Fruitless's Profile
Send a PMJoined on: Mar 16, 2020
Bio:
Hi everyone, I'm Fruitless, that guy you're probably familiar with by now for some reason or another. I'm just here trying to have some fun and hopefully not cause any problems.
My rating scale works in intervals of 2 points, and my difficulty scale works in intervals of 5.
-10/10: absolute must play, reserved for only the highest quality fangames out there
-8/10: high recommendation, but not quite among the best of the best
-6/10: a perfectly fine and well-made game, but with some flaws holding it back
-4/10: an ok game, but I can't guarantee you'll enjoy it
-2/10: outright bad and unfun, and an experience that I just can't recommend to most people
-0/10: absolute garbage, reserved for only the lowest quality fangames out there
Additionally, my favorites list is reserved for games I felt were an 8/10 or higher.
I try not to be too harsh of a critic, although I do tend to internalize a game's flaws more than its strengths, especially with higher difficulty fangames, so that likely affects my reviews. I've tried to adjust my ratings to get around this problem, but keep in mind that this is a thing that does happen.
I'm also not good with words in general, so if there is something I liked or didn't like about a game, I might not be able to explain it well or why I felt the way I did. I still try to explain if you would like the game or not, but it's still something I struggle to get across, so keep that in mind too.
I've submitted:
771 Ratings!
205 Reviews!
3384 Screenshots!
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771 Games
205 Reviews
For: I wanna be the Timeattacker!
I Wanna Be The TimeAttacker! is yet another one of Leehe's earliest fangames, from back before he really had a grip on how to make anything really good. I was really curious about this game for a while, so I decided to find the download link and give it a try. Unfortunately, this game found a way to kill my curiosity very quickly, as the game itself is a horrible mess that really puts into perspective how far Leehe has come as a maker since this point.
First of all, how to even beat the game. Immediately you should notice a timer in the top left corner of the screen, hence the game's title. This is important, since it's tied to one of the ways to beat the game, that being to reach the end screen in 1234 seconds or less. The other ways are to beat the game in Rage mode, or beat the last secret boss. Of these options, the Rage mode one is by far the most reasonable, since the final boss is far less reasonable with the time limit in place, and the secret bosses look even worse than it, even without this time limit. No matter what path you take though, that doesn't save this game from being a giant piece of shit.
Onto the game itself, the platforming itself feels incredibly rudimentary, as the layouts of the rooms feel kind of weird and rarely use the whole screen size to its fullest potential. The game even gets lazy extremely quickly, as some room layouts are even reused in multiple screens. I would be fine with this if the screens were at least fun, but the problem is, they're not. Many screens have traps on them, but not many of them are very fun at all, they're either very generic or incredibly frustrating to avoid (the worst examples being on floor 36). Aside from that, most of the actual substance is taken up by generic jumps or other weird stuff, for example invisible killer blocks that only become visible when you touch them. At least some rooms do play around with interesting ideas, like floor 28 which has a giant spiral you have to outrun, or some gimmicks like triple jump or low gravity. but these are pretty few and far between. This would all be perfectly fine on Medium mode, but again, I'm playing on Rage mode, in which case the problems become much worse with a lesser save count.
However, then we have the bosses, which is where the real problem starts. These bosses range from mediocre to absolutely horrendous, but even the ok ones become worse when you realize the lack of a save before them on Rage mode.
-The first boss is the jewel, who just moves back and forth and shoots bullets at you when you attack it, and later walls of bullets from the ceiling as well. A pretty easy boss, just take your time when shooting the boss and be careful not to shoot in a way that blocks you from dodging the ceiling bullets.
-The next one is the sword, which is even simpler. It just shoots aimed shots at you when you shoot it, before eventually spawning bullets from the ceiling and in a spiral pattern in predetermined positions on top of that. Once you learn where to stand, all you have to do is jump and shoot, no other movement is required for this boss.
-After that is the Woolmark logo, which is slightly harder. You have to use low gravity to damage the boss, given how high up it is, which means this boss obviously takes a long time. It also shoots retaliation shots midway through the fight, which stack on top of each other if you mistakenly shoot it during its iframes, which has gotten me multiple times already. You've also got a moving spike at the bottom to worry about, so be careful not to land on that on your way down.
