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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378 Reviews
For: I Wanna Start A Party
Think of the logic old-school Pixar feature films followed: an endearing story, lovable characters, an adventure sense, universal moral angles for everyone to relate, and jokes for all audiences (containing a handful that only adults could get either from indirect innuendo spiciness or more complex societal / political issues, maybe even nostalgic references to past eras before their sons were born). They were films that you didn't have to understand 100% to have an absolute blast after watching Buzz and Woody falling with style to make Andy happy, a bunch of monsters finding the meaning of humanity and how to eliminate unconscious bias barriers, a clown fish going through astonishingly detailed ocean obstacles and dangers to pursue his son and make someone with short-term memory loss loved and cared for in the process, or a dysfunctional family of superheroes working together for a common purpose like never before where love takes its proper place as the core.
I Wanna Start A Party embraces exactly that universality: it's the ultimate, landmark conglomeration if videogames and independently-made fangames (also videogames for my artistic standards of appreciation and evaluation) coming together to celebrate what makes any game lover come to play: have a challenge, have fun, brake barriers with people, celebrate a community and make its members closer to each other and, no less important, invite curious players that might have the stigma or the conscious bias of perceiving IWBTG fangames as inaccessible or niche-exclusive due to their well renowned difficulty (especially considering the games that have become popular since 2007 on the Internet, all the way to the showcases of AGDQ and SGDQ): Boshy, NANG and Kamilia 2 are not particularly accessible. Even if there is an official website, a Discord and a welcome page for Intro, sometimes the first impression is the one that matters.
This project that cascades love for playability needs to be promoted widely: there is no previous fangame knowledge required, even if many fangame references might fly over new people's minds (but, then again, not the original board maps necessarily, from popular ones like Super Mario World and Undertale to lesser known ones like Baba Is You), the learning curve for all that will click the download button will be exactly the same, and the variety of minigames (40 to be exact) and challenges (20 to be exact) will keep anyone hooked.
The board game system is implemented quite fantastically for those of us that grew up before computers at home were a thing, and having a laptop in 1999 was something groundbreaking that only the rich could afford. Rules are self-explanatory, items are varied, and some RNG instances have the capacity to turn the tables entirely upside down. Some games depend entirely on luck, some others on skill, and some others as a mix of both depending on your position each second. For the RNG unfairness complaints, they are understandable; then again, everyone is subject to the same probability of failure.
I particularly appreciate that the amount of achievements and skins you can unlock is very rewarding, there are nods to the underrated original game that started it all, and the game is under constand updates for revisions, bug-fixing (like the crazy coin chests disappearing and reappearing), and feedback.
For the solo experience, there are minigames you're meant to lose, such as the CN3 moving cherry house gimmick, the hidden host (Super Mario World game where you hide behind a door and all bots look for you), the NAMTG memory challenge of placing objects on their respective pillars, or the DeDeDe memory challenge from Boshy. Have you ever heard about the magical number 7? If someone at home asks you the favor of doing groceries and purchasing 7 items in particular, once the amount passes that threshold, you're in trouble. In a DeDeDe session against 3 bots, I had to memorize 15 movements and create a 16th. Screw you.
For cultural purposes, the game has the courtesy of not only referencing the games of the boards, but also the fangames referenced per skin or theme, just to expand on any player's curiosity, fangamer or not.
Finally, Gab makes a very true statement. This is a breakthrough in fangames. People waited for this for over 10 years (I wouldn't really say just 10) and attempts were made, but none of them truly invested the player to spend hours to grind for ramping up the fun with companions. Remember I Wanna VANILLA? The game asked for a really significant grind, but being a monotonous 100_Floor game with repetitive bosses and having a slow payment system, there was no way. The western community didn't really care about the language barrier and decided to register their scores on the public leaderboard anyway, but it wasn't talked about afterwards. Have you heard people speaking about it?
