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xva
For: I wanna be the Dark Blue
For: I wanna be the Dark Blue
classic, short game with some basic platforming and gimmicks. some traps are a little mean but it’s nothing too crazy. you can’t really see them coming at times, which is somewhat unfortunate. I feel the game would be much better without them. there’s some puzzle elements and a few bosses if I remember correctly. it’s fine, I suppose - not super notable
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Rating: 6.2
Difficulty: 31
Mar 14, 2025
xva
For: I wanna be the Boshy
For: I wanna be the Boshy
rating based on hard-on, all collectibles
Boshy is a game that needs no introduction. I’ll keep my review somewhat short, as I feel like I don’t have much to add. there are essentially no new perspectives and nothing I can really say that hasn’t been said before. I’m personally speaking as someone who hasn’t played Boshy as one of their first fangames, but as their 450th (approximately). my main critique of this game will have a lot to do with this, since it actually relates to physics. while playing the game, I heavily complained about the bad physics and the overall jankiness of nearly every section. everything is generally poorly designed and doesn’t work a lot of the time. many deaths don’t feel like your fault and it feels like you can only get so good at certain mechanics. the game has a whole ton of gimmicks, which are all implemented in various degrees of quality, ranging from completely dysfunctional to completely consistent. this provides quite the experience, as there isn’t a single other game much like this one. there just aren’t games that are this long and variable in terms of gameplay and quality
the game’s difficulty on hard-on is well-split between the bosses and the platforming. by this I mean the platforming and the bosses are of a similar difficulty. almost every boss has an equivalent platforming area, with the exception of perhaps one - that being Sonic. with that, I’ll first mention two of the most important bosses. Sonic is likely the hardest boss in the entire game despite Solgryn being objectively harder. the key difference is, by the time you reach Sonic you still have no idea what you’re doing and the physics feel funny - but by the time you reach Solgryn, you will have mastered the controls and you know what you’re doing. this, combined with the doubleshot glitch and a phase 1 quick kill, can make Solgryn much easier. all of this, with one caveat:
even then, you’ll still need to remember and learn how to do each phase individually
this sentence is very, very important. it applies to every boss in the entire game. I don’t think this game is super traditionally ‘skill-based’ in many ways. it doesn’t test your traditional needle skills or your traditional avoidance/reading skills, but your perseverance and adventure skills. adventure skill is some sort of combination of gimmick skill and overall ‘ability to figure things out as you go’. this is manifested in ways such as figuring out save + restart setups for certain timings, figuring out when and how to dodge triggers and traps, understanding how gimmicks function and how they can be used/abused, etc. this is all very crucial to not only the platforming, but to the bosses as well. figuring out shot patterns (as in, damaging the bosses) is very difficult and is pretty much half the difficulty within them. this is something that you’ll eventually just get a feel for if you’ve played adventure games enough, since adventure games often have bosses that require shooting. this is what I mean by adventure skill, it’s a group of specific skills acquired by playing adventure games
the platforming is quite janky but illogical at times. it has some interesting ideas, no matter how random they are. it’s notably much harder on hard-on because of the severe lack of saves in many areas. primarily world 11, the entire tower segment after it and the Veni Vidi Vici save in world 4 - which is the hardest save in the game. the best world is ninja gaiden, and the worst is likely castlevania
time and time again I’ve commented on how janky, bad and poorly designed this game is. however, we oo have to put it into historical context: it’s 2010, and Solgryn was a 13 year old kid making a game for a streamer who thought I wanna be the guy was too easy. obviously you’re gonna put a ton of crazy, wacky difficult bullshit in it without a second thought. in a way, this game is quite charming because of this and I can see why people adore this game so much
I can’t recommend this game, but I’d give it an endorsement that is by definition larger than just a recommendation: everyone should play this game for the historical value alone
[1] Like
