GaspacoZanis's Profile
Send a PMJoined on: May 20, 2017
Bio:
I am just a random guy who like to play IWBTG fangames ! If you want, you can read my reviews and ratings for every game, which I have cleared! If you want, you can ask my some questions too, and I will be happy to answer to them! Have a nice day! ^-^
Link to my clear list, wishlist, plans and what I am currently playing: https://sheet.zoho.eu/sheet/published.do?rid=0rgpa2003c0dd491040fea02d5e1879dfb68d
Most of fangames which I have cleared are on delicious-fruit, however, 2 are non delicious-fruit fangames.
Link to my K2 challenge progress: http://k2.fangam.es/progress.php?u=352
Link to my K3 challenge progress: http://k3.fangam.es/progress.php?u=352
P.S. I don't count mod clears to my main game clear list.
I've submitted:
249 Ratings!
249 Reviews!
2238 Screenshots!
249 Games
249 Reviews
For: I wanna Aimai
I am not entirely sure who exactly made this game, but I personally believe that this is author's first and final (so far) game. Judging by test player I guess this is Japanese community fangame. Surprisingly, unlike many other Japanese fangames which are made on Game Maker 8, I wanna Aimai is made on Game Maker Studio. You rarely see this, so it already makes interest on what is this fangame.
Before main review, I would like to start with fun fact that while fixing Game Maker Studio lagging issue I have found out that interestingly enough this game has alternative title – I wanna be Ambiguous. It is still left if you look on exe's archive. I have seen on Youtube that song of this avoidance has alternative title – ambiguous, or something like that. Fun fact.
Main review:
This is avoidance game showing variety of creative attacks, questionable attacks, generic attacks and unfair attacks.
When you start avoidance you feel like that avoidance is not that bad – few easy-ish patterns, not too bad RNG attacks. Problems start to arise once you have gotten to the part when background changes its colour to blue. If you play blindly then there is a high chance that you may get stuck on patterns. If you are not in the centre and playing everything in the corner then you are risking to have bad RNG. And if you do not get in the corner when screen starts zooming effects, then you will die without understanding what did kill you.
But if you think that non-blind playthrough will help you, then you are mistaking.
When you return back to regular to intial background, you will have to meet with many questionable attacks. Sure, some of them are quite original, for instance, the "figure" attack, however, when there are pure RNG throwing attacks, it will be very stressful. And even "figure" attack can give you some very questionable situations. Moreover, situations can be very different – sometimes you can just stay in corner and everything will be fine and sometimes you have to do very unpleasant maneuvers. Patterns are also far from being "friendly" – you actually have to react fast or to know very explicitly clearly what you need to do.
And then after "heart" attack there is attack when you need to constantly be in motion to avoid very sudden aiming-like attack. But in the same time you need to avoid RNG. Idea is very creative, but realisation could be better. Even if you get passed that attack you need to be ready for final patterns of regular background – tight, unpleasant and causing a huge stress for the player.
Finale itself is not very bad – it returns to the blue background and difficulty is tolerable. However, after getting to it I can guarantee that you will feel very anxious to beat avoidance after struggling through previous attacks. Easily first-tryable but you definitely need to pay attention on your dodges.
Also I am glad that final burst does not kill you.
What about visuals?
Whimsical and definitely not for my taste. I mean minimalistic style looks amazing at the beginning. However, when colour of background changes, I am really questioning the choice of colours and trails. You can notice small details, but all of them look out of place for me. Blue bakcground colour does not fit for this song, in my opinion. Delicious fruit trails and colour choice is also unfitting for me to appreciate. Especially, final phase has many visual effects but it all looks like it was taken from different avoidance. I am not sure I am the only one who dislike it, but aesthetics definitely are not my cup of tea.
Of course, there are some cool designs like zooming effect and overall I like choice of the first background and regular delicious fruit design for it. Yet good and bad features for my taste are making mix of uncertain feelings.
And these uncertain feelings you can say both about visuals and attacks. And thus it is hard to say how much I liked or disliked this avoidance. Also I would like to warn you that I have heard that people also kind of dislike the song. I cannot agree on this, since I actually quite like this style of soundtracks. However, you should be ready that this can also affect your experience a lot.
Overall, I am really unsure how to feel about this endurance. It has potential and great ideas. However, author did leave also very poor choices too. Moreover, difficulty is above average, so be ready that you can easily get stuck for several hours. I have beaten avoidance twice and my 2nd attempt took more than 2 hours, while 1st one only around 1 hour. Not sure is it because I had bad RNG or me being bad, yet my experience did not really different. I would not call this game as a catastrophe, but it is not a masterpiece either.