-As for the stage 4 boss, there are actually multiple. The first one is an avoidance set to "Rolling On the Duck" by NieN, but if you get here in Rage mode, or in under 777 seconds, you get to just skip it, so we're not gonna be talking about it.
-What I do want to talk about, however, is the next boss, that being the mental breaker himself, Leehe. This is a massive difficulty spike from the other bosses so far if you don't know what to do, since there's far more patterns than before, which are kind of hard to learn at first. On top of this, there's also some unfair RNG moments, like the walls of bullets that come from the sides of the screen. After you learn the patterns though, this boss is basically free besides the RNG.
-And then comes the last boss in the game, yet another massive difficulty spike, and the main reason I hate the game as much as I do. This boss is an avoidance fight against KeA Bannings based on her appearance from I Wanna Be The Locus, this time including the full version of "Aoi Kiseki" from Trails to Azure. The timer works differently here, as instead of just counting upwards all the time, you get 50 seconds added to the time when you die. While a full version of the Locus fight sounds cool, the actual fight has so many problems that it becomes impossible to appreciate the boss for going through with this concept. Most of the earlier attacks are really boring and easy, making it take a long time to actually get back to the hard part. When you do reach there, though, prepare to get fucked over by some of the worst RNG you've ever seen. You've got a bunch of cherries that fill the screen and randomly fall up or down all at once, all while you have to dodge a very dense aimed circle from the center of the screen, followed by a giant mess of RNG cherries from all sides of the screen (the latter of which happens twice in this fight). And of course, it wouldn't be a complete Locus recreation without the infamous LoveTrap attack, which is absolutely the worst part of the fight, since the game gives you basically no time after the previous attack to get into position for this one, and it's also the learniest part of the fight, right at the end too. I had to bust out the practice tool again to deal with this one properly, as this would have been absolute hell to learn otherwise. Oh, and you get some more cheap instagibs from the sides after that too. Did I mention the icing on the cake here, the boss being more than 5 minutes long? I hope you see what I'm getting at here, this boss is an absolutely unbalanced mess, in other words, definitely not the type of boss you want to put in a speedrun game.
Overall, this game started out alright for me, until I eventually realized how much of a fucking mess it actually is. Don't let your curiosity get the better of you like it did to me, this game is absolutely not worth your time, highly not recommended. If you do decide to play this for whatever reason, just play on Medium mode and stop at KeA, it's not worth it to go any farther. If you're looking for an actually fun floor game from this maker, just try I Wanna Be The Concept instead, that one is basically the polar opposite of this one in terms of quality.
For: I wanna get Cultured
I Wanna Get Cultured is one of the earlier medley fangames to be made, one which got a lot of attention since it released. I was surprised to see that not all of that attention was positive, as for every couple of reviews praising the game, you've also got a recent review calling the game bad and outdated. So with that in mind, how did I think of the game?
The first thing to notice about the game is its main structure: instead of having some platforming screens with a boss at the end, the bosses are all joke bosses, thus giving the platforming more time in the spotlight. This even goes as far as the boss rush, which has been replaced with a stage rush, featuring some longer screens from some fangames. The main intent of this move was to make a medley aimed towards people that like platforming and not grinding on bosses, but there's also another benefit to this approach that nobody's mentioned until now. Some medleys just use screens from a fangame as an excuse to feature them in the boss fight, but with no real bosses, this game gets around that problem and allows for games to be used solely for the screens themselves.
However, as for the platforming itself, I didn't find much enjoyment here. This mostly comes from the screens themselves not being very interesting, since it's a game from 2014, and not much existed back then that's really revolutionary by 2025 standards. At least it's still kind of enjoyable at best for the most part, and there was only a handful of actively unfun screens (I'm looking at you, 8Bit), but yeah, it rarely gets better than that. At least this game has some original screens which are more exciting than what came before it, utilizing gimmicks like jump refreshers and moving platforms in interesting ways, but that unfortunately makes up a very small part of the game.
