Xplayerlol's Profile
Send a PMJoined on: Feb 9, 2015
Bio:
Difficulty ratings are currently very up in the air. I'm trying to fix them, I promise, but you'll need to bear with some weird stuff for the next few *years (Like needle ratings being overinflated because I'm not updating them).
Youtube: https://www.youtube.com/channel/UCJdEw23kkyLRKMioQBABZ2A
I've submitted:
1433 Ratings!
1433 Reviews!
1698 Screenshots!
1433 Games
1433 Reviews
Xplayerlol
For: I wanna be the Brown animal
For: I wanna be the Brown animal
Quite fun fangame. Three stages of simple platforming with light-hearted traps and a fun, fair and nicely made RNG boss at the end of each. I find it interesting how some of these traps don't even kill you by themselves, but can still lead you to death if you're in too much of a hurry. The visuals are quite nice, and so are the musics, although the death sound is really annoying.
It's simple, but it's pretty good. Would recommend.
It's simple, but it's pretty good. Would recommend.
Tagged as: Trap
[2] Likes
Rating: 7.6
Difficulty: 43
Apr 21, 2017
Xplayerlol
For: I wanna see the Soundwaves
For: I wanna see the Soundwaves
I like this game's concept. Basically, jumping and shooting releases soundwaves that illuminate the path around the Kid in a small radius. The issue is that the radius is way too small, and the visibility without the soundwaves is literally zero. Even if you ignore that, the platforming itself isn't anything special, most of it is just as generic as it gets. The only good things I can think of about this game are the music, which is calming, and the lack of death sound, which is always welcome, but these alone can't make a fangame good.
It's hardly worth playing, really. The concept is good, but it's very poorly implemented. Wouldn't recommend.
[0] Likes
It's hardly worth playing, really. The concept is good, but it's very poorly implemented. Wouldn't recommend.
Rating: 3.1
Difficulty: 40
Apr 21, 2017
Xplayerlol
For: I wanna Classic
For: I wanna Classic
Rating based on beating the true last boss.
Really long and difficult adventure. Features a tutorial stage, two main stages and eight hidden stages, each of which with its own boss and secret items, ending with a brutal boss rush. If you care to get all the secret items, you'll also have access to an extra needle stage that ends in an absurdly lengthy trigger section and the true last boss, a pretty cool avoidance-ish fight filled with interesting attacks and concepts. You'd hardly expect so much from a game that starts like this one does: With a super generic and short needle section whose last screen is really difficult, ending with a lazily done clear screen that doesn't even have a save. It doesn't really matter how far you get in this needle section, since it's a joke stage: As soon as you give up on it and press "Esc" to close the game, the real game starts.
The variety is astonishing. Each stage features its own gimmick, some of which are quite unique, while some are more common, but still well implemented. The stages vary between platforming-oriented and puzzle-oriented, but they are all unique on their own way. The bosses are also quite unique, and most are enjoyable, or at least alright. The last boss is particularly amazing, with a lot of cool concepts involved. When I first saw it, I thought that the sphere attack at the end was going to be the cheapest thing ever, but while playing it, I was pleasantly surprised to see that it's perfectly possible to react to the sphere's sudden changes of direction, as it moves slowly, which makes it a completely fair attack. The visual field is also really well done, with plenty of nice details, like the water splashes when the kid falls in it. Even the stages with simplistic visuals look nice. And finally, the way the main hub is designed is pretty amazing, with secrets hidden at pretty much every suspicious corner (Speaking of which, I like the way the hidden stages are placed, it's more about looking at suspicious triggers and empty sections than jumping at every single wall and hoping that it's a fake one. There are fake walls, but their placement is decently intuitive).
