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726 Games
194 Reviews
Fruitless
For: I wanna Kakachick
For: I wanna Kakachick
Rating based on version 0.1, using debug keys only when necessary (you'll see why soon). Really old fangame, and at least somewhat interesting, but honestly not worth going out of your way to find.
First stage is ok, it's the needle tower thing featured in Z2, probably the only part of the game anyone will recognize. Has a lot of generic jumps, not really worth noting. There's also a plane in this stage, but it's actually easier in this engine, funnily enough. The boss isn't really much of an issue either, assuming you kill it quickly enough.
The next stage has more generic jumps, mainly diagonals near the beginning. Also contains a lot more platforms than the first stage, including one save which literally consists of jumping across platforms on the ceiling while directly above spikes. This stage's boss is probably the most interesting one in the game, but not by much the boss's hitbox doesn't kill you.
After that, we get to stage 3, which isn't very good either. There are some parts that were fun, but it's overall rather mediocre. There's also a few gimmicks thrown in, like ice physics, though they don't really add much. The boss has an invisible maze right before it, and the boss itself is an avoidance with several insta-gibs, but once you know everything the boss does, it's not that bad. The problem, then, is the warp to the next stage...because there is none. In my version of the game, it doesn't exist. The game does give you debug keys 1 and 2 to skip rooms, so that's what I did after beating the boss, in order to progress. (Edit: GaspacoZanis confirmed recently that Zero's copy of the game (the one that spawns the warp) was indeed modified, so I'll add the "Impossible" tag back as of now.)
And what is the next stage like? Trap needle, that's what. This wouldn't be a problem normally, except for the fact that there is just way too many traps packed into each save. Also, the traps themselves are mostly not very creative, simply consisting of spikes flying at the Kid. That said, there were some parts I enjoyed, but only very few of them. Also, the boss is another avoidance, featuring all the other bosses so far. And yes, the burger is still terrible.
The last stage is 2 screens of black and white needle with no music. It's ok for the most part, though the first save features quite a few bad jumps. Good thing this save is entirely skippable, by doing a corner (also easier in this engine for some reason). The game ends immediately after this stage.
Before ending this review, I would also like to bring up something about this game that I feel needs to be mentioned; the saves. The game uses touch saves for most of the game, which can lead to unfavorable results. You can get stuck in the ceiling, the floor, or the walls, if you're not careful. I understand this was an older fangame, however there are also shoot saves in stages 4 and 5. What I don't understand is if shoot saves are a thing that exist in the game, why not use them more often? That just makes zero sense, in my eyes.
It's easy to see why the creator never publicly released this. I'm probably overreacting with such a low rating, but still not recommended.
[0] Likes
First stage is ok, it's the needle tower thing featured in Z2, probably the only part of the game anyone will recognize. Has a lot of generic jumps, not really worth noting. There's also a plane in this stage, but it's actually easier in this engine, funnily enough. The boss isn't really much of an issue either, assuming you kill it quickly enough.
The next stage has more generic jumps, mainly diagonals near the beginning. Also contains a lot more platforms than the first stage, including one save which literally consists of jumping across platforms on the ceiling while directly above spikes. This stage's boss is probably the most interesting one in the game, but not by much the boss's hitbox doesn't kill you.
After that, we get to stage 3, which isn't very good either. There are some parts that were fun, but it's overall rather mediocre. There's also a few gimmicks thrown in, like ice physics, though they don't really add much. The boss has an invisible maze right before it, and the boss itself is an avoidance with several insta-gibs, but once you know everything the boss does, it's not that bad. The problem, then, is the warp to the next stage...because there is none. In my version of the game, it doesn't exist. The game does give you debug keys 1 and 2 to skip rooms, so that's what I did after beating the boss, in order to progress. (Edit: GaspacoZanis confirmed recently that Zero's copy of the game (the one that spawns the warp) was indeed modified, so I'll add the "Impossible" tag back as of now.)
