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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
NightShark115
For: The Maker Medley
For: The Maker Medley
An interesting twist on the medley formula, using screens exclusively from I Wanna Maker, rather than other fangames. It uses some real highlights of what the IWM community has brought to the game, from Thwomp Buddy to Flappy Bird and everything in between.
As is also the case with medleys, the different stages are also integrated into the bosses, and the game does this in such creative ways that fit in so well with the boss.
While the "original" content may not actually be entirely deserving of that description, it still puts an interesting twist on past ideas to create fun gameplay that flows well together.
If you've ever felt like intentionally heading down the IWM pipeline, or are just looking for something to play, this will definitely give you an enjoyable couple of hours.
[2] Likes
As is also the case with medleys, the different stages are also integrated into the bosses, and the game does this in such creative ways that fit in so well with the boss.
While the "original" content may not actually be entirely deserving of that description, it still puts an interesting twist on past ideas to create fun gameplay that flows well together.
If you've ever felt like intentionally heading down the IWM pipeline, or are just looking for something to play, this will definitely give you an enjoyable couple of hours.
Rating: 8.0 80
Difficulty: 40 40
Apr 21, 2023
1 Game
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna Eat The Macaron | 72.0 | 6.7 | 3 |
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