I guess I would rather not recommend this avoidance, unless you are sure that you can beat it quickly and not be frustrated from it. But do not expect too much, really.
For: Mass a Carry Blade!!
You will see many attacks, which seems generic like bouncing, curving, aiming and etc. However, author experiments with attacks, making generic attacks look actually good. For instance, instead of using generic bouncing, YamiyCat experiments with slowing down or adding additional attack (curving) .
Visual-wise I would say that effects are simple, yet smartly used. Short zoom-in effect ; block colour change at the beginning ; infinite jump warning from simple different colour letters and most notably – game code loading screen (I am still unsure is it a real code or not) in-mid of avoidance – you cannot say that it is something very outstanding, but it is unique enough to remember this endurance.
The only problem, which I have noticed both in my first and second playthrough is that attack difficulty balance is a little bit questionable. On one hand none of the attacks are actually too hard or too unbalanced, but on the other hand you can still get stuck for an hour on this avoidance even with some experience in avoidances. Sometimes you get very questionable RNG on different attacks, especially the one before infinite jump section.
Finale itself might be very troublesome for newer players, in my opinion, because you need to react very fast on RNG fruits and to not die very unfortunately at the very end. So this game can give some frustration if you get stuck for longer than you have expected.
I would personally say that difficulty-wise this avoidance is on the very edge between being pre-intermediate and intermediate player friendly. Originally, I thought that this avoidance should have been in Silver tier of Fangame Skill Rating Avoidance, but the more I look, the more I understand that it actually kind of fits as an early Gold tier game.
Overall, YamiyCat did a great job on creating this avoidance. Game may seem kind of like your cliché barrage. Yet it still somehow manages to be interesting and to avoid negative reaction from people. Have to say that it is fascinating.
Long story short – would recommend if you already have some experience with avoidance genre and if you are fan of SDVX-like soundtracks.
For: I wanna be the Mermaid
I am not a big of original I wanna be the Fish, and even less fan of this lily's attempt of making similar avoidance.
Endurance tries its best – uses different attacks, sprites, visuals effects, unexpected twists and etc. You can even see original traits. But everything feels so cheap that it does not bring good emotions.
Firstly, terrible balance – some attacks are way too slow and does not pace with music. Other attacks feels a little bit hard for reading. And then there are these 2 attacks -[url]https://youtu.be/iSKOPH7RLak?t=28[/url] (sucking-in and circle-like thingy) – which happen way too sudden, in my opinion, and can be a little bit confusing for dodging. I am also unsure about that circle. You kind of have to jump in it. I am not sure can it give walls or no, or you can dodge in the corner freely.
Secondly, I am totally not a fan of some visual effects. It would be OK if it had used original I wanna be the Fish visuals from the beginning to the end. But lily decided, that unexpectedly changing visuals would be a good idea. And that was a mistake, in my opinion, because I Wanna Kill The Kamilia 3 tileset and grid totally look unfitting for this avoidance. Moreover, why avoidance suddenly change screen's resolution to full screen? It looks weird and makes dodging actually harder. Too much of trial and error.
Originally, I beat this avoidance because it was in FSR avoidance gold category, but later on was relocated to the silver. And it was a wise decision. Endurance is not very hard. It requires some reading skills and attentive playing, but it is not too bad.
Quality, on the other hand, could be better. I had some fun, but overall I did not have any emotions about this avoidance, to be honest. It feels a little bit annoying, I guess. Besides this avoidance is easily forgettable. It just exists.
Maybe if your biggest dream is to clear I wanna be the Fish, then maybe this fangame going to motivate you to clear original game. Although you can just jump into I wanna be the Fish. I doubt that this game is going to be useful for a real clear of Ao's game.
Sorry, lily, but I was not satisfied from your game.
Wouldn't recommend.
For: I wanna be the Spinal fluid
As you can tell from other reviews needle in this game is pretty short and works as an introduction to the avoidance. Except this introduction is pretty horrible. This needle has 3 screens, but manages to fail its creativity momentarily. Gameplay is mostly generic. Music is restarting. And thing about nobody talks about – game has 3 screens but you can skip half of screen 2 and the whole screen 3 just by doing 'sphincter' or 'double diamond' skips. Why game even has platforming if it is there just because it can? I do not know too.