And what is the next stage like? Trap needle, that's what. This wouldn't be a problem normally, except for the fact that there is just way too many traps packed into each save. Also, the traps themselves are mostly not very creative, simply consisting of spikes flying at the Kid. That said, there were some parts I enjoyed, but only very few of them. Also, the boss is another avoidance, featuring all the other bosses so far. And yes, the burger is still terrible.
The last stage is 2 screens of black and white needle with no music. It's ok for the most part, though the first save features quite a few bad jumps. Good thing this save is entirely skippable, by doing a corner (also easier in this engine for some reason). The game ends immediately after this stage.
Before ending this review, I would also like to bring up something about this game that I feel needs to be mentioned; the saves. The game uses touch saves for most of the game, which can lead to unfavorable results. You can get stuck in the ceiling, the floor, or the walls, if you're not careful. I understand this was an older fangame, however there are also shoot saves in stages 4 and 5. What I don't understand is if shoot saves are a thing that exist in the game, why not use them more often? That just makes zero sense, in my eyes.
It's easy to see why the creator never publicly released this. I'm probably overreacting with such a low rating, but still not recommended.
Rating: 2.0 20
Difficulty: 50 50
Jun 20, 2020
Fruitless
For: I Wanna Be The Hell Needle
For: I Wanna Be The Hell Needle
The REAL Just Area
[4] Likes
Rating: N/A
Difficulty: N/A
May 31, 2020
Fruitless
For: I wanna be the What
For: I wanna be the What
A few pixel/frame perfect screens where the only difficulty comes from getting the input on the correct frame. Waste of your time.
[0] Likes
Rating: 2.0 20
Difficulty: 25 25
Apr 22, 2020
Fruitless
For: I wanna be the Salt
For: I wanna be the Salt
Rating based on all clear.
Old adventure game that's still surprisingly fun to play through. Avoidance gets a bit boring/frustrating at points, especially combined with its length, but that's not to say it's not fun. Recommended.
[0] Likes
Old adventure game that's still surprisingly fun to play through. Avoidance gets a bit boring/frustrating at points, especially combined with its length, but that's not to say it's not fun. Recommended.
Rating: 6.0 60
Difficulty: 50 50
Apr 22, 2020
Fruitless
For: I wanna be the Bowl
For: I wanna be the Bowl
Okay, my old review was very brief and non-descriptive of the game, so I decided to rewrite it to actually provide details about the game, and why I find it fun, as opposed to everyone else, who seem to feel the opposite.
At the start of the game, there are two paths you can take, the left path and the right path. Both paths consist of two stages, each with a boss in it.
The first stage of the left path consists of a very unique gimmick: blue and red colored bubbles, and spikes of those colors that pull you away from (or towards) them, depending on which color bubble you last touched. This gimmick certainly takes a bit to get used to, but it's used in interesting ways in the stage, making for some fun gameplay (aside from maybe one save near the end, but even then, it's not that long). The boss is rather basic in its attacks, but it's not really bad.
After that, a platform lifts you up into the sky, taking you to the second left stage. This stage's gimmick is moving clouds that turn transparent and behave like water when the Kid touches them. The clouds' spawn points aren't RNG and take a little while to find, but finding it out isn't very frustrating at all. This stage's boss is also not very bad either, it uses the clouds from before, and the color of the cherries that the boss shoots can be used as a cue to find out what said cherries will do.
The right path's first stage has many more traps in it than the other stages do, and there aren't really any other gimmicks present. Some of the traps are rather bland, and there are a couple saves that go a bit overboard with the 16 pixel jumps, but it never really felt repetitive to me at all, for some reason. The boss that follows, though, doesn't really bring much new to the table. Its attacks are easy to dodge, but when it reaches half health, it starts to use another attack, which could catch some people off guard.
The other stage of the right path, on the other hand, is more interesting than the first. Nothing really out of the ordinary at first glance, until you reach a switch, which temporarily clears the path forward for the Kid. This might not sound like something interesting, but the ways this gimmick is used in the stage makes for an enjoyable gameplay experience. The platforms in this stage (or, more specifically, throughout the entire game) also behave like in NANG; when you press down on them, you fall through them. This is only used here for, like one and a half screens, the first instance of it being quite possibly one of the most annoying saves in the game, but I still like its usage here. The boss is a literal joke.
