Chrisay's Profile
Send a PMJoined on: Jun 11, 2018
Bio:
Unity 3d REPRESENT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
GameMaker Plebs come at me!!!!!! 8)
I've submitted:
305 Ratings!
252 Reviews!
54 Screenshots!
305 Games
252 Reviews
Chrisay
For: I Wanna Kill The Kamilia 2 Remake
For: I Wanna Kill The Kamilia 2 Remake
Eh... It's pretty much Kamilia 2, but updated in a new engine, and with a lot of glitches being fixed. Since this was made from the ground up, I had hoped that the changes would have been a lot more noticeable. Kamilia 2 is really hit or miss, because some parts of it is really fun and enjoyable, but it has a lot of complete bs level design and boss design, that makes you wanna scream.
I'm stuck at Geezer which is still painfully irritating to beat, due to the long introduction and punishing design. The game still looks visually hideous aside from some bosses and the menu screen. It still lacks a lot of polish and each screen still vary in difficulty. Traps are still uninteresting and dickish, if you are going to include traps, then please do something other than making a spike fly in a certain direction or removing the floor. It's been done to death, and this would be the chance to improve on that.
But I have to commend the remake team on managing to remake the game from the ground up, I was just hoping that you would have done some more nerfs to bosses and made the game more accessible and fun to play. This was a disappointment, but it is better than the original, so it has that going for it.
[9] Likes
I'm stuck at Geezer which is still painfully irritating to beat, due to the long introduction and punishing design. The game still looks visually hideous aside from some bosses and the menu screen. It still lacks a lot of polish and each screen still vary in difficulty. Traps are still uninteresting and dickish, if you are going to include traps, then please do something other than making a spike fly in a certain direction or removing the floor. It's been done to death, and this would be the chance to improve on that.
But I have to commend the remake team on managing to remake the game from the ground up, I was just hoping that you would have done some more nerfs to bosses and made the game more accessible and fun to play. This was a disappointment, but it is better than the original, so it has that going for it.
Rating: 5.0 50
Difficulty: 80 80
Jan 22, 2019
Chrisay
For: I wanna warp the worlds
For: I wanna warp the worlds
Easy, but super enjoyable game. These yearly fangame collabs are all really great and it was I Wanna Run The Marathon that got me into fangames.
It's a lot more polished than I Wanna Run The Marathon and every stage now has a major gimmick that changes the playstyle in a big way. This keeps the game fresh and surprising.
It's not that difficult, which I really appreciate, because it really isn't fun being stuck at the same checkpoint for 30 minutes or more. It isn't too easy either and I found a lot of the saves to be at the perfect difficulty.
Like every other fangame, there are a few questionable design choices that keeps it from being the perfect fangame. This is spoiler territory:
The Super Meat Boy stage uses the default IWBTG walljumping mechanic where you jump out from the wall by holding the jump button and moving away from the wall. If you want to immediatly jump away from the wall, you sometimes press away from the wall a frame or two before pressing jump, which just makes you fall down instead of jumping away from the wall. This is not intuitive at all, and was one of the major issues with IWBTG. A better altenative would have been to implement a walljump more similar to Super Meat Boy where you just have to press the jump button to jump away from the wall.
The end of the Super Meat Boy stage has a really long and tedious "boss fight", which becomes very boring after a few tries. Combined with the walljumping, makes this boss just not that fun.
The meta knight boss fight with the multiple abilities is a fine idea, but it's not implemented well. In its current state, it requires you to know which ability to pickup for each of his attacks. You aren't given enough time to get the necessary ability, unless you know what powerup to use beforehand. This makes it incredibly trial and error and results in some rather unfair deaths.
There are also some really great design choices that I would like to highlight as well
The final cherry boss has less HP in phase 1 once you get past phase 1. This was a great decision, because it shortens the fight and keeps the good stuff. It also makes the fight way less frustrating to beat.
There's no real use of named jumps such as corners, diagonals, dimonds and only a very light use of gates. Instead this game opts for gimmick based difficulty instead, which is really appreciated, because it makes the platforming interesting instead of boring.
In conclusion, this game is made to appeal to everyone and the low difficulty and impressive level design as well as interesting gimmicks, makes this one of my favorite fangames of all time. Good job ;)
[2] Likes
It's a lot more polished than I Wanna Run The Marathon and every stage now has a major gimmick that changes the playstyle in a big way. This keeps the game fresh and surprising.
It's not that difficult, which I really appreciate, because it really isn't fun being stuck at the same checkpoint for 30 minutes or more. It isn't too easy either and I found a lot of the saves to be at the perfect difficulty.
Like every other fangame, there are a few questionable design choices that keeps it from being the perfect fangame. This is spoiler territory:
The Super Meat Boy stage uses the default IWBTG walljumping mechanic where you jump out from the wall by holding the jump button and moving away from the wall. If you want to immediatly jump away from the wall, you sometimes press away from the wall a frame or two before pressing jump, which just makes you fall down instead of jumping away from the wall. This is not intuitive at all, and was one of the major issues with IWBTG. A better altenative would have been to implement a walljump more similar to Super Meat Boy where you just have to press the jump button to jump away from the wall.
The end of the Super Meat Boy stage has a really long and tedious "boss fight", which becomes very boring after a few tries. Combined with the walljumping, makes this boss just not that fun.
The meta knight boss fight with the multiple abilities is a fine idea, but it's not implemented well. In its current state, it requires you to know which ability to pickup for each of his attacks. You aren't given enough time to get the necessary ability, unless you know what powerup to use beforehand. This makes it incredibly trial and error and results in some rather unfair deaths.