Boshy is a game that needs no introduction. I’ll keep my review somewhat short, as I feel like I don’t have much to add. there are essentially no new perspectives and nothing I can really say that hasn’t been said before. I’m personally speaking as someone who hasn’t played Boshy as one of their first fangames, but as their 450th (approximately). my main critique of this game will have a lot to do with this, since it actually relates to physics. while playing the game, I heavily complained about the bad physics and the overall jankiness of nearly every section. everything is generally poorly designed and doesn’t work a lot of the time. many deaths don’t feel like your fault and it feels like you can only get so good at certain mechanics. the game has a whole ton of gimmicks, which are all implemented in various degrees of quality, ranging from completely dysfunctional to completely consistent. this provides quite the experience, as there isn’t a single other game much like this one. there just aren’t games that are this long and variable in terms of gameplay and quality
the game’s difficulty on hard-on is well-split between the bosses and the platforming. by this I mean the platforming and the bosses are of a similar difficulty. almost every boss has an equivalent platforming area, with the exception of perhaps one - that being Sonic. with that, I’ll first mention two of the most important bosses. Sonic is likely the hardest boss in the entire game despite Solgryn being objectively harder. the key difference is, by the time you reach Sonic you still have no idea what you’re doing and the physics feel funny - but by the time you reach Solgryn, you will have mastered the controls and you know what you’re doing. this, combined with the doubleshot glitch and a phase 1 quick kill, can make Solgryn much easier. all of this, with one caveat:
even then, you’ll still need to remember and learn how to do each phase individually
this sentence is very, very important. it applies to every boss in the entire game. I don’t think this game is super traditionally ‘skill-based’ in many ways. it doesn’t test your traditional needle skills or your traditional avoidance/reading skills, but your perseverance and adventure skills. adventure skill is some sort of combination of gimmick skill and overall ‘ability to figure things out as you go’. this is manifested in ways such as figuring out save + restart setups for certain timings, figuring out when and how to dodge triggers and traps, understanding how gimmicks function and how they can be used/abused, etc. this is all very crucial to not only the platforming, but to the bosses as well. figuring out shot patterns (as in, damaging the bosses) is very difficult and is pretty much half the difficulty within them. this is something that you’ll eventually just get a feel for if you’ve played adventure games enough, since adventure games often have bosses that require shooting. this is what I mean by adventure skill, it’s a group of specific skills acquired by playing adventure games
the platforming is quite janky but illogical at times. it has some interesting ideas, no matter how random they are. it’s notably much harder on hard-on because of the severe lack of saves in many areas. primarily world 11, the entire tower segment after it and the Veni Vidi Vici save in world 4 - which is the hardest save in the game. the best world is ninja gaiden, and the worst is likely castlevania
time and time again I’ve commented on how janky, bad and poorly designed this game is. however, we oo have to put it into historical context: it’s 2010, and Solgryn was a 13 year old kid making a game for a streamer who thought I wanna be the guy was too easy. obviously you’re gonna put a ton of crazy, wacky difficult bullshit in it without a second thought. in a way, this game is quite charming because of this and I can see why people adore this game so much
I can’t recommend this game, but I’d give it an endorsement that is by definition larger than just a recommendation: everyone should play this game for the historical value alone
Rating: 4.6
Difficulty: 72
Mar 14, 2025
xva
For: I Wanna Ponder
For: I Wanna Ponder
rating based on 100%
to be completely fair and honest: I heavily dislike puzzle games. I don’t enjoy playing them and the amount of satisfaction they bring is often minimal to me. ultimately, I’m not a fan of puzzles. I’ve also come to notice I’m not a fan of very difficult puzzles. Ponder offers all sorts of very difficult puzzle variants. anything from your average block puzzle, to sudoku, to something as strangely designed as despike. Ponder can hardly be called an IWBTG fangame at times - oftentimes it’s closer to an actual, legitimate puzzle game. this game has, in a way, garnered a reputation of being just that: bordering on ‘not_a_fangame’ territory. what I don’t hear people often talk about is this game’s shockingly high difficulty, which I will discuss shortly
