mosamari's Profile
Send a PMJoined on: Dec 5, 2023
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Hi, I'm Mari and I started playing fangames in 2021 with the original I wanna be the guy. I love fangames, they're pretty cool. Shoutouts to supersheep!
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28 Ratings!
24 Reviews!
4 Screenshots!
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28 Games
24 Reviews
For: Non-Conforming Avoidance
Let me start by breaking down what core avoidance gameplay even is when it comes to rng game crashes: The player looks at the screen with all the activate windows and observes their position over time. Through this, they are able to form a mental model depicting the trajectory of the activate windows in the near future. Operating in this model, the player then devises a route through the activate windows that would avoid tight dodges as much as possible. Finally, the player's fingers execute it.
However, Non-Conforming Avoidance is different, in that translating the activate windows on screen to a mental model has nothing to do with their movement; It has to do with factors that are not as straightforward. It can range from relatively simple things such as "these fake difficulty warps are going to invert their position relative to the center of the screen", "this circle turned minecraft to indicate that it'll hit me, I should move out of the way" and "I should go in the opposite direction of this fake difficulty warp" to more complex things such as "Take these two points in space, connect them in your mind with a line, then go in a direction perpendicular to that line", "the color of the aiming fake difficulty warps indicates the safe horizontal position I can stand in" and "I need to identify the depth order on this fake difficulty warp circle to decide whether to climb this platform on the left or right side". There's also heavy reliance of short term memory testing, with game crashes giving you vital information to be used a few seconds down the line, allowing you the time to process what the avoidance wants from you and then pick the correct option when it reveals itself.
Through this, Non-Conforming Avoidance singlehandedly brought to light a completely new design space that fundamentally changes how avoidance as a genre is played. In that, it is an unparalleled achievement in avoidance.
However, there's also the more pressing question: Sure, it is an impressive achievement, but is it actually fun? does it play well? After all, Non-Conforming Avoidance-1, Sully’s previous avoidance, infamously has the Minecraft Blood 2 game crash which for many people has ruined the avoidance.
Fortunately, it delivers above and beyond in the gameplay department as well. The focus on new visual indicators allows it to take advantage of design space that guarantees there's always an action you can take to survive, you just have to interpret the signs correctly. In this, it becomes incredibly consistent while still remaining engaging even once you do master the game crashes, as you have to keep track of the many telltales and react accordingly. There's a good variety of new ways to read game crashes ensuring it doesn't get stale and the difficulty balance is handled masterfully as well, with the start getting consistent very quickly and small peaks when the music intensifies up until the crescendo of a finale and the subsequent (again, minor) release.
So while the gameplay is unquestionably genius, the avoidance does not stop there; Even though they are not the main focus of why this avoidance is so good, it would be a crime not to mention the fucked up physics and the mapping; The fucked up physics are not the most detailed nor the biggest avoidance showoff (these would likely go to Non-Conforming Avoidance 3), however they are consistent, clean, well executed, have their own identity and come in a flashy explosion when it counts. The mapping is harder to judge, as the avoidance is extremely hard to compare to traditional ones in this regard; However, the sounds chosen to be stressed and those chosen to remain as a unified singular game crash section are (almost always) consistent and are extremely on point, and many game crashes are given similarities to past ones from the same musical section as well.
So this is why I, and many others, find awesome in Non-Conforming Avoidance. Personally, I consider it to be my second favorite avoidance of all time, behind Non-Conforming Avoidance Stage and in front of Non-Conforming Avoidance 2 (leading me to believe Non-Conforming Avoidance 3 might overtake it if I seriously go for it). This was not really meant to be a recommendation review, but rather a brief deconstruction; Still, if you've read this far, go play it. Yes, even if you're a conforming avoidance player usually, and yes, even if you're good at conforming avoidance, so long as you have patience Non-Conforming Avoidance will repay you above and beyond your wildest dreams.
For: I Wanna Give Trinkets To Friends And Family
The gameplay was the most obviously outstanding to me. Almost every single save was an incredible experience, from learning it to pulling it off. This game has a lot of long learny saves, which I personally love. I find it very fun to figure them out and get the muscle memory, thanks to the needle becoming very consistent as you beat the save. The last save is a pretty large step up, but because of how much trust the game had built up with me, I grinded it out and it took a little over 4 hours, but it went by very quickly.
The music in this game is awesome, although some of the music near the end wasn’t exactly enjoyable since it was weird and creepy and sparse. I did really like what the game is going for with the journey into the depths of weirdness. This game has one of the most cohesive feeling journeys and I love that. As the world gets darker, it closes off more which does work thematically, but I do personally wish there was more like the offscreen part at the start of the ice area. That was probably one of my favorite moments in the whole game because of the surprise of finding something cool where there would normally be nothing, I guess. It’s pretty likely I just haven’t found anything else since apparently this game harbors secrets that I don’t think I have found any of. The gameplay also contributes a lot to how the world feels. The gameplay has a lot of variety which I personally find does a lot to keep a game fun and fresh, as well as giving the areas more identity.
Double Turn Team did a very good job with this game, thank you guys so much for making this, really. I am planning on replaying this since it’s just that fun and awesome, so I may update this review(I hope I can do that???). This review kinda felt like a school essay lmao but idk I like this game a lot and want to talk about why it's awesome so I did.
For: I Don't Want To Watch The Eckhart Tolle Video
For: Johnathan Game
Johnathen game is a game where you.
14 Favorite Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna be the Guy | N/A | N/A |
| I wanna Bread | N/A | N/A |
| I wanna kill the Guy | N/A | N/A |
| Crimson Needle 3 | N/A | N/A |
| VoVoVo | N/A | N/A |
| I Wanna be the Vandal | N/A | N/A |
| Cookie Temptation | N/A | N/A |
| I Wanna Escape The Manor | N/A | N/A |
| I Wanna Power | N/A | N/A |
| I Wanna Escape Heavenly Host | N/A | N/A |
| Battle Pass Needle 2 | 79.0 | 9.0 |
| I wanna Kill the MrBeast | N/A | 7.0 |
| BONK: An Interactive Exposition | N/A | N/A |
| I Wanna Give Trinkets To Friends And Family | 86.0 | 9.7 |
5 Cleared Games
| Game | Difficulty | User's Rating |
|---|---|---|
| I wanna be the Guy | N/A | N/A |
| I wanna ☯ | 60.0 | 7.0 |
| I wanna Kill the MrBeast | N/A | 7.0 |
| Mio Pokes The Carmine Needle | 45.0 | 6.1 |
| I Wanna Give Trinkets To Friends And Family | 86.0 | 9.7 |
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