And so, we have come to 2023, a game that is meant to deservingly claim some special prizes at the next Fangame Awards (better than the Oscars; I freakin' hate the stupid Oscars [it's so easy to surpass the Oscars anyway {f*** them}]), and garnering the true sense of gaming:
-Companionship
-Team building
-Camaraderie
-Healthy competition
-Strategy
-Skill
-Suspense of entirely luck-based events
Bottom line, it is the best attempt of bringing a board game in the history of fangames, amassing almost all ideas that constitute a fun and exciting gaming experience while inviting atypical audiences to witness the variety of ideas and accessibility this community is capable of producing.
Conclusively, as far as I am aware, in the landscape of videogames in general, this is a project much more relevant than I Wanna Be the GBC, because whereas the latter did a lot for the community more than what it did for fangames in general, this is doing for videogames much more important things for international audiences.
Let the party begin!
For: I Wanna End the Blood Festival
I am unaware of which game came out first between Device and this, but many fangames used the same formula:
-Begin in a hub from which you can choose 'n' stages in any order (n = 6 this time)
-Every stage has a cryptic secret (not so cryptic in this one, but at least one is not obvious)
-Face a boss at the end of a stage
-Enjoy generic traps from beginning to end, including at the very end of a save
-There is a final boss
-You unlock extra after beating the boss and collecting all secrets, with the extra requiring you to beat an additional stage or many, and having to face all bloody bosses again in steroids
Every stage is blood themed in a way, although there is a stage that was randomly decided to be the typical "forest stage"; I swear the only think missing was the overused Super Mario RPG theme. Screen transitions are quite unfair and mostly don't make sense.
If you're one of the people like me that usually begin with the upper left stage instead of venturing yourself in a random order, beware. Unless you understand perfectly the moving cherries that form a circle in the first screen, this screen is certified to be hell. Even when you're capable of noticing how to do it, you'll realize how precise it is. The very first save of the first screen of the game, which was this one, took me 25 minutes and 150 deaths. The second save of the same screen took me 6 deaths.
Expect an atrocious difficulty balance all over the place, but you will face the reach of this unnevenness right at the start. Don't get discouraged (or, just don't play the game at all).
The Miku is really boring, with a first minute that gets really boring, a second minute that is a cascade of fast attacks you must grind your learning through practice to get them right, and the final minute has two very precise moves which are really precise in strategy as they are position based (the two flower-like attacks that explode from the very center of the screen). The vocaloid is really fun, but the implementation to the avoidance is quite bad and it does have a Lovetrap attack at the end which is most unwelcome and frustrating.
Up to this point, the game is as awful as Explorer: failed gimmick ideas, bad execution, a really bad avoidance with a banger of a song (wasted potential) and
Now, enter the Extra Stage. You remember those old fangames where it was clearly done by two people, as properly credited in this page (say, Tempest or Breaking Out)? You can tell who did what if they have a preceeding reputation, or at least one does. Extra Stage is an oddity like itself. It has entertaining side scrollers, ingenious traps, a menacing terror aura, a dragon boss with robotic autotune, and even a Buy-the-Crayon-like / See-the-Moon-like segment with gravity gimmicks!
What is this? Who made EX? Was it done by the same person? Should I find a way to translate the read me? This is an entirely different, decent game.
The Extra Boss is not only better than the final Miku for any% clear, but also quite cool, more balanced, implements the cool attack nicely, has a cool sprite and a great background for the "blood theme".
I cannot recommend this game solely based on experiencing Extra, since that involves also fighting all bosses buffed, and some stages do not even feel blood-themed at all. It's a strange, very bad game overall.
If you're into the K2 challenge and have a high tolerance for those particularities that old fangames had.... err, sure, try it, but do seek for EX and use a guide for the secrets.
For: I Wanna Be the Sadist
The hardest pending fangame I had for the K2 Challenge, which is probably the only reason why one would care about this game (Edit: Catastrophe doesn't count because it is Cochranly_Impossible).