evaluating the difficulty of a game like this one is a very difficult task. you can’t really rate its difficulty like any other game. it’s a puzzle game that requires minimal platforming skill but very advanced reasoning and puzzle-solving. this often isn’t counted as a part of the difficulty of many games, and is highly subjective. people who might be good at and/or enjoy puzzle games will find this game to be not very difficult. others, like myself, might be the complete opposite and will find this game very difficult. not just difficult, but straining to play. my difficulty rating is heavily influenced by two things: the level 10 puzzles in each category and my experiences with other games of similar difficulty. the former is self-explanatory, while the latter I’d sort or consider a weird approach. when evaluating the difficulty, I took a look at my clears around the first difficulty range that came to mind (80+) and thought about how my experience with this game compared to the likes of Kamilia 2, Series Z 2, Emperor, Crimson Needle 2, etc. this reasoning eventually led me to believe that a playthrough of Crimson Needle 2 would be easier, more fun and less painful than reclearing all of Ponder once again. since I gave CN2 a flat 85, I gave Ponder a higher decimal 85. the only reason I went into explaining this is because of how interesting and unusual the process is compared to rating the difficulty of the average game. as for my enjoyment/quality rating, I just gave it whatever felt right. that one isn’t too hard to explain
there are 10 categories of puzzle levels + 3 bonus areas. each category contains 10 puzzles which scale in difficulty. usually the first few levels aren’t anything too difficult, then the middle ones are hard, and the last few can be anywhere from being the same difficulty as the rest to insanely cryptic and overly specific shit. if I had to rank each puzzle category in terms of difficulty and enjoyment, I’d rank them as follows:
1. blocks - 70/100; 2/10
2. pathing - 73/100; 7/10
3. sequence - 68/100: 6/10
4. botkid - 76/100; 8/10
5. rotation - 82/100; 3/10
6. kidamari - 65/100, 10/10
7. despike - 84/100, 0/10
8. sudoku - 74/100, 6/10
9. laser - 80/100, 5/10
10. matching - 70/100, 6/10
some notably insane puzzles are:
- rotation 10, the absolute hardest puzzle in the game
- botkid 10, very clever but insanely hard to figure out
- despike 10, one of the hardest puzzles in the game, unfortunately makes no sense at all
notably, all of despike felt random and illogical. i never really understood the premise of it
the game’s 3 bonus areas are all quite fun compared to the base game. they could be called ‘extra’ in the traditional fangame sense. they consist of a chess avoidance which I found quite fun but not particularly difficult. the entire premise is interesting and well-implemented, minus the wacky goofy effects that the pieces make. I don’t know what that’s all about. maze isn’t very interesting and doesn’t even count towards 100%, but the more important one is the tower defense. it’s quite difficult to figure out and really requires you to strategise in weird and innovative ways. this is the good part - but the bad part is that a lot of mechanics are somewhat unclear. it’s not bloons style and no enemies recur, meaning every wave is brand new with new abilities and enemy types. this isn’t very fun or interesting. you’ll always be left guessing whether the tower setup you have is even capable of defeating whatever enemies are about to appear. they can heal eachother, have shields, split, teleport, etc. all sorts of shit is what I’m getting at. generally I don’t really enjoy this type of tower defense. what’s funnier, though, are the various and colorful enemy sprites that have nothing to do with anything half the time. the last 10 or so waves have enemies which are just bosses from I wanna Classic
and of course, on top of it all - the final boss of
this tower defense segment (and therefore the entire game) is no one other than Chiyo Mihama. she’s just about the most powerful tower defense boss I’ve seen in my entire life. regens like instantly, has a shield capable of tanking what appears to be a septillion damage per second, and is just in general terrifying. unfortunately, there is no way of summoning Tomo to deal with her in any way. you’ll just have to kill Chiyo on your own
not recommended, unless you love painful and very difficult puzzles
to be completely fair and honest: I heavily dislike puzzle games. I don’t enjoy playing them and the amount of satisfaction they bring is often minimal to me. ultimately, I’m not a fan of puzzles. I’ve also come to notice I’m not a fan of very difficult puzzles. Ponder offers all sorts of very difficult puzzle variants. anything from your average block puzzle, to sudoku, to something as strangely designed as despike. Ponder can hardly be called an IWBTG fangame at times - oftentimes it’s closer to an actual, legitimate puzzle game. this game has, in a way, garnered a reputation of being just that: bordering on ‘not_a_fangame’ territory. what I don’t hear people often talk about is this game’s shockingly high difficulty, which I will discuss shortly
