itself contains some gimmicks, which are mostly used in good ways that add to the platforming, save for some uses of the RNG leaves. With that being said, the lack of difficulty balance is definitely noticeable, so be warned of that. Otherwise, some pretty good stages, definitely carried by the gimmicks and routing.
This game also has some bosses, which also make use of the rolling mechanic, but only for a small portion of the fight, as you have to do most of the fight on foot. Still, these bosses are really unique from each other, as they range from doing platforming to reach a point where you can shoot the boss, to rolling into the boss directly to deal damage. They do suffer from bad RNG syndrome sometimes, but for the most part, they are creative and fun to play. I've heard a lot of complaints about the final boss in particular, but it wasn't actually that bad for me.
New moves for the Kid is not something you see often, and this game is a great example of how to do it. If you like stuff like that, then I'd definitely suggest to play this.
[0] Likes
One thing I always love in fangames is when they give you new movement options to toy around with. From Best Guy 4 to Defeat The Robot, new moves for the Kid is always nice to see, and this is yet another example.
The main gimmick of Roll Around is the roll move: when you're on a slope, you can press down to enter rolling form. In this form, you continuously move forward until you hit a wall, but your hitbox is only half as high, meaning you can enter new places. You can also hit springs in this form that you can't hit normally, in order to gain more height.
With such a drastically different style of movement, it makes sense that the style of platforming you would be met with would be so unique compared to what you're used to. Whereas regular adventure platforming allows you to react to the environment around you, the non-stop movement of the roll doesn't give you time for that, so you need to react more quickly. This mechanic also results in more routing-based platforming, as the rolling form can reach places that you can't normally, but your ability to stop moving when not rolling can also come in handy when trying to reach somewhere. The platforming itself contains some gimmicks, which are mostly used in good ways that add to the platforming, save for some uses of the RNG leaves. With that being said, the lack of difficulty balance is definitely noticeable, so be warned of that. Otherwise, some pretty good stages, definitely carried by the gimmicks and routing.
This game also has some bosses, which also make use of the rolling mechanic, but only for a small portion of the fight, as you have to do most of the fight on foot. Still, these bosses are really unique from each other, as they range from doing platforming to reach a point where you can shoot the boss, to rolling into the boss directly to deal damage. They do suffer from bad RNG syndrome sometimes, but for the most part, they are creative and fun to play. I've heard a lot of complaints about the final boss in particular, but it wasn't actually that bad for me.
New moves for the Kid is not something you see often, and this game is a great example of how to do it. If you like stuff like that, then I'd definitely suggest to play this.
Rating: 6.0 60
Difficulty: 50 50
May 17, 2023
NightShark115
For: I Wanna Escape From Ed Sheeran's Shack of Jortcunk
For: I Wanna Escape From Ed Sheeran's Shack of Jortcunk
Second lesson: Do not do the corner jump.
Unfortunately a very short experience, but I still had fun. Of course, if you're actually familiar with the Badboimasta951 lore, then you will have an even better time. Either way, very creative stuff, definitely recommended if you don't mind the length.
[1] Like
Unfortunately a very short experience, but I still had fun. Of course, if you're actually familiar with the Badboimasta951 lore, then you will have an even better time. Either way, very creative stuff, definitely recommended if you don't mind the length.
Rating: 8.0 80
Difficulty: 25 25
May 7, 2023
1 Game
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I Wanna Eat The Macaron | 72.0 | 6.7 | 3 |
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