Endurance itself is a mix bag, not gonna lie. Avoidance already at the beginning manages to mess up everything with unnecessary 7 second long introduction of shaking fruit cutscene and black background. Just after that you have to read directly shot fruits, which curves later on. And to be ready for the next attack, you have to be on the platform while dodging those fruits. It is not difficult for the most part, but you can die pretty easily if you have bad RNG.
Later on you will have to face patterns which require heavy-learning, and RNG which requires heavy-reading and some luck too.
Patterns are pretty fun if you know what to do. I used SUDALV starts and I can recommend to use them if someone do not understand the right movements (only on this part -[url]https://youtu.be/po4rtoEh_Jo?t=46[/url] – I recommend not to jump on the platform. You can trigger aiming just by jumping in the air without landing on the platform. It is actually harder, in my opinion.) .
RNG is simply questionable. I liked several attacks and I even managed to first try somewhere around 30-40 seconds, getting pretty acceptable random. But why it is still questionable? The problem is that this RNG can give very difficult or maybe even unreactable situations. I saw it myself and I heard from SUDALV complaints that the last burst gave him very hard situations many times.
I liked ideas behind this avoidance. It is pretty dynamic and feels fun at some point. Avoidance does not feel generic and that it why it is fun to play. The problem is that when you meet with 'the Great Wall of China' from fruits, then it is annoying and frustrating.
I am not sure whether I liked it or not after clearing it. Needle was a joke. Avoidance had great potential and had several good parts. But I am not sure that modern avoidance players would find this game amazing or unique.
I tend to say that I would recommend it, but be aware, that game is not amazing or anything like that. It is simply fine. If you are OK with it, then sure, try it out. Otherwise, I am afraid you are going to be disappointed.
For: I wanna celebrate Altale Fuduki
I wanna celebrate Altale Fuduki originally was made in November 14th 2016 and looks like was public on author's twitter (or was given directly to particular players) . In three day period there were released several clear videos, including pyuw's (Cat Endure's), sunbla's and plynq's (unlisted) . And then for some reason there were almost no videos at all of this game for several years. I have seen zero's video in 2019 and that is it. I guess game got private pretty quickly for some reason.
And yet game got now its popularity due to release of FSR avoidance, where it was included with non-official link.
Since game was included in gold category of FSR avoidance, I decided of beating this game (I have played it for around 20 minutes around a year ago, but I played blindly and without real goal to beat it. I dropped on fast blue pattern in the small room) .
Avoidance uses song 'Altale' and is around 3 minutes long. It is going to be pretty easy to recognize snow's style for players who have played at least some of snow's games. And yet this game manages to be different than many other author's games.
Firstly, I do not recognize many times when snow would try to experiment with different room layout. This time you teleport from standard room to smaller one and then back to standard with small additions later on.
Secondly, visual effects actually are surprising. Beautiful colour choice for background effect changes and colours for fruits. Cool 3D rotating effect. And, yes, I know that it is used in I Wanna Break The Series Z 3 Sasanoke area, but, hey, that does not make it automatically bad, OK?
Thirdly, gameplay seems simple, but it does not feel generic or wrong, it fits perfectly in the game. And more importantly: author actually balanced RNG attacks so that they are pretty fair and won't make player both much about them. That is especially important for such type of attacks like bouncing and last curving. Maybe patterns seem confusing, but in reality they are not so hard or precise at all. Requires some learning, but nothing too serious. Getting up on blocks on one attack seems scary, but I guess it is OK? Oh, and yeah, final attack looks questionable though. Those curving fruits can give a trouble. But, still, I cleared this avoidance 2 times and that attack never killed me, so maybe it is actually OK.
I actually wished that this game has better music synchronisation in the beginning, as well as, different type of the first attack. I had feeling that I am missing something and that something is wrong. Not that is a big problem, it looks fine, but I had feeling that I wanted something to be different.
Also I am confused why this game has so whimsical audiovisual choice for title screen. It does not make any sense. It has very active soundtrack with title screen which gives impressison that there is going to be some barrage in this game. I guess black colour and title's font could be different.
Anyway, I had fun with this game. I am glad that I suggested to add this game in FSR avoidance, and that I had time to play it. It is not annoying and is a good game even on second playthrough. Again, I do not know why snow never released this game on wiki. This avoidance is amazing, I have to say.
Highly would recommend to any avoidance player.
P.S. Shoutouts to IgorbSV! He was the real reason why I suggested this game to FSR avoidance. IgorbSV tested many games I gave him to try, and he was very positive towards this game. I was surprised, but I took that in mind. And after almost a year I remembered about this game. Pretty funny, have to say.
38 Favorite Games
313 Cleared Games