evaluating the difficulty of a game like this one is a very difficult task. you can’t really rate its difficulty like any other game. it’s a puzzle game that requires minimal platforming skill but very advanced reasoning and puzzle-solving. this often isn’t counted as a part of the difficulty of many games, and is highly subjective. people who might be good at and/or enjoy puzzle games will find this game to be not very difficult. others, like myself, might be the complete opposite and will find this game very difficult. not just difficult, but straining to play. my difficulty rating is heavily influenced by two things: the level 10 puzzles in each category and my experiences with other games of similar difficulty. the former is self-explanatory, while the latter I’d sort or consider a weird approach. when evaluating the difficulty, I took a look at my clears around the first difficulty range that came to mind (80+) and thought about how my experience with this game compared to the likes of Kamilia 2, Series Z 2, Emperor, Crimson Needle 2, etc. this reasoning eventually led me to believe that a playthrough of Crimson Needle 2 would be easier, more fun and less painful than reclearing all of Ponder once again. since I gave CN2 a flat 85, I gave Ponder a higher decimal 85. the only reason I went into explaining this is because of how interesting and unusual the process is compared to rating the difficulty of the average game. as for my enjoyment/quality rating, I just gave it whatever felt right. that one isn’t too hard to explain
there are 10 categories of puzzle levels + 3 bonus areas. each category contains 10 puzzles which scale in difficulty. usually the first few levels aren’t anything too difficult, then the middle ones are hard, and the last few can be anywhere from being the same difficulty as the rest to insanely cryptic and overly specific shit. if I had to rank each puzzle category in terms of difficulty and enjoyment, I’d rank them as follows:
1. blocks - 70/100; 2/10
2. pathing - 73/100; 7/10
3. sequence - 68/100: 6/10
4. botkid - 76/100; 8/10
5. rotation - 82/100; 3/10
6. kidamari - 65/100, 10/10
7. despike - 84/100, 0/10
8. sudoku - 74/100, 6/10
9. laser - 80/100, 5/10
10. matching - 70/100, 6/10
some notably insane puzzles are:
- rotation 10, the absolute hardest puzzle in the game
- botkid 10, very clever but insanely hard to figure out
- despike 10, one of the hardest puzzles in the game, unfortunately makes no sense at all
notably, all of despike felt random and illogical. i never really understood the premise of it
the game’s 3 bonus areas are all quite fun compared to the base game. they could be called ‘extra’ in the traditional fangame sense. they consist of a chess avoidance which I found quite fun but not particularly difficult. the entire premise is interesting and well-implemented, minus the wacky goofy effects that the pieces make. I don’t know what that’s all about. maze isn’t very interesting and doesn’t even count towards 100%, but the more important one is the tower defense. it’s quite difficult to figure out and really requires you to strategise in weird and innovative ways. this is the good part - but the bad part is that a lot of mechanics are somewhat unclear. it’s not bloons style and no enemies recur, meaning every wave is brand new with new abilities and enemy types. this isn’t very fun or interesting. you’ll always be left guessing whether the tower setup you have is even capable of defeating whatever enemies are about to appear. they can heal eachother, have shields, split, teleport, etc. all sorts of shit is what I’m getting at. generally I don’t really enjoy this type of tower defense. what’s funnier, though, are the various and colorful enemy sprites that have nothing to do with anything half the time. the last 10 or so waves have enemies which are just bosses from I wanna Classic
and of course, on top of it all - the final boss of
this tower defense segment (and therefore the entire game) is no one other than Chiyo Mihama. she’s just about the most powerful tower defense boss I’ve seen in my entire life. regens like instantly, has a shield capable of tanking what appears to be a septillion damage per second, and is just in general terrifying. unfortunately, there is no way of summoning Tomo to deal with her in any way. you’ll just have to kill Chiyo on your own
not recommended, unless you love painful and very difficult puzzles
Tagged as: Puzzle
[0] Likes
Rating: 6.0
Difficulty: 85
Mar 8, 2025
xva
For: I wanna be the tomodatiになるな
For: I wanna be the tomodatiになるな
i like the 9
Tagged as: Needle
tomodati-like
[0] Likes
Rating: 1.8
Difficulty: 77
Mar 7, 2025
xva
For: I wanna be the OTSD
For: I wanna be the OTSD
difficult trials/PTSD game with some not-so-complicated tech, but some very difficult saves nevertheless. I won't exactly spoil what they may be, but you'll find all of the hardest saves are near the end of the game. the saves are fairly satisfying and a valign display is provided for saves that may or may not require a certain valign range. jumps often utilize difficult and specific cancels and don't often focus on jumps above 10f. the hardest save in the game is very difficult and requires an insanely precise 1+1+1 (or at least, that's the way I did it). it's found somewhere in the latter half of the game. the game is also subdivided into areas that look ever so slightly different, which is a nice touch I'd say. new areas are to be found every 10 saves. it's fairly well designed and is pretty fun if you don't get stuck on anything for a particularly long period of time
[0] Likes
Rating: 6.6
Difficulty: 82
Mar 5, 2025
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