ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
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380 Ratings!
380 Reviews!
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380 Games
380 Reviews
For: I wanna uhuhu spike 3
But again, the soundtrack had me pumping and I felt inside an electronic music box again. For some reason, I do associate red and blue with "difficult" in I Wanna Games (talk about being weird), and that is why I felt I Wanna be the Dark Blue as a hard game even if it never was, but I digress... Colors are nice but I agree with Oblivion: the exploding effect of star circles confuses your positioning and, in my case, made me think that I actually had died when I didn't, so I just stopped and, a couple of seconds, I truly die. This is because I have seen this death effect in games before instead of the classic explosion of red pixels.
It is the worst entry imo; Uhuhu Spike 2 remains as the best.
For: I Wanna Uhuhu Spike 2
For: I Wanna Uhuhu Spike
My difficulty rating spiked (no pun intended) with the insane last screen which, besides looking simple at first glance, it was frustrating, boring, uneventful and anticlimactic.
For: I wanna Rose Gear
Stage 1 gave me great issues of enjoyability with horrible music, an ugly boss (annoying by structure and not by difficulty) and screen changes where you could get free deaths by not knowing what lied ahead. But you must move fast, because the infinite jump bubble lasts only three seconds, so, in a way, you must rush quickly to your death and pay attention to what you died. It's an exercise of memorization.
Cool, Stage 2 is a Pokemon area, but つたしん, the creator, certainly seemed to be on drugs while making it. The initial platforming is very annoying. Using the graphics from the original Pokemon Red/Blue games, the edge of your platforms are not distinguishable. Aligns are not clear and you die either from jumping too early, not realizing that the edges of the "blocks" you are standing on actually place the kid floating in mid air. Nice design there. The boss is... I don't know. Drugs squared? I smiled at some humorous moments, tho.
Now we have the second part, which can be accessed by taking the upper route. This is certainly saving the best for last. Stage 3 (if we follow this order, anyway) is of great-looking design, with a bad music that doesn't suit the world at all. Platforming is nicely done, and the boss is painfully easy and uneventful. Hits and misses here, but worth replaying because of this area.
Stage 4 is absolute bliss. Certainly the peak of this game. Platforming-wise and music-wise, it offers the best, and design-wise it is the second best. Black and White designs can be quite fascinating when there is creativity involved. The last boss, Megurine Luka & Kagamine Rin with the song ANTI THE∞HOLiC, is the most iconic moment of the entire game and worth playing again and again. Difficulty is utmost reasonable and the patterns are fun to dodge and pretty to watch. Not always in sync with the music, but those are minor moments.
Difficulty rating does not include extras, which certainly would increase it considerably! Talking about the extra, which contains all of the bosses buffed, the final boss of the upper route, is certainly one of the best avoidances in fangame history. The secrets are worth collecting for the sake of that boss alone: incredible.
Recommended? Well... Yes, if you save the best for last. In that way you won't probably feel that you wasted your time and, arguably, you end up finishing the game with the greatest, memorable moment of this fangame.
For: I Wanna Be The 4 Elements
The game has only four stages to be completed, each one representing earth, water, wind and fire respectively, and each one featuring painfully flat monochromatic designs, not counting the tutorial which you might think you don't need, but YOU DO and I will say why soon. Bosses are unpredictable in design, but also ugly.
Analyzing the screens you have to pass, by definition, they are of average difficulty at MOST. However, my difficulty rating is based on playing this on an Android phone (I hear that iPhone users actually have to PAY for this mess; buy bread for your family instead). 3-pixel movements and gate jumps are incredibly hard to do. You must make the slightest tap on the phone and sometimes it will read it as an even higher jump, making gate jumps hell. Now go to the fire stage, which the game describes as having "remarkable difficulty". To give an idea, that stage has a difficulty between 40-45 in normal standards, but in the phone, it is nearly impossible, even activating the infinite jump gimmick.
I have already stated the atrocious design, but level design is also extremely lazy and badly planned. Besides boring, whenever you make it past a screen, you must be very careful while changing screens because if you press right for too long, you will die by either falling or hitting a spike in the beginning of the next screen. It sounds dumb and easy but it is actually difficult because that is how your hands react on your phone by inertia due to the terrible controls. I wished a keyboard the entire time so badly.
Avoid. It is a terrible joke and you will be crying if you even dared to pay for this. The horrible English grammar does not help the cause either.
34 Favorite Games
370 Cleared Games