Kelvar's Profile
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50 Ratings!
47 Reviews!
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50 Games
47 Reviews
Kelvar
For: 跨性别
For: 跨性别
Short and very luck-based avoidance using the "Oniichan wa Oshimai" opening.
Final attack is the main RNG check.
[0] Likes
Final attack is the main RNG check.
Rating: 5.0
Difficulty: 45
Dec 19, 2023
Kelvar
For: 萝莉控
For: 萝莉控
A joke game seemingly by the creator of "I wanna have an adventure with sister" (it's at least made from that game's project file)
I have to applaud Reveal Spoilerthe "Loli God" character out of fruit. I'm sure that took a fair bit of effort, and it looks great
I have to applaud Reveal Spoilerthe "Loli God" character out of fruit. I'm sure that took a fair bit of effort, and it looks great
Tagged as: Visual_Challenge
三汉字
[0] Likes
Rating: N/A
Difficulty: 20
Dec 17, 2023
Kelvar
For: I Wanna Open A Bunch Of Doors
For: I Wanna Open A Bunch Of Doors
True to its name
[1] Like
Rating: N/A
Difficulty: 5
Dec 17, 2023
Kelvar
For: I wanna be the AmorAltra
For: I wanna be the AmorAltra
There is certainly a lot to unpack here.
Stage 1 has a screen with a vertically-winding path with traps which was particularly irritating.
Boss 2 feels awful to shoot because you have to use a reflecting spike, and the boss moves so quickly.
Perhaps that's just a skill issue on my part. If you time it right, you can shoot the boss 3 times every time it passes over the middle of the screen.
The attacks of the first three bosses are extremely easy to dodge. The real danger of the fights is their sheer length, and the hand fatigue from spamming "Z".
According to the dev, boss 3 has 666 HP. I ended up pressing the shoot key 750 times in that fight.
Boss 4 uses what is either pregnancy or vore art. Not sure if that constitutes an NSFW tag, but I'll add it just in case. I've gotta give the dev credit, putting cognitohazards in a fight is a very... *unique* design choice.
The rest of the platforming was generic with simple traps. The very floaty physics also put a constant damper on the gameplay.
Combined with the constant references to grooming, this was not a very pleasant experience.
[4] Likes
Stage 1 has a screen with a vertically-winding path with traps which was particularly irritating.
Boss 2 feels awful to shoot because you have to use a reflecting spike, and the boss moves so quickly.
Perhaps that's just a skill issue on my part. If you time it right, you can shoot the boss 3 times every time it passes over the middle of the screen.
The attacks of the first three bosses are extremely easy to dodge. The real danger of the fights is their sheer length, and the hand fatigue from spamming "Z".
According to the dev, boss 3 has 666 HP. I ended up pressing the shoot key 750 times in that fight.
Boss 4 uses what is either pregnancy or vore art. Not sure if that constitutes an NSFW tag, but I'll add it just in case. I've gotta give the dev credit, putting cognitohazards in a fight is a very... *unique* design choice.
The rest of the platforming was generic with simple traps. The very floaty physics also put a constant damper on the gameplay.
Combined with the constant references to grooming, this was not a very pleasant experience.
Rating: 1.5
Difficulty: 35
Dec 8, 2023
Kelvar
For: I wanna KILL BOWSER
For: I wanna KILL BOWSER
WARNING: This game does NOT save your position. As multiple other reviewers have noted, you must beat it in one sitting.
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden Reveal Spoilerimage of Mega Man after a long platform ride in "the boring level")
Also, there is a Reveal Spoilershortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
[2] Likes
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden Reveal Spoilerimage of Mega Man after a long platform ride in "the boring level")
Also, there is a Reveal Spoilershortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
Rating: 5.0
Difficulty: 35
Nov 2, 2023
Kelvar
For: I wanna be the Story
For: I wanna be the Story
I've played a lot of games others might consider low-quality, and ended up enjoying that experience. At first, this game felt like one of those, in a semi-obscure puzzle-esque way. However, there were few sections that were especially illogical, and several aspects of its design that were just annoying.
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
[1] Like
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
Rating: 1.5
Difficulty: 50
Jul 3, 2023
Kelvar
For: track01
For: track01
The attacks are basic, the sync is okay, the fight is very easy.
I ended up beating it on my first try, having gone in completely blind.