Let's be objective (having as a given that both ratings for quality and difficulty are subjective). The game is not an entire putrid steaming pile of goat shit (my, the good old days of AVGN came to me all of a sudden). Old fangames had the tradition of putting the absolute worst and simultaneously most generic stage as the very first stage: common tilesets, guy rock, needle and delicious fruits. It's there. It's ugly and stupid. Two screens of the first stage look like you already know how they look, and the third one looks like the bottom screens of LoveTrap if you decide to go down in the original LoveTrap from the very first screen: also default tilesets with a pitch dark orange background. Is this a tribute? Maybe.
The problem with this stage? The presentation is horrible, it has very annoying traps (have fun with the 16 pixels madness here and with the first save of the third screen which has delicious fruits bouncing from wall to wall ridiculously fast while you jump over spikes). The first two screens are not riddled, they are infested with traps with every move you make, and to top it all, the spikes move at the speed of light. You have two frames at the most to react because they really aim at getting to the moon with that speed.
The first boss is an amusingly cheap and basic one: it has a child version of Len ""driving"" a steamroller towards you while spikes from the ground appear from right to left. Also, as a good LoveTrap boss would do, each time you make damage, that's a free cherry on screen for you, except it is position-based. So, it is impossible to spam the boss with bullets. It is hilariously cute to an unbearable degree, because you need 15 tons of imagination to really understand what's going on. There is an eye-piercing yellow background, so you cannot know both of you are moving. Everything is static. But he's riding this steamroller, you see? It's funny, because the intended IMAGINATION is that you picture he's actually driving towards you and you are "escaping" from him because the floor is a conveyor belt that pushes you to the left, towards Len. The conveyor belt is what drives people insane in this boss, because, besides pushing you to the left really fast, it also has the unwelcome gimmick of only making you able to make second-jump heights, as if you were in water. So, the jump calculations will fail you until you get used to the second-jump height and movement. Add some RNG of raining spikes and a huge bar of HP, and you will you have a lot of fun.
To be honest, this boss is one of patience. It is so ugly, you want to get rid of him fast, but it's there. It exists. The more patient and calculating you are, the biggest the odds of success are. It's not difficult; it's frustratingly slow and annoying to control. Don't be afraid of it. Do mind, however, that a successful attempt will take time.
So, everything is like 0.3/10 material at the moment.
Then the next stages come. They have interesting ideas and fun moments. I won't lie. When you arrive to the "Final Fantasy Remix Theme" stage, the needle is OK. It still has traps at the speed of light, but it's not atrocious. It's bad, but not atrocious, and I found the pathing of the first save of the first screen to be fun. From there, the second screen is really annoying because it implements the conveyor belt once again, that which makes you jump only with your second jump mechanics, and a brown platform logic that you won't understand until you try it many times. Too bad the save is difficult to learn and grind for you to have many attempts. The joke of the save is also that the conveyor pushes you to the left so hard that, if you don't do anything, it makes you be stuck on the wall to the left.
But hey... that block in which you get stuck on has different jumping mechanics, because there is a couple of frames in which you're not governed by the converyor belt's physics.... right?
What if.... I.... Wait.
And then, this led me to discover a skip that, as far as a I know, no one in the fangame community had ever discovered. I decided to exploit this oversight, leading me to mock at the game to my most sincere pleasure, and I had to share it with everyone (save spoilers):
https://www.twitch.tv/videos/1701172363
The part in which I flaunt endlessly is obviously me joking, but I did feel powerful.
From there, as a reward, you get one of the most infamous screen transitions, one that involves making a leap of faith into a horizontal gate immediately after you screen-transition. Godawful in every way.
The Mario and Kirby stages are fine. For the Mario stage, I was shocked to see a side-scrolling section for such a maligned fangame, and it wouldn't be a total waste if it wasn't because of the 16-pixel fixation of the first save, making it the hardest. The rest has a laughable visual design, but at least none of it is default tileset design.
The boss is infamous for making you wasting your time. It's not bad. It has a bizarre pathing that can go through blocks with a del-fruit annoying you, but nothing too bad. It's OK, it's a fast victory..... Except it isn't, because when you beat it, you fall into a trap while walking to the warp. Oh know. It's maze time! Now you have to embrace the terrible revelation that, unless you see a video or guide, you will die several times to find the correct path (and warp!) to clear the bloody stage.