However, despite many of the bosses just being jokes, there is actually a singular real boss at the end of the game (assuming the Crimson boss doesn't count), that being Biff. This boss is actually one of the most memorable parts of the game, since the attacks are pretty interesting, and it's also not too difficult, so as to not go against the mission of "no grindy bosses". However, the makers even found a way to insert platforming into this, since at the end of every phase, you have to do a screen of platforming, but with a gimmick added on top of it. I imagine some of the gimmicks could be troublesome, especially since one of them is just the stars from Meteor Stream again, but for this run in particular, I was lucky enough to get all of them on my first try, so they weren't that bad for me.
Now onto some other aspects of the game. First, I really don't like the general jokey tone of the game, at least not in a big medley game like this. As Piece said in his creator comment, this game started out as a shitpost before becoming what it is now, and you can definitely see traces of that in the final product. The joke bosses, some screens just being jokes too, the stage clear screens with Comic Sans font and a recorder flute in the background, you name it. In any other game, this would be fine. But if you're not gonna make your big medley fangame with a serious tone, then how am I expected to take it seriously while playing it? Having a couple joke achievements here or there is fine, but if the whole game is like this, then I don't really gel with it as easily.
Anyway, now onto something more positive, that being this game's quality as a medley and a monument to the community. In this regard, the game does better than before. Despite the rooms themselves being kind of uninteresting, at least the variety of fangames chosen is extremely high. You've got everything from Sandwich to Diverse to Catharsis to even I Wannyaaaaaaaaaa, so clearly there's a lot of different types of fangames to keep you covered while playing this. There's also the secrets, which give you different skins from different fangames that you can activate at any time from then on, which are also a nice addition. And of course, we can't forget about the Wannabes Tower in stage 4, which pays homage to a bunch of prominent members of the western community at the time, another one of the most memorable parts of the game.
Either way, while this game may not be the worst thing out there, it's also far from being the best when looked at through a 2025 lens. Not really something I'd recommend, but not something I'd actively suggest against either. If you're looking for an older medley that's definitely worth your time though, I Wanna Get Rekt also exists, which does the exact opposite of this game's concept, focusing on bosses instead of platforming. Or even better, Cultured 2 exists too, so maybe check that out instead, I've heard that's also pretty good.
For: NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNnnice
For: I wanna be rolling
For: I Wanna Escape The Poolrooms
I Wanna Escape The Poolrooms is a puzzle game made for the I Wanna Twourney event, based on the aesthetic of the Poolrooms as the name implies. The game perfectly captures the feeling of being in the Poolrooms, from the echo on every sound effect, to the wavy effect over everything covered by the water, this game nails the atmosphere it's going for. I would expect nothing less from someone like renex, who basically has Game Maker down to a science by this point.
Onto the puzzles themselves, their design is rather interesting. The game is designed around raising and lowering the water level by touching valves, and pushing blocks into position, where they interact with other things in the environment, including the water. The game teaches you the mechanics of these objects gradually throughout its runtime, making it easier for the player to see patterns in later puzzles. An example is moments when you have to make a bridge for objects using other objects to help them cross more space. This is a requirement for a puzzle about halfway through the game, but it gets used more throughout the course of the game, so the player already knows to do keep that possibility in mind by that point. One thing that did kind of irk me was how long the puzzles took, but then again, this game was designed to be played with as little restarts as possible, so it is just more optimal to plan out your actions in advance before making any moves. With this playstyle in mind, the game mostly works out fine. That is, until the clowns show up. Not only does their music completely break the immersion that was built up until this point, but the way they're designed, you're more encouraged to go fast rather than think about your next move, which completely goes against what the game was going for before this point. Granted, that second point doesn't take up that much of the game's design, except for a very annoying secret which puts this issue in the spotlight (and is also the hardest thing in the game execution-wise), but they do show up for the rest of the game, turning it into something completely different than it was before.
Looking at the game as a whole though, it's definitely a fun puzzle game. Definitely recommended if you like puzzle games, or if you're interested in the Backrooms. Also, since this is a puzzle game, the answers to the puzzles are available on the internet if you get stuck.
3 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I Wanna Be The Blast | 49.8 | 6.8 | 8 |
| I Wanna Eat The Macaron | 71.0 | 7.6 | 4 |
| I Wanna Be The Unlimited | 75.0 | 9.0 | 4 |
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707 Cleared Games
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