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Sheldons_Pet_Rock
For: I wanna be the PIZZA
For: I wanna be the PIZZA
Short enough to be a Secret Santa fangame; funny meme game.
[2] Likes
Rating: 6.8 68
Difficulty: 21 21
Dec 16, 2022
Sheldons_Pet_Rock
For: I wanna be the EDGE
For: I wanna be the EDGE
All things considered, it's kind of impressive how long this game is. Eventually, you reach a point where you get used to all the random traps, awful boss design, enemy spam, hidden block mazes, hidden paths, earrape spike walls, strangely realistic backgrounds, minimal level design effort, bad platform cycles, bad screen transitions, and the occasional "where do I go?" moment. The "trap card" meme was funny but definitely overused. At the very least, the game is not frustrating; it's just terrible in almost every way possible.
As for the "impossible" rating, there is a save pretty far in the game with a missing warp, requiring savehacking to get through. There is also an issue with the boss in the area after that, where because of an error in how the boss' HP is checked, he goes into negative HP indefinitely. The game also ends suddenly upon killing the last boss without giving you a warp or anything to progress; going into the game files, the room ID's do not progress any further either, so it seems the game ends there.
[1] Like
As for the "impossible" rating, there is a save pretty far in the game with a missing warp, requiring savehacking to get through. There is also an issue with the boss in the area after that, where because of an error in how the boss' HP is checked, he goes into negative HP indefinitely. The game also ends suddenly upon killing the last boss without giving you a warp or anything to progress; going into the game files, the room ID's do not progress any further either, so it seems the game ends there.
Rating: 1.2 12
Difficulty: 100 100
Dec 9, 2022
Sheldons_Pet_Rock
For: I wanna be the Pharaoh
For: I wanna be the Pharaoh
As with any game containing secrets, the secret paths in this game can be absolutely agonizing to find, but once you know where all the hidden paths are, the game becomes much more bearable. Bearable, but still terrible. If you stretch your interpretation enough, it is possible to see all the traps, hidden blocks, and awful game design as part of the great maze which you are traversing, but the bosses in this game are absolutely atrocious. Most of them just bounce around and shoot stuff at you, and a couple bosses have so much HP they take several minutes to kill. This is the kind of game where beating it gave me relief instead of satisfaction. Would not recommend.
[0] Likes
Rating: 3.5 35
Difficulty: 60 60
Dec 4, 2022
Sheldons_Pet_Rock
For: I wanna 大仏
For: I wanna 大仏
For users like me who couldn't figure out how to open the game file, make sure to rename both the .exe and the game folder to remove the Japanese characters.
Spoiler-free review:
The game seems to be heavily inspired by the original I Wanna Be The Guy, borrowing screens from the original to form a sort of interactive hub world with portals leading to the main stages. Maybe I would have appreciated the design more had I played the original I Wanna Be The Guy myself, but nonetheless, I have not. As for the stages themselves, most of them are ok at best, with a particular stage that I hated and yet another that I found really fun (boss included). The game also has way too many downward bonk diagonals, which got annoying after a while, and a few trolls were placed at the very end of long/difficult platforming saves, which got old really quickly. Some people may not agree with me on this, but I had fun with final boss. Overall, most of the game is fairly mediocre, but there are a couple enjoyable parts.
SPOILER VERSION:
Stage 1: The needle was alright. I thought the spooky jumpscare part was a neat touch that I had not seen in a lot of other fangames.
Boss 1: Alright boss. It's slightly annoying that the one attack where you can hit the boss is entirely RNG based, but overall the fight was pretty fun.
Stage 2: Stage 2... exists. I liked the exhilaration of getting really far into the needle, knowing that a single mistake could set me back 40-something floors. Has the potential to be frustrating for obvious reasons, but I thought the idea was cool.
Boss 2: The dragon boss felt a little barebones to me, though I still think it fits well with the sheer intensity of not having a save.
Stage 3: The gimmick was a pretty good idea, but the platforming could have been improved. Namely, one save has you do a bonk-double diagonal, go through a season-changing door three times, and then do the bonk-double diagonal again. Yet another jump had you go over a spike but barely squeeze underneath the ceiling kill plane.
Boss 3: The boss had a good variety of attacks with cool gimmicks. I enjoyed it.
Stage 4: Can't speak much for the first two puzzles, since they are in Japanese. I honestly thought the key minigame would have been cooler if there was no grace period where you could go through the block before it became fully solid.
Boss 4: Mike Tyson was not even a boss; it played more like a short minigame.
Stage 5: Easily my least favorite stage in the game. The RNG-based moving/falling spikes gimmick overall felt slightly disorienting, but there was one save where the gaps between the spikes were simply way too tight. When I got to the weird leg creatures, though, I thought they were a bit funny. Soon after that, there is a save where you have to jump up a series of randomly generated platforms, and the glitchy platform physics made this save absolutely infuriating. There was then a save with a falling Buddah tower troll placed at the end of a very tight falling RNG-spike section, followed the save after by a trap at the end of a very long slope-climbing segment, which itself was bland and repetitive.
Boss 5: The only annoying part is that the boss has only a single attack where you can counterattack and deal damage. Dodging all of the popsicles is a little fun, though.
Stage 6: A very cool platforming section with an appealing aesthetic. Definitely the most fun stage in the game. Occasionally, I still noticed an uncomfortable abundance of downward bonk diagonals.
Boss 6: A fun avoidance.
Castle Segments: Again, I probably would have appreciated these in-between segments a little more had I played the original I Wanna Be The Guy. I found most of the castle segments to be ok - sometimes interesting, sometimes a bit annoying.