After beating both paths, you unlock the final stage of the game, which is probably the least interesting. The stage takes place on a mostly empty pathway, with some obstacles in the way. The main gimmick here is the blocks, which get destroyed when shot at. This gimmick isn't really used in interesting ways, either, also there's a required cherry ledge grab right at the start of the stage (edit: turns out it's actually nerfed by a pixel). The end of the stage features some of these blocks in an incredibly stupid spot, but once you figure out what to do, actually doing it isn't really that bad. After that, we get the final boss, which doesn't really feel like a final boss, as Edgar already pointed out. The fight itself starts out rather easy, but gets progressively harder as it goes on, and the last phase in particular can give you some pretty unfavorable RNG. Once you know the strategy for the boss, though, it becomes much easier. After this boss, the game ends.
This doesn't seem to be a well-liked game among those who have played it, although I personally found it to be much better than others would have it. It is by no means perfect, it certainly has flaws, but I'd still recommend it if you're looking for an adventure game to play.
[0] Likes
At the start of the game, there are two paths you can take, the left path and the right path. Both paths consist of two stages, each with a boss in it.
The first stage of the left path consists of a very unique gimmick: blue and red colored bubbles, and spikes of those colors that pull you away from (or towards) them, depending on which color bubble you last touched. This gimmick certainly takes a bit to get used to, but it's used in interesting ways in the stage, making for some fun gameplay (aside from maybe one save near the end, but even then, it's not that long). The boss is rather basic in its attacks, but it's not really bad.
After that, a platform lifts you up into the sky, taking you to the second left stage. This stage's gimmick is moving clouds that turn transparent and behave like water when the Kid touches them. The clouds' spawn points aren't RNG and take a little while to find, but finding it out isn't very frustrating at all. This stage's boss is also not very bad either, it uses the clouds from before, and the color of the cherries that the boss shoots can be used as a cue to find out what said cherries will do.
The right path's first stage has many more traps in it than the other stages do, and there aren't really any other gimmicks present. Some of the traps are rather bland, and there are a couple saves that go a bit overboard with the 16 pixel jumps, but it never really felt repetitive to me at all, for some reason. The boss that follows, though, doesn't really bring much new to the table. Its attacks are easy to dodge, but when it reaches half health, it starts to use another attack, which could catch some people off guard.
The other stage of the right path, on the other hand, is more interesting than the first. Nothing really out of the ordinary at first glance, until you reach a switch, which temporarily clears the path forward for the Kid. This might not sound like something interesting, but the ways this gimmick is used in the stage makes for an enjoyable gameplay experience. The platforms in this stage (or, more specifically, throughout the entire game) also behave like in NANG; when you press down on them, you fall through them. This is only used here for, like one and a half screens, the first instance of it being quite possibly one of the most annoying saves in the game, but I still like its usage here. The boss is a literal joke.
After beating both paths, you unlock the final stage of the game, which is probably the least interesting. The stage takes place on a mostly empty pathway, with some obstacles in the way. The main gimmick here is the blocks, which get destroyed when shot at. This gimmick isn't really used in interesting ways, either, also there's a required cherry ledge grab right at the start of the stage (edit: turns out it's actually nerfed by a pixel). The end of the stage features some of these blocks in an incredibly stupid spot, but once you figure out what to do, actually doing it isn't really that bad. After that, we get the final boss, which doesn't really feel like a final boss, as Edgar already pointed out. The fight itself starts out rather easy, but gets progressively harder as it goes on, and the last phase in particular can give you some pretty unfavorable RNG. Once you know the strategy for the boss, though, it becomes much easier. After this boss, the game ends.
This doesn't seem to be a well-liked game among those who have played it, although I personally found it to be much better than others would have it. It is by no means perfect, it certainly has flaws, but I'd still recommend it if you're looking for an adventure game to play.
Rating: 6.0 60
Difficulty: 45 45
Apr 17, 2020
2 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I Wanna Eat The Macaron | 72.0 | 6.7 | 3 |
| I Wanna Be The Unlimited | 75.0 | 5.9 | 5 |
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