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:
276 Ratings!
237 Reviews!
5 Screenshots!
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276 Games
237 Reviews
For: I Wanna Find My Butthole
What the fuck does that mean, then? Well fuck, there are ratings for a reason, take a look! It's a 7 out of 10, clearly I liked the game a lot!
I Wanna Find my Butthole is the first offering from the magnificent and mysterious Designer L (who could this enigma be???), and what a first offering it was! Though it's very short and though it's not all that fleshed out, Find My Butthole will stand out in my memory for a while. Essentially, this is not a serious game at all, yet there is legitimate enjoyment to be had. Though everything is presented in jest, there's this hidden level of effort that the game doesn't want you to know about. This is perfectly encapsulated in the ice level. Yes, the ice gag is probably the funniest thing I've ever seen in a fangame, but you know what? It's actually utilized pretty intelligently! Some may find it irritating to have to jump before they can move on ice, but I didn't mind it. Plus, the song snapped, crackled, AND popped (which means it's good).
Really, there's not much to this game, but what little there is was made with a level of skill that only the truly good trap games are made with. The platforming is more or less non-descript, but it was enjoyable enough to not inhibit my enjoyment of the true star of the show: the humor.
Give it a go, those of you who have a stick up their ass! This will surely loosen you up.
For: I wanna Remember my lovely Cat
I enjoyed remembering their lovely cat Clare quite a bit, if I'm honest. Really, this game is nothing special, but there's a lot of heart for a 10 minute experience thanks to the cutesy visuals and music combined with the surprisingly good needle design (aside from the needle trial rooms, that is). There's nothing here that will stop anyone in their tracks unless they are genuine beginners, but that's not a knock against the game. I love a nice, short, and above all, CHILL needle game, especially if the aesthetic is cute: they soothe the soul and nurture my heart.
Recommended wholeheartedly
For: VoVoVo
VoVoVo is one of those games where it feels like a disservice both to the creator and to The Creator to play badly, as if this game deserves nothing less than a perfect performance on your part. There is almost nothing like this game, not only in the fangame community but in the gaming community altogether. The amount of times I've been faced with something that puts such importance on the balance of challenge, enjoyment, and ingenuity is infinitesimal. If you tortured me for hours and hours to make me find some flaw in this game, some small error in design, some totally irrelevant fuck up, I honestly don't think I could do it.
So, what is VoVoVo? VoVoVo is a gimmick needle game focused mainly on the VVVVVV kid gimmick, but there's also a mixture of other clever gimmicks, all utilized superbly. Generally, I find that I have a lot to say about a brilliant game, but this one I just... I can't find the words. The best I can do is just repeat synonyms for excellent ad nauseam. I could go on to describe each stage, but what's the point? What could my words better indicate about this game than just playing it? Do I need to tell you that both maze stages are the most well designed stages I've ever seen in a fangame? Do I need to tell you that the water bullet gimmick is used so well that I don't see a reason for anyone to ever use it themselves? Do I need to say that EVERY stage in VoVoVo stands as the absolute best that fangames can offer? I don't think I do, to be honest.
The nature of a game review is to convince another person that this game is worth playing. It is meant to highlight every single good thing about the game as well as every single flaw; yet, in this case, that's almost impossible to do. If I were to highlight every good thing this game did, then I would be better off screenshotting every single screen and putting links to all of them in place of my review. There really is no need to say anything about this game because there is no convincing necessary. There is no need to share positive words about this because they are words that nearly every single person thinks when they play this game.
Here's my suggestion: do yourself a favor and play this game if you haven't already. VoVoVo is a gift, one that we should all cherish greatly.
For: I wanna clear the Crime & Punishment Ver.W&B
It really didn't take me long to clear, maybe five minutes or so at the most; yet, I can feel every single failure before this one great success coming to the forefront of my mind to leave me be for all time.
I don't know how I feel about this game, which really isn't even a game. The avoidance itself is thirty seconds, and the game is more or less just practice for Black & White or K3 Boss 1, but I treated it differently. I'm not good at avoidances, so this is what I had to prove my worth. Of course, I'm not worthy of much for beating just this, but it is an achievement that I'm glad to have under my belt. Nonetheless, all this is to say that the only way I know that I enjoyed the game was that I felt the need to beat it, and that even is not in itself a surefire way of knowing. Therefore, I shall not rate the game anything.
Difficulty is similarly up in the air, but based on other ratings and my own experience today, I believe I've done the best I could. I don't know why you'd play this game now, or where you'd even find it, so I wouldn't really recommend this game. But that doesn't really matter, I suppose. This little journey was mine, and I don't need to suggest anyone else take it.
For: I wanna reach the Moon
I Wanna Reach the Moon is an adventure game which finds its inspirations in a multitude of areas. This is one of those games whose existence relies upon the foundations built up by previous fangames; however, I don't mean that as a slight. Instead, I'd like to go on and say that in every way that this game could improve upon the ideas offered in the past, Reach the Moon manages to go above and beyond merely "improvement." Instead, it goes on ahead and perfects these ideas in such a way that I might go so far as to say that these ideas first came in to existence just so they could be put in play here. Nonetheless, I've gotten away from the main point:
I Wanna Reach the Moon is an adventure game which finds its inspirations in a multitude of areas, none larger than I Wanna See the Moon. Denferok stated that he wanted to engender the original feeling he felt when he first played See the Moon, and I must say that he totally succeeded. Reach the Moon really feels like an adventure, and not a short one either. Even though four hours is not really all that long (though for fangame standards, that's a decent length), each second of these four hours were filled to the brim with excitement, wonder, and overall brilliance. From the opening area onward, this magical feeling overcomes you, a feeling which grabs hold of your soul and grips tightly, not letting go until the credits roll and you're left with a new feeling: satisfaction.