Boss Rush: Boss rush adds no value to the game whatsoever. If the bosses had some cool new attacks, phases, gimmicks, etc. I might have enjoyed it more, but giving bosses a bit more HP and telling the player "Do it again" felt like a waste of time.
Final Boss: Maybe this is coming from someone who is used to more modern fangames, but I thought all of the attacks and phases for the final boss were fun to play through. I especially liked how the first two phases have multiple gimmicks/patterns going on at once.
[0] Likes
Spoiler-free review:
The game seems to be heavily inspired by the original I Wanna Be The Guy, borrowing screens from the original to form a sort of interactive hub world with portals leading to the main stages. Maybe I would have appreciated the design more had I played the original I Wanna Be The Guy myself, but nonetheless, I have not. As for the stages themselves, most of them are ok at best, with a particular stage that I hated and yet another that I found really fun (boss included). The game also has way too many downward bonk diagonals, which got annoying after a while, and a few trolls were placed at the very end of long/difficult platforming saves, which got old really quickly. Some people may not agree with me on this, but I had fun with final boss. Overall, most of the game is fairly mediocre, but there are a couple enjoyable parts.
SPOILER VERSION:
Stage 1: The needle was alright. I thought the spooky jumpscare part was a neat touch that I had not seen in a lot of other fangames.
Boss 1: Alright boss. It's slightly annoying that the one attack where you can hit the boss is entirely RNG based, but overall the fight was pretty fun.
Stage 2: Stage 2... exists. I liked the exhilaration of getting really far into the needle, knowing that a single mistake could set me back 40-something floors. Has the potential to be frustrating for obvious reasons, but I thought the idea was cool.
Boss 2: The dragon boss felt a little barebones to me, though I still think it fits well with the sheer intensity of not having a save.
Stage 3: The gimmick was a pretty good idea, but the platforming could have been improved. Namely, one save has you do a bonk-double diagonal, go through a season-changing door three times, and then do the bonk-double diagonal again. Yet another jump had you go over a spike but barely squeeze underneath the ceiling kill plane.
Boss 3: The boss had a good variety of attacks with cool gimmicks. I enjoyed it.
Stage 4: Can't speak much for the first two puzzles, since they are in Japanese. I honestly thought the key minigame would have been cooler if there was no grace period where you could go through the block before it became fully solid.
Boss 4: Mike Tyson was not even a boss; it played more like a short minigame.
Stage 5: Easily my least favorite stage in the game. The RNG-based moving/falling spikes gimmick overall felt slightly disorienting, but there was one save where the gaps between the spikes were simply way too tight. When I got to the weird leg creatures, though, I thought they were a bit funny. Soon after that, there is a save where you have to jump up a series of randomly generated platforms, and the glitchy platform physics made this save absolutely infuriating. There was then a save with a falling Buddah tower troll placed at the end of a very tight falling RNG-spike section, followed the save after by a trap at the end of a very long slope-climbing segment, which itself was bland and repetitive.
Boss 5: The only annoying part is that the boss has only a single attack where you can counterattack and deal damage. Dodging all of the popsicles is a little fun, though.
Stage 6: A very cool platforming section with an appealing aesthetic. Definitely the most fun stage in the game. Occasionally, I still noticed an uncomfortable abundance of downward bonk diagonals.
Boss 6: A fun avoidance.
Castle Segments: Again, I probably would have appreciated these in-between segments a little more had I played the original I Wanna Be The Guy. I found most of the castle segments to be ok - sometimes interesting, sometimes a bit annoying.
Boss Rush: Boss rush adds no value to the game whatsoever. If the bosses had some cool new attacks, phases, gimmicks, etc. I might have enjoyed it more, but giving bosses a bit more HP and telling the player "Do it again" felt like a waste of time.
Final Boss: Maybe this is coming from someone who is used to more modern fangames, but I thought all of the attacks and phases for the final boss were fun to play through. I especially liked how the first two phases have multiple gimmicks/patterns going on at once.
Rating: 5.5 55
Difficulty: 65 65
Dec 3, 2022
Sheldons_Pet_Rock
For: I Wanna Hope the End Of
For: I Wanna Hope the End Of
Rating based on cheesing the final fight (final boss spoilers below).
I definitely got the vibe that this was a pretty solid but old fangame: the music is really good, but it restarts every time you die, so I'm really sad I never got to hear the later parts of the songs. The saves also seem to randomly throw in a tricky jump every now and then (I was a bit surprised to see a plane and a super F thrown in nonchalantly), but the main game never got very frustrating. I actually found the game to be pretty fun, and some of the gimmicks were cool.
I sort of like the idea the final boss was going for (i.e., random movement and melee combat), but it looks way too hard to be enjoyable. Please please please use the final boss exploit if you intend to play this game through to completion.
[1] Like
I definitely got the vibe that this was a pretty solid but old fangame: the music is really good, but it restarts every time you die, so I'm really sad I never got to hear the later parts of the songs. The saves also seem to randomly throw in a tricky jump every now and then (I was a bit surprised to see a plane and a super F thrown in nonchalantly), but the main game never got very frustrating. I actually found the game to be pretty fun, and some of the gimmicks were cool.
I sort of like the idea the final boss was going for (i.e., random movement and melee combat), but it looks way too hard to be enjoyable. Please please please use the final boss exploit if you intend to play this game through to completion.
Rating: 6.8 68
Difficulty: 70 70
Nov 20, 2022
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