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:
488 Ratings!
488 Reviews!
2631 Screenshots!
488 Games
488 Reviews
For: I want Chicken
It consists from 2 parts - few short trap screens, and Taisa avoidance.
I was very skeptical towards this game at the beginning, since I have seen the final boss of the game, and it did not impress me at the time. However, when I tried the actual game, I was genuinely surprised.
The game very reminds of Polipawa's style, although was made before Polipawa's style was a thing. Someone would say it is 'Zoomer' humour, but I would probably say that it is just very random real life references to culture media or to community itself, or just without any real context at all.
I feel like I am the target demographic, since I could be called as 'Zoomer', but to be honest, I cannot say that it is just 'funny element', what is here, that made me love the game.
I loved the creativity in traps and to surprise player. The moment with platforming-avoidance was absolutely not something I was expecting to try out, but here we are.
And in the very end Taisa made a lot of sense in the context of the game, and it made it even more funnier. You know - Last TIS is like a keeper of avoidances and is ultimate thing, and here it is shown as something that keeps forbidden food ... CHICKEN!! As title says, obviously...
Avoidance is very chaotic, and I have beaten it quickly. I know that people cannot agree on how hard it is, and I literally first-tried everything from 'Are you ready' part. But I must say, that it is really fun to play. Even when you are in the savespot, you know that you are not in safety, and you have to look around. Very small visual details allowed to enhance the overall experience. The only drawback about avoidance is that if you are outside the camera view, you are not gonna be killed, so you can kinda skip 1 or 2 attacks that way if you are creative enough.
I am not sure how it is to play this avoidance without the platforming, but in the context of the whole game, I personally had a lot of fun. And this was a really huge surprise for me.
I do not wanna spoil too much more, so just know - this is a really fun experience! Be ready that avoidance might be hard for complete beginner, but I think it is still manageable and good for practice. However, my difficulty rating might be underrating the game, so be aware of that (I decided this rating back in 2023, so yeah).
This game is 2nd time that Happy has participated in Secret Santa project, and it was really good improvement. And also this was the beginning in the quality, to culminate in the 'sequel' I want Pizza that came out 1 year after.
Highly would recommend!
For: Wistfully
After already seeing Happy's 'I want chicken', which was made for 'Secret Santa 2022' - I can say that I started to actually appreciate author's style.
My review is based on v1.2, which apparently has balanced the game a lot in comparison with original release.
Overall, when I first saw this avoidance (I had similar thought about 'I want chicken' as well), it seemed pretty bland for me. It did not seem as something special to me. When I played the game, I must say that my opinion changed.
Needle, while not being something outstanding, does give sense of mystery. It is unclear where you have to go, and where is the correct way. But it is so easy, that you can easily go through in like 10 attempts. I think the concept of extremely easy needle prelude, looked pretty well in the context of the game.
As for avoidance, it is indeed very chill, but you still need to do be very concentrated. There are few easier attacks, but avoidance all the time gives you to do something, and you cannot be relaxed for too long.
Attacks, are not something outstanding, but they have some small unique details, which make avoidance to stand out better. Even simplistic visuals really help out to build the atmosphere.
I managed to beat avoidance quickly, but I would not say that because it was easy. I think it is rather well-balanced and gives you enough space to read.
I think the only real 'instagib' was when the circle in the middle killed me. But even then I had thoughts that it might be a bad idea to continue staying for too long in the centre.
Really cool layout as well!
The only problem that this avoidance has is that hitboxes are a bit broken, so if you die and you do not know how that even happened, then you know why, so be aware of that, basically.
Anyway, nice debut, what can I say!
Would absolutely recommend if you want some chill barrage for the evening!
For: For Your Future Self
Piranha's unreleased and unfinished prototype fangame, made for Aronax's Shortventure Contest 2017.
It is a very short game, existing as a proof of concept. The theme of the contest was 'growth', and to explain better, I am gonna use Piranha's own quote, which explains the idea excellently! The quote: "It was designed to use time travel as a gimmick so you could plant seeds and time travel to have them grown into different types of trees which had different gimmicks depending on the type of seed, in order to help the player platform in the future when the trees had grown."
The game was very short and Piranha gave to the contest judges what was done and decided to not continue it. I am not sure if it was supposed to be a sequel to 'The Day Thereafter', but I am kinda assuming that the answer is no.