However, as impressively well-made as this game is, it does have its share of negative points. The first one regards the length of the hidden stages. Many stages are way too long, and don't offer enough variety to keep the player entertained all the way through. When you make a long stage in an adventure fangame, you must make up for the length with variety in order to not make a very monotonous stage. This game ignores this principle, and thus the stages end up being as monotonous as they can be, mainly the puzzle ones, where the lack of variety is even more harmful. The only exceptions I can think of are the Dash Jump stage and the Night Cave.
The two hardest segments in the game also happen to be the worst ones by far. First off, we have the boss rush. It forces you to beat 11 bosses in a row, and you can only unlock the last one after beating the other ten. Kirby, Tohno and the Dash Jump boss are the hardest bosses by far, with Tohno being the source of RNG unfairness (As much as it doesn't seem like it, he can lead to situations where his attacks become unavoidable, namely when he gets too close to you and then uses his special attack), while Kirby and the Dash Jump thingy are really precise pattern-ish bosses that are really difficult to get consistent at. Followed by them, there are three (Maybe four) much easier, but still choke-able bosses, and four (Maybe three) literally free ones that are there just to complete the boss rush and waste your time. Once you beat these ten bosses, you unlock Miku, which is the main reason for this boss rush to be simply terrible. Miku is already a bad boss by herself (Pretty much the only boss in the game I can call simply bad, no excuses allowed), due to one luck-based attack in the middle of the fight (And some really difficult ones right afterwards), so it's no surprise that making her the last boss in a 15 minute long Boss Rush makes her a hundred times worse. Pull all of these bosses together, and we have the equivalent of my favorite kind of boss: Wall-y RNG + difficult patterns + A LOT of filler attacks + Much harder RNG attacks at the end (Including a luck-based one), but in a boss that takes 15 minutes to beat. It's absolutely disgusting, but the other peak source of difficulty in the game isn't any better. It's an incredibly long, lag-inducing needle-ish section (Takes around 7 minutes, iirc) with a couple difficult jumps along the way, ending with a corner jump. At least the screen with the corner is disjointed from the rest of the section, which means that the lag goes away when you reach it. Doesn't make up for its existence, but it could be worse. It's still disgusting, though.
Many stages also have their particularities. Mini is filled with screen transition trolls, which gets tiring really quickly, specially when combined with actual traps (Some of which are funny, some of which are not, and some of which should be funny, but are recycled so many times that they can't be called anything other than just annoying). Time Travel features a nice gimmick, and the unavoidable traps are an interesting way of using it...Once. Maybe twice at most. But apparently the maker took a liking for these unavoidable traps, so they end up being a thing through the rest of the stage. Many screens use multiple instances of them, which makes these screens incredibly tedious. Also, the gimmick often breaks when two Kids decide to fight over the "key" item, specially when neither of them is being currently controlled by the player. When that happens, the "key" gets stuck with one or more Kids, and the more you attempt to grab it, the more stuck it'll be. You might as well just reset. RomRoom doesn't have any really bad particularity, but the amount of time it takes to teleport from one side of the screen to another is kinda annoying. And finally, Dash Jump forces you to wait a couple seconds before every attempt, which is quite annoying, specially when the last few screens feature so many traps.
While the hidden stages are quite intuitive to find, the same can't be said about the secrets. Maybe the cats hidden inside the boxes give the player hints, I wouldn't know (If you don't speak japanese, it doesn't really matter anyway), but as far as I know, some of this game's secrets aren't intuitive to find at all. Night Cave, Under and Tutorial feature completely unintuitive placements for their secrets, Dash Jump's secret is hidden in a very cheap spot, and the same goes for Mini's secret. And finally, hiding the secret outside of the stage is a questionable design choice, as it might make the player waste hours looking for a secret that doesn't exist (Naturally, I'm talking about Portal's stage, whose secret isn't placed anywhere near its stage). The only nicely placed secrets are VVVVVV's, Classic's and RomRoom's, whose placement I actually like a lot. However, the secrets' platforming is actually well-made, none of them is poorly designed at all.