I know this is the default engine song, but using the same song as an avoidance in the title or clear screen or anywhere else in the game will always feel off. This is no exception.
I ended up beating it on my first try, having gone in completely blind.
I know this is the default engine song, but using the same song as an avoidance in the title or clear screen or anywhere else in the game will always feel off. This is no exception.
Tagged as: Avoidance
[0] Likes
Rating: 1.5
Difficulty: 10
Jun 26, 2023
Kelvar
For: I wanna think of a name
For: I wanna think of a name
Very charming and fun game, primarily platforming-based.
The difficulty stays consistent throughout. I would recommend this game for someone looking for moderately-difficult creative platforming.
Summary:
The first section is trap-based platforming, and has some creative uses of triggers.
The section section centers around standard vines and "boost" vines, as well as bullet bill launchers. The platforming here was quite enjoyable, and it was definitely my favorite part of the game.
At the end of this section there is a long chase sequence. The stage is set up quite well, and the timing is appropriately lenient. The pathing was clear enough to navigate under pressure, and there was enough room for imprecision that I could sight-read extended sections at a time, which is important for something like this.
After the chase sequence, there is a boss section. Honestly, this section felt overly RNG-dependent due to the boss' movement, and out-of-place compared to the rest of the game. I would have preferred if the game stuck with a platforming focus, and scrapped the boss section entirely.
After the boss dies, you are teleported to the third and final section. The gameplay centers around gravity flipping. The implementation of VVVVVV Kid and the gravity-checking killers (grey blocks that only appear for one gravity direction) adds a semi-puzzle element to the platforming that I really admire. The atmosphere of this stage fits the design beautifully.
My only complaint is that there is no way to see where the gravity-checking killers are when you are in the gravity direction that can pass through them. This was mainly relevant in the later saves.
[0] Likes
The difficulty stays consistent throughout. I would recommend this game for someone looking for moderately-difficult creative platforming.
Summary:
The first section is trap-based platforming, and has some creative uses of triggers.
The section section centers around standard vines and "boost" vines, as well as bullet bill launchers. The platforming here was quite enjoyable, and it was definitely my favorite part of the game.
At the end of this section there is a long chase sequence. The stage is set up quite well, and the timing is appropriately lenient. The pathing was clear enough to navigate under pressure, and there was enough room for imprecision that I could sight-read extended sections at a time, which is important for something like this.
After the chase sequence, there is a boss section. Honestly, this section felt overly RNG-dependent due to the boss' movement, and out-of-place compared to the rest of the game. I would have preferred if the game stuck with a platforming focus, and scrapped the boss section entirely.
After the boss dies, you are teleported to the third and final section. The gameplay centers around gravity flipping. The implementation of VVVVVV Kid and the gravity-checking killers (grey blocks that only appear for one gravity direction) adds a semi-puzzle element to the platforming that I really admire. The atmosphere of this stage fits the design beautifully.
My only complaint is that there is no way to see where the gravity-checking killers are when you are in the gravity direction that can pass through them. This was mainly relevant in the later saves.
Rating: 8.5
Difficulty: 50
Jun 25, 2023
Kelvar
For: I Wanna Be The CBT
For: I Wanna Be The CBT
The Sacred C2 of Happil clones
[11] Likes
Rating: 8.5
Difficulty: 45
Jun 15, 2023
Kelvar
For: I wanna be the Eggy!
For: I wanna be the Eggy!
IWBT Eggy! is a short trap game with a handful of gimmicks, but what it does have is fun, and is definitely on the higher end of creativity in trap games.
The gimmicks are explained in Chinese (which I do not speak) but I was able to figure them out very quickly just from experimenting, so do not worry if you also do not speak Chinese.
Note to the dev: My one complaint is that there isn't a short scene to kill you for shooting the TRAP save. I also really appreciate being able to skip the intro to the final series of traps.
[1] Like
The gimmicks are explained in Chinese (which I do not speak) but I was able to figure them out very quickly just from experimenting, so do not worry if you also do not speak Chinese.
Note to the dev: My one complaint is that there isn't a short scene to kill you for shooting the TRAP save. I also really appreciate being able to skip the intro to the final series of traps.
Rating: 7.0
Difficulty: 30
Jun 5, 2023
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The Maker Medley | 44.0 | 9.0 | 58 |
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