The Kirby stage has the toughest needle, and the precious Nekoron engine, so have fun making unintended full jumps when making the half diamonds! Third screen shows its teeth with really precise saves and traps at the end: extremely fair. The boss is a joke. Second-try because I had to determine the correct safe spot during the thunder attack.
Last stage leading to the final boss is fun. It's a vertical-scrolling section and a race against time before the acid.. er.. "soda cream melon" according to the Japanese text, reaches you and makes you explode, as it would logically happen in real life. It's Donkey-Kong-Country 2 themed with Zingers all over the place, some of them of course moving incredibly fast (this is Be The Sadist, have you forgotten?). The difficulty balance is all over the place, and it is strongly recommended that, after getting to a save, you do take your time to know the next save even if the "soda cream melon" reaches you because, when you hit R for retrying, the "acid" appears at a default location and is way too close to you! You will wish you had used your opportunity better!
FINAL BOSS
This boss deserves a review of its own. There is no need to make it long; a list of its problems suffices.
-What you have to do: Shoot brown rocks at it to damage it
The end.
Characteristics and facts:
-The soda cream melon "acid" is pattern. It will behave in the exact same way everytime.
-The brown rocks depend on a timer. They will come out exactly after every X frames.
-The gray boulders are RNG and will come out of 13 different holes.
-Just like the brown rocks, little bees will spawn exactly after every X frames, and from the same locations. An additional bee will spawn every time you inflict damage on Zanto, the final boss.
Problems:
-The music sucks. It's a 4.5 second loop of the same exact tune except for the intro.
-The gray boulders are RNG.
-The more damage you inflict on the boss, the faster the gray boulders rain over you.
-The boss has a huge, unwelcome amount of HP. There's a moment in which you will go "WHY WON'T YOU JUST DIE?!" The amount of hits it has is exactly 25 hits by brown rocks.
-If you hit the boss with your bullets, it will bounce them back at you, no questions asked.
-If you hit any gray boulder by accident, it doesn't only block your bullets: it bounces them back at you! Why on Earth?? (It starts to get worse from here)
-If you shoot a gray boulder from the right side, it goes THROUGH it. How come they were programmed in such a specific way?
-If you shoot the boss or a gray boulder, and the bullet bounces back at a little bee, IT FREAKING GOES THROUGH IT, KILLING YOU? What the f*** is the logic in that? At least I would expect some courtesy from bad aiming, but no, a bounced bullet from the boss can go through a gray boulder and through a bee until it reaches you and kills you!! What in the holy f*%/&!
-There is a point in which the "acid" reaches all the way to the top, so high, that you cannot react to the RNG of the boulders. You are expected to do this between 4 and 5 times depending on the RNG the boss gives you. That amounts for a total of 18 possible boulders PRAYING that they don't hit you.
-With the acid thing, it is only optimal to be at a single height of the screen, so the rest of the platforms are basically there just for decoration.
-The bees move at your speed. Miss a bullet, and it will either hit something that bounces it back at you, or the bee does the work. Every bullet counts.
-The main bee boss is programmed in such a way that it only moves slowly up and down, but it moves so high at one point that the brown rocks that damage it will go UNDER IT. WHy????
-Samewise, the boss will go down so much that there is a slim chance that the brown rock goes above it.
-If the song loops, there is a small probability that the game freezes half a second.
-Given the RNG of the gray boulders and the set pattern of the brown rocks, you will have several of your shoots being blocked by the gray boulders to count.
-Finally, there will be more instances than you can imagine, as unlikely as it might sound, that the sprite of the little bees (which are circa the Kid's size) occupy the space of a gray boulder, making a perfect eclipse. You will then shoot the bee thinking you will kill it, but since the bee's hitbox is extremely inconsistent (sometimes, the bullet will go through the bee, and it never hits the wings or the feet), the gray boulder hitbox predominates over the bee's, and you're dead, because of the bouncing deal.