The extra needle stage which precedes the really-long-save is pretty much as long as most stages in the game, which makes it overly long for a needle stage (With a really messy difficulty curve), and thus it gets tiring really quickly, but at least the jumps are kinda creative (Although some are kinda annoying to execute).
And finally, a minor complaint: Making a separate process for the background music was probably a bad idea, as it sometimes leads to multiple glitches if you try to mute it/close the process.
As a neutral point, I'd also like to mention the odd difficulty curve. It kinda of flows nicely, each stage having its own difficulty curve, starting out easy and then slowly ramping it up, but then the bosses break it, some being way too easy and some being way too hard compared to the platforming. Then, there are secret items, which are much harder than the normal platforming, just like they should be, and then the boss rush and the really-long-save break the difficulty curve again, as they are much harder than anything that comes afterwards, including the true last boss (Which isn't overly difficult anyway). It's not a negative point by itself, but not a positive either, just something I thought that would be useful to point out.
I'll be honest: I didn't enjoy the vast majority of the time I spent playing this game. The stages got repetitive quickly, learning Kirby's pattern and the Dash Jump boss' pattern was a chore, and the boss rush and the really-long-save were really unfun. However, I can still see people enjoying it. This is a game that constantly tries to kill your motivation with its length, where everything takes a long chunk of time to do. So, if you are willing to spend that time, you might find something to enjoy in it. Still, I personally wouldn't recommend it. I really don't think that it's worth the effort.
[10] Likes
Really long and difficult adventure. Features a tutorial stage, two main stages and eight hidden stages, each of which with its own boss and secret items, ending with a brutal boss rush. If you care to get all the secret items, you'll also have access to an extra needle stage that ends in an absurdly lengthy trigger section and the true last boss, a pretty cool avoidance-ish fight filled with interesting attacks and concepts. You'd hardly expect so much from a game that starts like this one does: With a super generic and short needle section whose last screen is really difficult, ending with a lazily done clear screen that doesn't even have a save. It doesn't really matter how far you get in this needle section, since it's a joke stage: As soon as you give up on it and press "Esc" to close the game, the real game starts.
The variety is astonishing. Each stage features its own gimmick, some of which are quite unique, while some are more common, but still well implemented. The stages vary between platforming-oriented and puzzle-oriented, but they are all unique on their own way. The bosses are also quite unique, and most are enjoyable, or at least alright. The last boss is particularly amazing, with a lot of cool concepts involved. When I first saw it, I thought that the sphere attack at the end was going to be the cheapest thing ever, but while playing it, I was pleasantly surprised to see that it's perfectly possible to react to the sphere's sudden changes of direction, as it moves slowly, which makes it a completely fair attack. The visual field is also really well done, with plenty of nice details, like the water splashes when the kid falls in it. Even the stages with simplistic visuals look nice. And finally, the way the main hub is designed is pretty amazing, with secrets hidden at pretty much every suspicious corner (Speaking of which, I like the way the hidden stages are placed, it's more about looking at suspicious triggers and empty sections than jumping at every single wall and hoping that it's a fake one. There are fake walls, but their placement is decently intuitive).
However, as impressively well-made as this game is, it does have its share of negative points. The first one regards the length of the hidden stages. Many stages are way too long, and don't offer enough variety to keep the player entertained all the way through. When you make a long stage in an adventure fangame, you must make up for the length with variety in order to not make a very monotonous stage. This game ignores this principle, and thus the stages end up being as monotonous as they can be, mainly the puzzle ones, where the lack of variety is even more harmful. The only exceptions I can think of are the Dash Jump stage and the Night Cave.