The setting is put in some lab, and the overall atmosphere is really great. Audio design (for cutscene, for text and etc.), visual effects, sweet cutscene and the interior of the facility does all make you being invested (and even feeling horror aspect) even though the experience is really short.
There are bugs, and the overall attitude of judges you can read here: https://iwannacommunity.com/forum/index.php?topic=2668.0
But, overall, the game was not supposed to be polished, it was made for the contest and to show what could be done in such a short period of time.
I like the options, narrative and the gimmick itself. For the contest maybe some more test-play for fixing bugs would be great, but for how short the game is, I do not think it matters that much.
I wish the game would be finished, but it seems like it will never be, which is quite sad. For what is in the game, you can refer to my video showcase: https://www.youtube.com/watch?v=QDfe69GKAUw
You can see that even in this short experience, author put their soul into this project, and I appreciate it. If you somehow have the game, you can try it out for a short experience of 5-10 minutes. It is not a masterpiece, but it is definitely not a waste of time.
Would recommend if you like proof of concept type of short games.
For: I wanna Territory Spike
Extremely well-made needle and avoidance game!
This is one of those cases when I can say that both parts of the game were made really well, and it was fun experience!
Needle part is quite extensive, and includes several different sections. It starts as needle, then it progressively adds a lot of different triggers, which change layout quite a bit and making really unique gameplay. And near the end you have different varieties of VVVVVV gimmicks thrown into. They are really unique, and I had tons of fun to figure out what I should do!
Even vine usage itself was clever at a lot of points (although the design might confuse you at first - it is not obvious that it is a vine, but it is a minor issue).
There was even a screen where I noticed that you can choose different paths with different strats - it is really cool to search for those strats!
It might be hard at times, but I would not say that it is too hard, you just need to get a grasp towards it!
Visuals and music are also mesmerizing! I absolutely love it! Even the slowing down when you die is a really cool detail!
Avoidance is a bit easier, but overall similar difficulty, but it is a lot shorter, using 音MAD with Teto (which amazingly fits to the whole theme of using Teto songs). It is mainly pattern, but it does have few RNG attacks thrown into. It is a bit tricky learning it blind. I dropped several times, since I could not understand few moments. Especially in the beginning. I will give the hint though - when the screen does zoom in later on in the fight - you should jump. You might die, but it is the start. You do not have to be already up and right in the centre - it is not that precise.
Avoidance gets really consistent and the ending section is really fun and not that hard to learn, in my opinion.
Good job author! It is really challenging to make good needle and avoidance in the same time. I think this is a really good example of how it should be made.
Really original game, which I think more people should try!
Highly recommended to anyone who love unusual needle and avoidances!
For: I destroy imagination Game of the needle
According to Readme, this was the intended title of the game: '想像を破壊する:針のゲーム'. Author put the title in Weblio translator and got what we have now as a title of the game. If we look on DeepL translator nowadays, then the game is translated as 'Destroying Imagination: The Needle Game', which makes more sense than what we have right now.
However, the game itself did surprise me quite a lot. I did notice that the game was used in the B-side of FSR Needle Silver rank, but I was not sure about the quality level. And yet this game made me actually enjoy the whole process, although I am mostly Avoidance player, and I can get irritated by needle quite quickly.
I was expecting for the game to be easy, however, it is not necessarily free and is not generic at all. Game uses a lot of really cool layouts, jumps, and even slight visual touches, such as, slight effects for blocks that you have to pay attention to notice but that actually fit really well to not distract player. Background and music fits really well as well, even if the background is just a static image.
Game is not very long, but if you are not very good at needle, then it might take around 20-60 minutes. However, it is really worth it.
Doing jumps is really fun and while some saves might be a bit easier than others, I am still confident enough to say that the overall balance of the game is great.
It is really satisfying to perform the jumps, and not seeing the spam of generic jumps in your face, but like an actual attempt of visual and gameplay design. In some rooms you also have to think through to where you have to go and what to do exactly, which is really cool. There are also some very light platform jumps, that might need a bit to figure out, but they are actually not very hard, in my opinion, and are quite obvious strat-wise.
I am not sure what to add. Knowing that this is 2016 game is insane, and while I have heard good things about this author, I have actually never played their games, so it was also very pleasant first experience.
Would highly recommend.
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