YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
278 Ratings!
239 Reviews!
5 Screenshots!
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278 Games
239 Reviews
For: I wanna be Abducted
There are twenty-four eggs and your goal is to put those eggs all in one basket. In which order you choose to retrieve those eggs is essentially up to you. There are three hub worlds with four doors each, though you cannot access the second hub world until you've found enough eggs in the first hub world, and the third is similarly locked out. Nonetheless, aside from that limitation, how you choose to explore these needle screens is entirely up to you. These stages place a massive focus on flow and pathing, dropping the need for cleverly made jumps and maneuvers (though certainly you'll not be in want of that either, it's merely not the main draw of the game), though the final hub world sort of lacks in that respect. The first two stages, you'll find yourself treading on old ground a fair bit of time searching for eggs, but it never feels redundant or tiring; instead, the excitement of searching through each stage with a fine-tooth comb looking for the eggs you so desire (as well as a few EASTER eggs here and there) totally overrides any sense of boredom one could come down with should these levels have been presented as mere needle.
The final stage, however, sort of pulls back on this sort of level design and instead gives you more straight-forward needle, though it is well-designed needle nonetheless. These levels, then, were the low-light of my Abduction experience, but by no means bad or even just good. My other complaint would lie with the music choices in some levels. Though I liked all the music, I felt that some areas had music choices which were detrimental to the overall surreal and creepy mood of the game, that mood which acts as the game's greatest boon. You're dropped into a foreign world reminiscent of Yume Nikki and you're only directive is to find eggs; otherwise, you're given no guidance nor information on the world surrounding you. The various disturbing figures and images you'll see in your journey will not fill you in on what you're exploring, they'll merely inform you that you're not alone in this land. All this is to say, dopamine was quite successful in building the aesthetic of Abducted, but sometimes I felt the music choices took away from that foreign feeling; for example, the song in the third hub world stage with the gun pointed at you in the background, though good, was a bit too catchy and up-beat to me. In fact, I would have preferred if every song were instrumentals (creepy ones, obviously), but the music did not detract from my experience in any meaningful way.
Loaded with atmosphere and dripping with a moody aesthetic, I Wanna be Abducted does not disappoint in the slightest and holds up rather well four years later. I wholeheartedly recommend this to anyone with an enjoyment for collect-a-thons and place an importance on the aesthetic in their fangames.
For: I Wanna be the Matryoshka
Now, my real gripe with Matryoshka has little to do with the platforming (and no, it's not the bosses. For one reason or another, I liked the bosses despite their being RNG fests. Nonetheless, I would have liked them a lot more if they were more creative) and all to do with the actual mood of the game itself - it's non-existent! Every screen feels disconnected from each other, the only unifying force between each screen in a given stage being the visuals. Otherwise, if you gave all the screens the same visuals and randomized the order, I would have a bit of difficulty identifying what came from where. Gimmick usage generally does define a stage, but more so in the sense that a certain stage will have a lot of a particular gimmick rather than just a bit of it (stage 3, for example, has a lot of gravity flipping and heavy air, while stage 1 has a lot of moving spikes). In this way, I suppose there is some cohesion, but it's hard to tell.
There are two reasons for this, I think. For one, the game has this sanitized sort of feel, as if someone spent a very long time scrubbing and scrubbing, cleaning and cleaning, polishing and polishing, to the point where it's sickeningly clean. You can smell the bleach in the air and feel the burning shine of the lemon pledge on every surface and spike; yet, if that were the case, then logically there should be nothing irritating about this game. A clean, polished game should have no sections which make me want to pull my hair out or overall are extremely uncomfortable to pull off. This, my friends, is the danger of the overclean, an absolutely bullshit term I just made up at this very moment.
Two, I don't feel any particular flow from save to save. This, I think, is the real culprit for my middling feelings concerning Matryoshka. When you finish a save, there's little feeling of progression or flow; instead, it just feels like a concatenation of saves without any sort of unification. Again, this is not something that I really noticed until stage 3, which is coincidentally where my enjoyment of the game severely diminished and I dropped it for a few weeks. Stage 4 is somewhat better, but the issues remain, and I suppose this is as good a time as any to bring up stage 5 and how it's two screens long and with a boss, so you can tell that Dono and KittyGame were really losing steam by the end here. Nonetheless, what little of stage 5 there is was pretty enjoyable, and the boss, though very short, was pretty fun.