The two hardest segments in the game also happen to be the worst ones by far. First off, we have the boss rush. It forces you to beat 11 bosses in a row, and you can only unlock the last one after beating the other ten. Kirby, Tohno and the Dash Jump boss are the hardest bosses by far, with Tohno being the source of RNG unfairness (As much as it doesn't seem like it, he can lead to situations where his attacks become unavoidable, namely when he gets too close to you and then uses his special attack), while Kirby and the Dash Jump thingy are really precise pattern-ish bosses that are really difficult to get consistent at. Followed by them, there are three (Maybe four) much easier, but still choke-able bosses, and four (Maybe three) literally free ones that are there just to complete the boss rush and waste your time. Once you beat these ten bosses, you unlock Miku, which is the main reason for this boss rush to be simply terrible. Miku is already a bad boss by herself (Pretty much the only boss in the game I can call simply bad, no excuses allowed), due to one luck-based attack in the middle of the fight (And some really difficult ones right afterwards), so it's no surprise that making her the last boss in a 15 minute long Boss Rush makes her a hundred times worse. Pull all of these bosses together, and we have the equivalent of my favorite kind of boss: Wall-y RNG + difficult patterns + A LOT of filler attacks + Much harder RNG attacks at the end (Including a luck-based one), but in a boss that takes 15 minutes to beat. It's absolutely disgusting, but the other peak source of difficulty in the game isn't any better. It's an incredibly long, lag-inducing needle-ish section (Takes around 7 minutes, iirc) with a couple difficult jumps along the way, ending with a corner jump. At least the screen with the corner is disjointed from the rest of the section, which means that the lag goes away when you reach it. Doesn't make up for its existence, but it could be worse. It's still disgusting, though.
Many stages also have their particularities. Mini is filled with screen transition trolls, which gets tiring really quickly, specially when combined with actual traps (Some of which are funny, some of which are not, and some of which should be funny, but are recycled so many times that they can't be called anything other than just annoying). Time Travel features a nice gimmick, and the unavoidable traps are an interesting way of using it...Once. Maybe twice at most. But apparently the maker took a liking for these unavoidable traps, so they end up being a thing through the rest of the stage. Many screens use multiple instances of them, which makes these screens incredibly tedious. Also, the gimmick often breaks when two Kids decide to fight over the "key" item, specially when neither of them is being currently controlled by the player. When that happens, the "key" gets stuck with one or more Kids, and the more you attempt to grab it, the more stuck it'll be. You might as well just reset. RomRoom doesn't have any really bad particularity, but the amount of time it takes to teleport from one side of the screen to another is kinda annoying. And finally, Dash Jump forces you to wait a couple seconds before every attempt, which is quite annoying, specially when the last few screens feature so many traps.
While the hidden stages are quite intuitive to find, the same can't be said about the secrets. Maybe the cats hidden inside the boxes give the player hints, I wouldn't know (If you don't speak japanese, it doesn't really matter anyway), but as far as I know, some of this game's secrets aren't intuitive to find at all. Night Cave, Under and Tutorial feature completely unintuitive placements for their secrets, Dash Jump's secret is hidden in a very cheap spot, and the same goes for Mini's secret. And finally, hiding the secret outside of the stage is a questionable design choice, as it might make the player waste hours looking for a secret that doesn't exist (Naturally, I'm talking about Portal's stage, whose secret isn't placed anywhere near its stage). The only nicely placed secrets are VVVVVV's, Classic's and RomRoom's, whose placement I actually like a lot. However, the secrets' platforming is actually well-made, none of them is poorly designed at all.
The extra needle stage which precedes the really-long-save is pretty much as long as most stages in the game, which makes it overly long for a needle stage (With a really messy difficulty curve), and thus it gets tiring really quickly, but at least the jumps are kinda creative (Although some are kinda annoying to execute).
And finally, a minor complaint: Making a separate process for the background music was probably a bad idea, as it sometimes leads to multiple glitches if you try to mute it/close the process.