Given that this is objectively a luck boss, under the assumption that you don't face any of the aforementioned BS problems in an entirely successful run, considering that a boulder has a chance of 1/13 of appearing exactly above where you are when the acid forces you to be at the very top, right under the boulders, the P(Not Getting Hit | x = 1/13) equals to (1-[1/13])^18 = 23.7% < 25%. This is less than 1 out of every 4 times. The grind required is insane, and it doesn't depend on you.
With all things considered, the final boss of GR has been topped, making this the worst final boss of a fangame in history, dismissing impossible bosses, the most unfair and the most frustrating. Luck-based bosses are always an extremely bad idea.
Up to the final boss, the game is around a 68 in difficulty and a 3.0 at best if you're tolerant to old fangame tropes and their common ups and downs and varying quality. However, I do rate a fangame only and only if I have beaten it completely, without considering extra (only exceptions so far are LoveTrap, and White & Black).
If you are curious, you could try the normal stages. When you see the infamous final boss, delete the game forever.
Here you have, hence, the final results.
For: I wanna be the Co-op
Rating based on Hard Difficulty and Two-Player Mode with all extra bosses, secrets, extra area and true final boss. Played with ElCochran95 aka advokaiser.
My brother is one of the most valuable persons in my life: he is my blood brother, my brother in Christ, my best friend, my trust partner, my gaming companion, and basically the most mature young person I know. It is the brother anyone would wish to have: loyal, open-minded, and will never give you a "no" for an answer when you need a favor.
Since little, we have played every multiplayer game possible we have owned, from Super Mario Bros. 3 and Kirby Super Star, to this magnum opus of a fangaming spectacle.
This game was glancing at me sexily since 2019, and even more sexily since May 2020 when I beat all difficulties and the Magic Tower Mode (inspired by Tower of the Sorcerer) in I Wanna Be the Cat. I had counted reservations considering that game, especially the impact of the Magic Tower concept necessarily meaning you will get softlocked if you use no guide whatsoever. As the first Steam fangame ever, with a rogue-like characters, powerups, a health system, beautiful original designs, delightful homages to immortal fangames, and a strongly functional multiplayer system. The Magic Tower mode, which is pretty much the core of the experience, frustrated me with more than 2 softlocked replays and a deceiving back-up save system, because you could back-up an already screwed position, so it was just deceiving.
Forget about all the negatives in here.
I had to play this game as intended. I cannot imagine playing this in solo mode, or at least, having as much fun as how it was really intended. I can see there would be a lot of backtracking within the same screen to activate all the triggers to make progress.
So this is how it happened.
My brother and I share almost everything in life. After finishing the great game I Wanna Be The Cat, I had to either play it on 2-Player-Mode or on 2-Player-Mode. There was no other option. I approached my brother and asked him: "Would you be interested in playing Co-Op with me when you reach a point in which you felt comfortable skill-wise? I can prepare you a list of recommended fangames for you to practice, but even before starting with them, I would give you some personal lessons with some screens I especially made for you in this fancy tool called J-Tool. I will teach you all the basics, from jumps to aligns and basic gimmicks." He was extremely enthusiastic with the fact that I had already prepared material for him, and after doing 15 different screens, he mastered in the course of 3 freakin' weeks:
-Gates of all types, diagonals, scrotums, corners of all types, sphincters, upward planes, double diamonds at three different heights, double-ceiling diamonds and single-jumping through a half diamond.
I was in awe, but I also thought to myself: "Who was physically present with me, let alone online, to teach me all of this patiently and step by step?" Nobody, and then again, many people, especially the pioneers, learned by their own. However, this was being a proposal to my brother to do something with me that was of my interest.
It is extremely important to point out that the way I knew fangames personally was thanks to HIM. He played I Wanna Be The Guy back in 2016-2017 and beat it, and he recommended it to me. It looked so primitive to me that I refrained. Oh, my close-mindedness. He focused on how retro and genius it was (an opinion he holds up to this day), and that it was a love letter to the brutal NES days of gaming with tons of humor. I learned to appreciate the original I Wanna Be the Guy until much later, a game that, ironically, gets still a lot of criticism today (unless they play the Remastered version, which the engine we all know, but that it ironically works against the original platforming which was kept intact except for a trap in a very specific secret item room).