There are also some really great design choices that I would like to highlight as well
The final cherry boss has less HP in phase 1 once you get past phase 1. This was a great decision, because it shortens the fight and keeps the good stuff. It also makes the fight way less frustrating to beat.
There's no real use of named jumps such as corners, diagonals, dimonds and only a very light use of gates. Instead this game opts for gimmick based difficulty instead, which is really appreciated, because it makes the platforming interesting instead of boring.
In conclusion, this game is made to appeal to everyone and the low difficulty and impressive level design as well as interesting gimmicks, makes this one of my favorite fangames of all time. Good job ;)
Rating: 8.5 85
Difficulty: 30 30
Jan 19, 2019
Chrisay
For: Endless Mirage Demo
For: Endless Mirage Demo
Really, really good. Custom engine (Or a heavily modified engine). Really nice graphics that makes this game stand out from all the other fangames. 60 FPS and 16:9 aspect ratio, this is really good. Really looking forward to the full version.
Really wished that there were more story related elements in this demo, but that's my only nitpicky complaint.
Good job ;)
[0] Likes
Really wished that there were more story related elements in this demo, but that's my only nitpicky complaint.
Good job ;)
Rating: 8.5 85
Difficulty: 30 30
Nov 14, 2018
Chrisay
For: I wanna Sunspike
For: I wanna Sunspike
The game is fun, but oh my god does the difficulty rise to insanity in the end.
I was enjoying the game up until world 5 where the difficulty starts to get to me. It features a lot of really precise platforming, while not innovating on anything else. After failing multiple times, I started to get angry. I wanted to reach the boss, since I like avoidance, but this was going to take forever. Then I did it.
Like an absolute madlad, I opened up bandicam, turned on lock framerate and prayed to god for forgiveness. With 20 FPS and the game running less than half as fast as it should have, I managed to reach the final save. Then I spent about an hour and a half trying to beat that, ending in rage quitting after choking on the 16 pixel spike gap at the end.
Then a month later, I returned, eager to try again, and I got through it in 20 minutes. I'm still trying to beat the avoidance.
I think the game has it's strength and weaknesses. The needle issometimes fun, but it becomes a lot more frustrating and tedious in the end. Maybe I'm just bad at these games, but there's nothing making me want to go through the levels, no interesting mechanics or gimmicks and the level design isn't good enough to compensate for that.
The last save is a special offender since it's basically just one very precise jump that really ruins my experience with the game. It's really not fun, and the game would a lot better, if it were replaced with something else.
The only reason I continued with the game was to experience the avoidance part of the game, which is good. The fight is really long and filled with learn heavy patterns and stupid RNG, but besides that, it was really fun and looked great as well. It's one of the better avoidance bosses I've seen. There seems to be a lot of care put into it and I wasn't disappointed when I finally reached it.
The game has a lot of inconsistensy in terms of it's look, the first couple of stages look awful and bland, but stage 5 and 6 have some really nice effects and great music. It almost feels like a medley game with all the different art styles and I don't think it compliments the game.
[0] Likes
I was enjoying the game up until world 5 where the difficulty starts to get to me. It features a lot of really precise platforming, while not innovating on anything else. After failing multiple times, I started to get angry. I wanted to reach the boss, since I like avoidance, but this was going to take forever. Then I did it.
Like an absolute madlad, I opened up bandicam, turned on lock framerate and prayed to god for forgiveness. With 20 FPS and the game running less than half as fast as it should have, I managed to reach the final save. Then I spent about an hour and a half trying to beat that, ending in rage quitting after choking on the 16 pixel spike gap at the end.
Then a month later, I returned, eager to try again, and I got through it in 20 minutes. I'm still trying to beat the avoidance.
I think the game has it's strength and weaknesses. The needle issometimes fun, but it becomes a lot more frustrating and tedious in the end. Maybe I'm just bad at these games, but there's nothing making me want to go through the levels, no interesting mechanics or gimmicks and the level design isn't good enough to compensate for that.
The last save is a special offender since it's basically just one very precise jump that really ruins my experience with the game. It's really not fun, and the game would a lot better, if it were replaced with something else.
The only reason I continued with the game was to experience the avoidance part of the game, which is good. The fight is really long and filled with learn heavy patterns and stupid RNG, but besides that, it was really fun and looked great as well. It's one of the better avoidance bosses I've seen. There seems to be a lot of care put into it and I wasn't disappointed when I finally reached it.
The game has a lot of inconsistensy in terms of it's look, the first couple of stages look awful and bland, but stage 5 and 6 have some really nice effects and great music. It almost feels like a medley game with all the different art styles and I don't think it compliments the game.
Rating: 5.5 55
Difficulty: 70 70
Oct 14, 2018
Chrisay
For: I wanna break the easy wanna
For: I wanna break the easy wanna
It's so bland and the needle was so boring. The avoidance does nothing to make me interested, attacks went on for far too long. Next time, make a boss that has harder attacks that don't last as long.
[1] Like
Rating: 2.0 20
Difficulty: 10 10
Sep 19, 2018
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna build a House (Jam Version) | 53.7 | 8.5 | 7 |
I wanna defeat the Snowman | 52.1 | 8.0 | 7 |
I wanna explore Atlantis with Chrisay | 46.6 | 8.1 | 13 |
97 Favorite Games
553 Cleared Games