Like Beethoven's Ninth, there is not a single misplaced note. Every spike, every block, every laser, every cactus, every star, every fruit, every single thing that you could quantify by any means, they are all placed without error. So too are the bosses without flaw. Though they don't take much time to overcome, they needn't much time to instill their values within your mind. Take The Watcher, for example, the boss of The Desert. You've two phases to go through, the first consisting of two attacks, the second at least that amount. Though he is a simple boss, The Watcher feels organic and natural to combat, he feels like there was thought given not only to making him challenging, but to making him feel fun and enjoyable to fight. This sort of thought, though it pains me to say, is not always given when people design their bosses, but Denferok gave that level of thinking to every single boss in the game.
I'd like to discuss every stage, but I think that to get my point across more naturally, I need only talk about the Ice Caves. There are three gimmicks in play here: screen-flipping, lasers, and spike switching. These three gimmicks are interwoven with the gameplay in such a way that moving even just one spike could throw the whole thing out of balance. What really drives home Denferok's genius, however, is the Gordian Knot that is the level's layout: everything wraps in on itself! Most screens are re-visited twice or thrice before they're out of your life. This sort of care and effort put into the level design can be noted in every single level.
I've gone so far into my review and I've forgotten to even mention what the purpose of the game is! Well, it's in the title: reach the moon! Your goal is to build a rocket ship from parts you find scattered around the world. Gathering these parts, however, will not be easy. You'll be traveling back and forth through the lands retrieving everything, and by the time you're done, you might think: what's this leading up to? The tension has been building, you've gotten the last piece of your rocket, and you're ready to fly! And fly you do, all the way to the moon! But what awaits you there?
A final gauntlet, one which brings back every single gimmick you've dealt with for the past 3 hours. This final stage tests you on everything, from the Find My Destiny laser puzzles of The Pyramid to the Kill the Guy Jump-changing blocks and spikes from The Factory. There's no gimmick left behind, so if you didn't reach some degree of proficiency with every thing, then you'll be kicking yourself thinking that you'd never have to deal with a certain gimmick again.
The music pumps you up, you finally get past that last screen, and suddenly you're walking this vast expanse, one which is totally devoid of any and all sound. What could be awaiting you? Well, if you've played See the Moon, then you should know the answer to that! Here she is, your final challenge: two phases of fairly difficult barrages and blood-pumping music. Though she's the hardest battle you've faced yet, you overcome her and stand triumphant. The win music fades away, and you're left alone with nothing but the great emptiness of space to keep you comfort. "Where are the credits? Where's the fanfare and triumph? This is what I get for beating the game? Perhaps I'm not done here...." You walk back, hoping to find some hint of what to do. Here, in this vast area, so vast that you might wonder why it's so large, what about this screen needed this much space? A growl sounds, and finally:
The Moon Lord appears! Yes, the finale has just begun. You've got three phases to fight with now, and what a fight it is! The first is rather reminiscent of the Moon Lord fight from Terraria itself, featuring flying eyeballs and a massive death laser. The second phase, however, stands as a sort of boss rush, bringing back every single boss from stages prior. Once you've overcome that, though, you're in for a real treat: the Touhou phase! Ah yes, The Moon Lord's final attempt to rid his domain of your existence is to bring forth such a barrage of bullets that anyone would succumb to; but, you're not just anyone. You're the man who wanted to reach the moon, and you will not allow your finest hours to be blemished by failure! Thus, The Moon Lord falls, and so the battle has been won... or has it? The Moon Lord has one more trick up its sleeve: a self-destruct sequence activates and you must leave the way you came, and yes, that means you must go back through every screen. This final escape is the cherry on top of one of the finest sundaes I've ever had the pleasure of buying (for free with no cash at all, that was merely in keeping with the metaphor).
Your rocket built with your own blood, sweat, and tears awaits you right where you left it. You enter your exit ticket and blast off, watching the explosions consume the area you were in just moments before. And that, as they say, is all she wrote. The credits roll and you realize you've finally reached the end. This is all Reach the Moon has to offer. And what an offering it was!
I need not recommend this game. If you have any love and appreciation for the classics, or you love adventure games, or you just love great games, then you've already played this stellar game. If you haven't, then what are you doing reading this review? Get on with it! Play the game!
9 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
A Sky Blue Denouement | 88.8 | 8.4 | 10 |
April is the Cruelest Month | 84.8 | 8.8 | 19 |
I Wanna Flying Disc | 91.5 | 9.3 | 4 |
Frankie Teardrop | 2.2 | 6.0 | 10 |
I Don't Wanna Dwell | 69.2 | 7.3 | 14 |
Nebulous Thoughts | 80.0 | 9.1 | 32 |
Strewn Detritus | 69.0 | 7.3 | 14 |
The Sunken Cathedral | 69.5 | 8.2 | 28 |
I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games