So, in a way, I said: "I promise to make this journey enjoyable. Every time you play, I will stop doing what I am doing, if possible or not related to work, and sit down next to you to be your audience to cheer you on." He agreed and his expectations went high.
I prepared the following list of 25 fangames for him, in order:
PRACTICE GAMES
-Advanced Practice Techniques With Edgar Cochran (J-Tool)
-I Wanna Be The My Heart Goes On
-I Wanna Be The Chokochoko
-I Wanna Be The GGM
-I Wanna Enjoy The Game
-I Wanna Play The Rubber Trap
-I Wanna Be The Little Runner
-I Wanna Conquer The Blow Game
-I Wanna Conquer The Blow Game 2
-I Wanna Conquer The Blow Game 3
-I Wanna VANILLA
-I Cannot But Go Ahead Through The Way Of The Starlit Sky
-I Wanna Be The Strongest Fairy
-I Wanna Eat The Rori Girl
-I Wanna Struggle Momentarily
-I Wanna Clear The Easy Miku 2
-I Wanna Be The Zero Game
-For My Valentine
-I Wanna Be The Dark Blue
-I Wanna Get The Yellow Star
-I Wanna Be The Experience
-I Wanna Escape the Mysterious House
-I Wanna Be The Fortress Returns
-I Wanna Be The Fangame!
-I Wanna Kill The Guy
I specifically warned him that many of these choices were picked by me because of the difficulty curve they presented and worked as a decent introduction to develop platforming abilities, not necessarily because of them being good. I also mentioned they were heavily inspired by the first two stages of Kamilia 2. He decided to take the risk.
He finished them all with style, and considered Dark Boshy in Kill the Guy to be the toughest challenge of the whole package.
After that, I gave my 25 personal recommendations, in order (an order that tried to balance both difficulty and quality at the same time with the condition that they wouldn't be harder than I Wanna Be the Boshy, so both aspects independently would present inconsistencies):
-Echovision
-I Wanna Be The Machinary
-I Wanna Be The Aura
-I Wanna Enjoy The Game2
-I Wanna Be The Octophobia
-I Wanna Challenge 100 Trials!!
-I Wanna Go Across The Rainbow
-I Wanna Be The Knight Of Shining Armor
-I Wanna Be The Overlord
-I Wanna Kill The Troll King
-I Wanna Reach The Moon
-I wanna be the RUKIMIN!7(SEVEN!)
-Not Another VVVVVV Game
-I Wanna Be The 8bit
-I Wanna Get Cultured
-I Wanna Be The Micromedley
-I Wanna Run The Marathon
-I Wanna Warp The Worlds
-I Wanna Find A Cure
-I Wanna Stop The Simulation
-I Wanna Find My Destiny
-I Wanna Take The Timemachine
-I Wanna Be The Cat (all difficulties and Magic Tower mode)
-I Wanna Be The Co-Op***
-I Wanna Take The Timemachine2
***This was the one!
1 year passed, with me as his always loyal audience, and he had a blast, to say the least. There were naturally many that he liked more than others, but in general, he did feel a change in quality, with the exception of Kill the Guy and Be the Fangame!, which he enjoyed equally (as I did once; great minds think alike. However, I like Fangame! more now because it grew in my heart as years went by).
I had more deaths than he did, lol. We both had 2,500+ deaths with the details said above, and to be frank, I don't regret a thing. I had around 100 deaths more than him (circa 2,600+). Were all of these deaths because of how difficult the game was? No! We had fun trolling each other, deactivating a platform so that the other one would die, replaying bosses we enjoyed a lot, intentionally hitting R if one died too soon because we cared about both experiencing as much of the bosses' length as possible, dying on purpose to find secrets, "now you take this way and I'll take that way" moments, etc. In order to maximize the enjoyment out of a pure gem like this one, what was better than my own brother that thinks a lot like me and has the same sense of humor?
