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CanusAntonius
For: I wanna be a Big Shot
For: I wanna be a Big Shot
This is truly an Adventure game that deserves a round of applause, I had an amazing time playing it and think it's one of the strongest starts to 2022 we could have gotten. It combines the style of 2 profound makers in such a harmonious way that by the end I realized they were easily one of the best pair-ups in the community.
Big Shot is an incredible journey through three separate stages, each with its own theme, mechanics, and a boss fight. Each stage is such a visual masterpiece, making this one of the most aesthetically pleasing adventure games there are. The platforming also is pretty damn good for the first two stages, while the third takes it to an even higher plane of enlightenment. The various mechanics throughout the game, such as climbable vines and falling stalactites, help add a wonderful layer of depth to the gameplay as well, and all feel smooth and fluid to play once you learn what to do. It's worth noting that the difficulty increases with each stage, I'd say the first starts in the mid-40s while the final stage reaches almost to a 60, so be wary of that especially if you dislike learn-y saves.
This was truly a treat to play finally, it's definitely one of the most memorable games to come out this year. I really hope that Echo and Erik decide to partner up in the future again, as I think their combination of skills has truly created something magical. They're definitely big shots after making this one.
[1] Like
Big Shot is an incredible journey through three separate stages, each with its own theme, mechanics, and a boss fight. Each stage is such a visual masterpiece, making this one of the most aesthetically pleasing adventure games there are. The platforming also is pretty damn good for the first two stages, while the third takes it to an even higher plane of enlightenment. The various mechanics throughout the game, such as climbable vines and falling stalactites, help add a wonderful layer of depth to the gameplay as well, and all feel smooth and fluid to play once you learn what to do. It's worth noting that the difficulty increases with each stage, I'd say the first starts in the mid-40s while the final stage reaches almost to a 60, so be wary of that especially if you dislike learn-y saves.
This was truly a treat to play finally, it's definitely one of the most memorable games to come out this year. I really hope that Echo and Erik decide to partner up in the future again, as I think their combination of skills has truly created something magical. They're definitely big shots after making this one.
Rating: 9.5
Difficulty: 60
Sep 23, 2022
CanusAntonius
For: I Wanna Fill in the Blanks 2
For: I Wanna Fill in the Blanks 2
Fill in the Blanks 2 is a sequel that steps up from the previous game both through some great system improvements, as well as through a higher difficulty. This aspect could throw a wrench in the work of lower-skilled players who were expecting something along the lines of the original, so be wary of such.
The main highlight of the game comes from the Mad Libs aspect of it, in which Kurath has amply provided a great layout once again to utilize it with. It's pretty clear that IWBTG fangames at this point are pretty much perfect canvases for this idea, so I'm glad there's a second one. To help show that this game has evolved from the first, a new feature has been added that really changes the experience for the better. The final stage in particular uses it in such a creative way that I honestly was shocked at how well it worked.
As I mentioned at the start, I do think the difficulty is sort of a drawback to the game. There's a good bit of actual Needle jumps to worry about, alongside some pretty tough bosses. Even the trap stage took me a lot longer than expected, particularly due to one of the gimmicks there being very uncomfortable to use. 2 bosses in the game actually took me quite a bit of time to beat, (and also had some particularly unsavory attacks I can't say I liked), though the one at the end of the trap stage was alright and the final boss was actually the easiest in the game. I think a game like this would do best with a lower difficulty since it's an idea everyone in the community can enjoy, it's much more fun to just romp around with friends or whatnot without having to worry about being stuck on a save.
Overall, I think it's a solid game, just wish it was a bit easier personally so more people could enjoy it. I would definitely recommend it, but strongly advise only if you can handle about 50 difficulty with ease.
[1] Like
The main highlight of the game comes from the Mad Libs aspect of it, in which Kurath has amply provided a great layout once again to utilize it with. It's pretty clear that IWBTG fangames at this point are pretty much perfect canvases for this idea, so I'm glad there's a second one. To help show that this game has evolved from the first, a new feature has been added that really changes the experience for the better. The final stage in particular uses it in such a creative way that I honestly was shocked at how well it worked.
As I mentioned at the start, I do think the difficulty is sort of a drawback to the game. There's a good bit of actual Needle jumps to worry about, alongside some pretty tough bosses. Even the trap stage took me a lot longer than expected, particularly due to one of the gimmicks there being very uncomfortable to use. 2 bosses in the game actually took me quite a bit of time to beat, (and also had some particularly unsavory attacks I can't say I liked), though the one at the end of the trap stage was alright and the final boss was actually the easiest in the game. I think a game like this would do best with a lower difficulty since it's an idea everyone in the community can enjoy, it's much more fun to just romp around with friends or whatnot without having to worry about being stuck on a save.
Overall, I think it's a solid game, just wish it was a bit easier personally so more people could enjoy it. I would definitely recommend it, but strongly advise only if you can handle about 50 difficulty with ease.
Rating: 8.5
Difficulty: 50
Sep 22, 2022
CanusAntonius
For: I wanna one for all
For: I wanna one for all
One for All is a collaboration between some of the biggest names in the East, I'm talking about Dagger, Carnival, Tsutashin, Klein, Doruppi, and even the maker of Ash. And despite this lineup, what should have been one of the most amazing Collabs ever ended up being one of the worst. It's truly spectacular how this happened, and frankly, I contribute it to the fact it felt like nobody actually gave a shit about the finished product.