Now, I know I've said a lot of negative things here, but I really don't think this is a bad game at all. Despite my issues, I really do enjoy Matryoshka. Every save offers something enjoyable and satisfying to pull off, and there's even a fair bit of creativity to be found here. For example, any usage of heavy air and platforms I found to be quite enjoyable and interesting (this is something that comes up in every stage, luckily, so I always had something to look forward to). The game is at its best in the first two stages, where the platforming feels the most satisfying and cohesive. Though the quality deteriorates in the latter stages, not once does anything dip into trash territory. The bosses as well were, as I said, fairly enjoyable. Even if they were all RNG fests, I found them to be rather fun to fight through and never became irritated with their RNG nature. The third boss is probably the worst of them all, as well as the hardest, but it's nothing to get your panties up in a twist about.
So, all this said, I would definitely recommend this game with the caveat that it's not the best gaming experience. Instead, I'd describe this as more of a series of stages as opposed to an entire game. Nonetheless, you're definitely getting something good here, and I am quite excited to see what's in store next from this dynamic duo (I mean, come on! Name a better duo, you fucks).
P.S., the 6.9 rating isn't a meme, it's just what I happened to rate it. (This is no longer correct lore as I've updated the rating to be 7 as this really is a great game)
For: I wanna best the needle 4
I would highly recommend this to anyone with a bit of time on their hands. Best the Needle 4 really is a great game.
For: I wanna get the Yellow Star
Well, not really anything. Yellow Star isn't a legendary game that changed the fangame landscape, it didn't revolutionize the very concept of jumping through spikes, it didn't do anything that would warrant any sort of fame within the community. It's just a quaint little adventure fangame that anyone could beat if given the time. The platforming isn't overly creative, though certainly enjoyable enough, and the boss itself is straightforward and even a little irritating, though not insanely so. Yellow Star is an offensive jaunt through the basics of fangaming, one that acts as a fairly decent welcome into our supremely niche genre of platforming for any newcomer.
There's not too much to complain about either, even 5 years after release. The traps are by-the-numbers and the two maze screens are irritating, but that's honestly it. The difficulty curve is excellent, smoothly rising from beginning to end. No screen feels out of place in its stage and no jump feels any harder than another in its particular screen. Would I recommend the game? Really, it's hard to say. I like the game a decent amount, but it's hard to tell what's nostalgia and what's legitimate enjoyment. Nonetheless, if you're a beginner looking for a nice taste test of fangames, then give this one a go. It may not be the most current fangame, but I think it still does the introductory job nicely.
For: I wanna follow it
Nogard's goal was to create a marriage between fun and simplicity within an avoidance that could then be palatable to beginners, something I believe he did excellently here. Though the avoidance is indeed fairly simple, there is a real sense of beauty and ease to it that made the whole experience quite lovable and soothing. There is some downtime in which you have little else to do but enjoy the visuals, the main culprit being the opening attack, but I took no real issue with that. The music and visuals were more than good enough to smooth out these less-than-eventful sections.
There is a great flow to this avoidance that other beginner avoidances fail to create. The journey from attack to attack doesn't feel disjointed or as if this were a cobbled-together battle, no siree. Everything feels smooth and natural, the ebb and flow of the fight matching the soothing energy of the music. When the energy of the music rises, so too does the energy of the fight (in this case literally, the first semi-tricky attack being a climb to the top). The last thirty seconds of the avoidance encapsulates this beautifully, with the rising tensions of the music being matched through an infinite-jump section that should have genuine beginners sweating until the music pulls back and the bullets go off in their own directions with no intentions of coming for you. Thus, you've beaten the game and will certainly feel better for having done so.
I loved this game despite its minute length and truly do think it's worth your time, especially since it takes up so little of it.
9 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| A Sky Blue Denouement | 88.8 | 8.5 | 9 |
| April is the Cruelest Month | 85.1 | 9.0 | 24 |
| I Wanna Flying Disc | 91.7 | 9.1 | 5 |
| Frankie Teardrop | 2.2 | 6.0 | 11 |
| I Don't Wanna Dwell | 69.1 | 7.4 | 13 |
| Nebulous Thoughts | 80.1 | 9.1 | 33 |
| Strewn Detritus | 69.0 | 7.3 | 14 |
| The Sunken Cathedral | 69.5 | 8.3 | 34 |
| I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games
Delicious Fruit