Nemega is a genius. The soundtrack is one of my favorites among the world of fangames, with exceptional instrumental/electronic music choices that perfectly fit the mood and the environment of this stage. The bosses are an absolute blast to play. The graphics are extraordinarily good and balances them well with top-notch gameplay. Hunting down the secrets knowing that your reward will be an extra boss is amazing. All the appreciation to Paper Mario is more than well received. The fangame references and the medley section are absolutely fantastic and shows Nemega's self-awareness of displaying his sources of influence. The inclusion of extra stages and a true final boss just builds the hyp even higher, because it is the perfect implementation of: "Wait, there's more, and it's gonna be good!" gimmick. The bosses and some notorious screens are heavily inspired (sometimes replicated) from the patterns and logic of all bosses of I Wanna Be the Cat, so we were exploring similar territory with each new screen and boss, especially with the latter, which made us go: "I recognize that attack!"
Finally, the platforming and the co-op implementation is absolutely brilliant in here. The thing Iappreciate the most is that it indeed opens the possibility to you of being able to choose what task you will do. In order to avoid exerting pressure to my brother, I intentionally did the most difficult tasks first so that he could do the easier ones, so the game is adaptable to different skill levels, and that made the gaming experience for both of us as entertaining and fun as it can get. The chat functionality is amazing, especially when we had to give each other instructions or tips of things one would notice and the other didn't, and the "click-and-!" is a fantastic idea for either giving step-by-step instructions during the platforming parts that had to be very coordinated between us so we both could progress, or simply to say "watch out!" when a boss is about to make an attack and the game does not let you know beforehand with admiration marks. Sometimes, we would click on the screen to signal the blind spots we had to stand on.
I just wish this had a couple more stages and bosses! When a game wants you wanting for more because of everything it offered, you're talking about very good news.
The time I had with this masterpiece is unmatched and, up to the ending of 2022, this is my favorite fangame of all times. I can put this in the same 4.5/5 quality spectrum of Mega Man X1, Crystalis, Grand Theft Auto: Vice City, Crash Bandicoot: Warped, Super Mario World, Final Fantasy IV and Pokemon Silver. Fangames are videogames and I will never discriminate between the two. It's just that incredibly good.
To Nemega and the pioneer creators of epic fangames: THANK YOU!
For: I wanna be the Justice easy ver
For the second time ever, since I Wanna Be The Guy Remastered, I won't be rating the game in any of the two indicators, because this is a nerfed version of the original game, which is good and highly recommended. My thoughts can be found here: https://delicious-fruit.com/ratings/game_details.php?id=10817
I am still marking this as cleared because, even if I decided never to play this (as with Go the Dotkid! easy ver.), this brings one of my fondest memories in the IWC. I have never been able to fully cope with the Del-Fruit community in general: I don't understand many inside jokes, their humor, their pop-culture and other more obscure references because they completely fly over my head. I also don't have much time in the community to know all present and past users, let alone being up-to-date with their releases. My life priorities are:
1) God
2) My family
3) My friends in Mexico
4) My work, which takes 80% of my everyday life except for weekends
5) Films
Fangames do not make it into the Top 5; it's not something I dream of becoming an expert on, although I won't say no to the next reasonably tougher challenge.
However, I participated in a blind race of this fangame with AliceNobodi, wonderfulxx, Flavia, Placements, Kiyoshi, Arzzt and Anuj (available here: https://www.youtube.com/watch?v=Dz6dBwdVpT0). I obviously did horribly bad (750 deaths, 2:41:29 in-game-time), and finished in 6th place out of 8 (one person quit because of a personal errand and the other one was kinda drunk, so that technical), but I never imagined I could be even considered for being involved in a blind race given how people on the community perceive me in general.
The game is much more accessible for novice adventure players and it is a really good place to start with Carnival fangames. Justice was his transition between the old-school pre-K2 style and the newer generation of fangames experimenting with more visuals and mechanics. This nerfed version stands very solidly on its own and is guaranteed to give you a great time. I still prefer the original, but this is one of the best choices you have for racing against others.
Thanks to everyone from the bottom of my heart.
34 Favorite Games
369 Cleared Games