The game immediately opens up with a stage by Hanamogeta, which is by far the worst thing in the game, and one of the worst stages I've played in general. It combines a visual gimmick in which the screen tilts as you move left and right, as well as shrinks your visibility down to a tiny screen. I don't get bothered by visual gimmicks usually, but this actually made me feel nauseous at times. But then it adds a gimmick.... and holy fuck is it the worst garbage ever conceived. Basically, it adds a ball on top of your screen that you have to constantly keep balanced, if it falls off it'll cover your entire screen with stuff so you can't see, and don't bother trying to go forward either invisikid style since it removes the saves. This gimmick is finicky as hell, and the platforming designed around it is purposely set to piss you off. To finish off the stage in the worst way possible, you actually have to fight a short boss with the gimmick, the problem is that it basically ends with a "Trap" that's so god damn hard to handle that it took me over 20 boss kills to pass it. This stage in all took me over an hour and a half, which is half of my entire playtime in this 8-stage collab. The fact that this is the start of the game really makes me question if whoever the organizer was even actually played it, it's a fucking atrocious way to gatekeep the game, and frankly, if this stage was alone I'd be rating this so much lower.
The saving grace to this game is that the other makers actually tried to put effort into making something that's actually fun to play, it's only a shame that they're barred behind Hanamogeta's atrocity. Tsutashin's stage that comes next does a good job at reminding me what fun gameplay is like through the usage of a Bomberman Boss, followed by Klein's stage which feels like a classic adventure. The other makes all do a pretty good job too and never come nearly as close to the faults of the first stage, but even now I'm still not sure it was even worth unlocking them. A lot of them still have their own bad moments for being either boring or repetitive, such as the first save of Klein's stage making you do the same thing three times. I will say the final boss wasn't as egregious as Hanamo, but it sure came close; it's a pretty long fight where you have to go through six phases while cycling through the first 5 twice each, it's such a boring conclusion to the game. A final complaint is that bosses never save you inside the stage, so you have to warp back every single attempt and god is it annoying.
I will forever remain confused on how such a lineup of makers could produce something like this, there was no quality control whatsoever from the organizer and it frankly feels mostly unplaytested. I would pretty much never recommend this unless you can get a save past the first stage, what a shame this was to play.
[1] Like
The game immediately opens up with a stage by Hanamogeta, which is by far the worst thing in the game, and one of the worst stages I've played in general. It combines a visual gimmick in which the screen tilts as you move left and right, as well as shrinks your visibility down to a tiny screen. I don't get bothered by visual gimmicks usually, but this actually made me feel nauseous at times. But then it adds a gimmick.... and holy fuck is it the worst garbage ever conceived. Basically, it adds a ball on top of your screen that you have to constantly keep balanced, if it falls off it'll cover your entire screen with stuff so you can't see, and don't bother trying to go forward either invisikid style since it removes the saves. This gimmick is finicky as hell, and the platforming designed around it is purposely set to piss you off. To finish off the stage in the worst way possible, you actually have to fight a short boss with the gimmick, the problem is that it basically ends with a "Trap" that's so god damn hard to handle that it took me over 20 boss kills to pass it. This stage in all took me over an hour and a half, which is half of my entire playtime in this 8-stage collab. The fact that this is the start of the game really makes me question if whoever the organizer was even actually played it, it's a fucking atrocious way to gatekeep the game, and frankly, if this stage was alone I'd be rating this so much lower.
The saving grace to this game is that the other makers actually tried to put effort into making something that's actually fun to play, it's only a shame that they're barred behind Hanamogeta's atrocity. Tsutashin's stage that comes next does a good job at reminding me what fun gameplay is like through the usage of a Bomberman Boss, followed by Klein's stage which feels like a classic adventure. The other makes all do a pretty good job too and never come nearly as close to the faults of the first stage, but even now I'm still not sure it was even worth unlocking them. A lot of them still have their own bad moments for being either boring or repetitive, such as the first save of Klein's stage making you do the same thing three times. I will say the final boss wasn't as egregious as Hanamo, but it sure came close; it's a pretty long fight where you have to go through six phases while cycling through the first 5 twice each, it's such a boring conclusion to the game. A final complaint is that bosses never save you inside the stage, so you have to warp back every single attempt and god is it annoying.
I will forever remain confused on how such a lineup of makers could produce something like this, there was no quality control whatsoever from the organizer and it frankly feels mostly unplaytested. I would pretty much never recommend this unless you can get a save past the first stage, what a shame this was to play.
Rating: 4.8
Difficulty: 60
Sep 22, 2022
CanusAntonius
For: I wanna Reforge
For: I wanna Reforge
It's a decent neon aesthetic game with two interesting saves that give you cool setups. The other saves are fine as well, though not really as memorable as those two. It's pretty easy overall and would probably be appreciated most by beginners.
[0] Likes
Rating: 6.5
Difficulty: 28
Sep 21, 2022
CanusAntonius
For: I wanna be the Strongest Fairy
For: I wanna be the Strongest Fairy
Strongest Fairy is a short beginner Needle game with an easy avoidance at the end. I think it's mostly solid, though I wish save points didn't take a few seconds to actually work, I would often die thinking they've already activated and instead end up a save behind it. Also, it's never really a good idea to use rounded tilesets with needle, but atleast here there's not much issues in that caused by the jumps. A final gripe is that I really wish the numbers weren't in the foreground, there's 2 spots where they're over spots you need to go on and the kid vanishes behind them.
Would recommend it, it's pretty fun, and you can even run it fast if you want.
[1] Like
Would recommend it, it's pretty fun, and you can even run it fast if you want.
Rating: 7.0
Difficulty: 35
Sep 21, 2022
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3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I Wanna be the Kid Escape | 6.6 | 6.9 | 25 |
I Wanna be the Kid Escape 2 | 26.5 | 8.3 | 5 |
Kid Tales - The Legend of Brom | 0.2 | 8.0 | 18 |
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