As a neutral point, I'd also like to mention the odd difficulty curve. It kinda of flows nicely, each stage having its own difficulty curve, starting out easy and then slowly ramping it up, but then the bosses break it, some being way too easy and some being way too hard compared to the platforming. Then, there are secret items, which are much harder than the normal platforming, just like they should be, and then the boss rush and the really-long-save break the difficulty curve again, as they are much harder than anything that comes afterwards, including the true last boss (Which isn't overly difficult anyway). It's not a negative point by itself, but not a positive either, just something I thought that would be useful to point out.
I'll be honest: I didn't enjoy the vast majority of the time I spent playing this game. The stages got repetitive quickly, learning Kirby's pattern and the Dash Jump boss' pattern was a chore, and the boss rush and the really-long-save were really unfun. However, I can still see people enjoying it. This is a game that constantly tries to kill your motivation with its length, where everything takes a long chunk of time to do. So, if you are willing to spend that time, you might find something to enjoy in it. Still, I personally wouldn't recommend it. I really don't think that it's worth the effort.
Rating: 5.4
Difficulty: 85
Apr 21, 2017
Xplayerlol
For: I wanna be the Overlord
For: I wanna be the Overlord
Rating based on version 1.0.
Long and really well-made adventure. It's designed as a Metroidvania, which basically means that the game is non-linear, but the access to many areas requires the player to have specific items. With lots of different obstacles, enemies to kill, nicely implemented gimmicks and creative puzzles, there's a lot to like in this game. The bosses are quite well-made as well. Interesting attacks, some cool mechanics, and all the fights are fair. The visuals are superb, and combined with the right music choices create a wide range of environments, not only making the stages very different from each other, but also making certain sections of the stages different from each other (For example, the Moonlight Forest area has a temple inside of it).
Furthermore, there are also some nice additional features. There's a leveling system, although the only thing you can level up is your attack, and a fast travel system with strategically positioned teleporters that leave you close to the key sections. There's an inventory system, where you can choose between different guns and different kinds of ammunition, as well as manage your key items (Special items that allow you to access specific sections). There are even some optional sections (Including mini-games) that offer you collectibles and upgrades. And finally, there's something that I greatly missed on I dun wanna be Anything 2 (Another game that uses the Metroidvania structure): A map system. It's heavily glitchy, but it exists, and it's very helpful, as it even allows you to see where can you find teleporters, saves, key sections and boss rooms, as long as you've visited these sections before.
As much as they don't seem like it, most key items' functions are sorta of properly explained. For example, once you get the Moonlight Orb, whose name is anything but self-explanatory, you have to backtrack through a section filled with water, and then you should be able to notice that you don't have an oxygen meter anymore. However, there's a little issue called "Ocarina", a neat item that allows you to go back to the main hub whenever you want. If the player has the Ocarina, and then decides to use it to go back instead of using the intended way (Which sounds like a very plausible idea, actually), discovering the Orb's function would be much trickier. Giving the items text descriptions would be a much more reliable way of explaining their functions to the player.
The only major complaint I have about this game, however, is that there's not much effort to guide the player towards the main objective. Just like in I dun wanna be Anything 2, there's a bunch of places you can go to, and no one to tell you "Denri has the key to overcome the Moonlight Maze. He resides on the very top of this building. But he's not gonna let go of it, and you'll never be able to face him head-on. You need to find an alternative path", or something like that, until halfway through the game, where you can find a couple hints of the stuff you're supposed to do (Most of which from NPCs at the Training Grounds). As a result of that, it's hard to tell what are you supposed to do in order to progress through each area, and more often than not you'll be surrounded by annoying dead-ends, finding a lot of optional items but without making any real progress. A major share of my enjoyment went away really quickly due to this.
Even so, I still liked this game a lot. Most of it is really well done, and its positives heavily outweigh the few negatives. Would definitely recommend.
On a side note, I would certainly appreciate if this kind of fangame was our standard for "generic", instead of what we actually have. Can you imagine, everyone making fangames like this, to the point where it's even considered overdone? That'd probably be great.
[10] Likes
Long and really well-made adventure. It's designed as a Metroidvania, which basically means that the game is non-linear, but the access to many areas requires the player to have specific items. With lots of different obstacles, enemies to kill, nicely implemented gimmicks and creative puzzles, there's a lot to like in this game. The bosses are quite well-made as well. Interesting attacks, some cool mechanics, and all the fights are fair. The visuals are superb, and combined with the right music choices create a wide range of environments, not only making the stages very different from each other, but also making certain sections of the stages different from each other (For example, the Moonlight Forest area has a temple inside of it).
Furthermore, there are also some nice additional features. There's a leveling system, although the only thing you can level up is your attack, and a fast travel system with strategically positioned teleporters that leave you close to the key sections. There's an inventory system, where you can choose between different guns and different kinds of ammunition, as well as manage your key items (Special items that allow you to access specific sections). There are even some optional sections (Including mini-games) that offer you collectibles and upgrades. And finally, there's something that I greatly missed on I dun wanna be Anything 2 (Another game that uses the Metroidvania structure): A map system. It's heavily glitchy, but it exists, and it's very helpful, as it even allows you to see where can you find teleporters, saves, key sections and boss rooms, as long as you've visited these sections before.
As much as they don't seem like it, most key items' functions are sorta of properly explained. For example, once you get the Moonlight Orb, whose name is anything but self-explanatory, you have to backtrack through a section filled with water, and then you should be able to notice that you don't have an oxygen meter anymore. However, there's a little issue called "Ocarina", a neat item that allows you to go back to the main hub whenever you want. If the player has the Ocarina, and then decides to use it to go back instead of using the intended way (Which sounds like a very plausible idea, actually), discovering the Orb's function would be much trickier. Giving the items text descriptions would be a much more reliable way of explaining their functions to the player.
The only major complaint I have about this game, however, is that there's not much effort to guide the player towards the main objective. Just like in I dun wanna be Anything 2, there's a bunch of places you can go to, and no one to tell you "Denri has the key to overcome the Moonlight Maze. He resides on the very top of this building. But he's not gonna let go of it, and you'll never be able to face him head-on. You need to find an alternative path", or something like that, until halfway through the game, where you can find a couple hints of the stuff you're supposed to do (Most of which from NPCs at the Training Grounds). As a result of that, it's hard to tell what are you supposed to do in order to progress through each area, and more often than not you'll be surrounded by annoying dead-ends, finding a lot of optional items but without making any real progress. A major share of my enjoyment went away really quickly due to this.
Even so, I still liked this game a lot. Most of it is really well done, and its positives heavily outweigh the few negatives. Would definitely recommend.
On a side note, I would certainly appreciate if this kind of fangame was our standard for "generic", instead of what we actually have. Can you imagine, everyone making fangames like this, to the point where it's even considered overdone? That'd probably be great.
Rating: 9.2
Difficulty: 59
Mar 26, 2017
Xplayerlol
For: I wanna be the Cavalry
For: I wanna be the Cavalry
A couple screens of platforming followed by an avoidance. The platforming consists of a bunch of generic needle jumps, and there's honestly not a lot to say about it (Visuals are decent, and so is the music, but gameplay-wise, it's bad). The avoidance is 100% RNG, and most attacks are surprisingly fair, yet still challenging, maintaining a stable difficulty from the beginning to the end of the fight, with only one attack that can potentially give you unfair RNG (Although the fight repeats it twice). It seems like the maker ran out of ideas while making the avoidance, though, and ended up recycling a lot of attacks on the second half of the fight.
Looking back at it, it's not quite worth a 1.0 rating as I once thought it was. It's just mediocre as hell. Still wouldn't recommend.
[0] Likes
Looking back at it, it's not quite worth a 1.0 rating as I once thought it was. It's just mediocre as hell. Still wouldn't recommend.
Rating: 4.0
Difficulty: 65
Mar 19, 2017
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