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Joined on: Oct 23, 2018

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85 Ratings!
81 Reviews!
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85 Games

GameDifficultyUser's Rating
I wanna break the Series Z 2 Remake 83.0 10.0
I wanna Musiclock 75.0 10.0
Chungo's Gauntlet 25.0 10.0
VoVoVo 60.0 10.0
I Wanna Kill The Kamilia 2 Remake N/A 10.0
I Wanna be the Vandal 68.0 10.0
I Wanna Pointillism 70.0 10.0
I wanna spread my wings 25.0 10.0
I Wanna Save the Ship 53.0 10.0
I Wanna Save My Boy 70.0 10.0
Domu 59.0 10.0
I wanna be the Ocean Princess 65.0 10.0
I Wanna Destroy the Maelstrom 70.0 10.0
Crimson Needle 3 N/A 10.0
the fight against the ultimate threat 30.0 9.9
I wanna be the Scenario 60.0 9.9
I wanna be the Graverobber 30.0 9.9
I wanna be the Volatile Presence 85.0 9.9
I wanna play Kiduija 35.0 9.8
I wanna NPM 75.0 9.5
I wanna reach the Moon 50.0 9.5
I Wanna Heyan Trapventure 2 30.0 9.5
I wanna be the knight in shining armor 40.0 9.5
I wanna escape the Gothic Castle 50.0 9.5
untitled needle game N/A 9.1
I wanna SlimeTrap 30.0 9.0
I wanna kill the Kamilia 2 WARPED N/A 9.0
I Wanna Kill The Kamilia 3 EZ 60.0 9.0
I Wanna Heyan Trapventure 50.0 9.0
Vodka Makers N/A 9.0
I Wanna Find a Cure 55.0 9.0
I wanna make a Sandwich 50.0 9.0
I Wanna End My Growth 30.0 9.0
Ebb Needle 2022 60.0 9.0
Tantsor Rebalanced N/A 8.9
I wanna know what's in my Desktop 30.0 8.5
I am here 25.0 8.5
I wanna stop the Simulation 50.0 8.5
Endless Mirage Demo 36.0 8.5
A Minimal Adventure 28.0 8.4
I wanna bye Bye the Bye 75.0 8.0
Vodka Makers 2 N/A 8.0
I Wanna Blacklight 63.0 8.0
he 35.0 8.0
I wanna Veah N/A 7.9
RNG Dungeon N/A 7.6
I Wanna Look Inside 55.0 7.5
I Wanna be the BHG (共同開発) 55.0 7.5
I Wanna Eclipse 60.0 7.5
VoRoVo 70.0 7.0
I wanna find my Destiny 65.0 7.0
I wanna Grow Up 40.0 7.0
I Wanna Get The Coins 45.0 7.0
Ultimate Avoidance Sprite Pack N/A 6.5
I Wanna Be The Y2K 99.0 6.5
I Wanna Rid The Black Mist 25.0 6.5
Avoidance Collab 4 N/A 6.0
I Wanna be the Penger-- N/A 5.9
Extreme Depths 2 65.0 5.0
I wanna mw N/A 4.0
guess what 90.0 4.0
I Wanna Be The Non-Conformist 50.0 3.5
Back in the 90's 25.0 3.0
You give me butterflies, and I take them away 60.0 3.0
The Majestic Kid N/A 2.5
I wanna be the Morbius N/A 2.0
I Wanna Follow The Story N/A 1.5
I Wanna Be the Maze 90.0 1.0
Hey shitass N/A 0.0
RoflanEbaloShizaAndFlex 0.0 0.0
I Wanna Be The Gimmick Extremity N/A N/A
I wanna fuck Lucario up the ass N/A N/A
I wanna thank the Ashotovka 8 N/A N/A
I wanna be the NNN N/A N/A
Galaxy Collapse 98.0 N/A
I wanna Slay Mega Kid demo 50.0 N/A
I Wanna be a Good Guy N/A N/A
I Wanna Buy a Nintendo DS Lite N/A N/A
Competitive tower climbing N/A N/A
I wanna be the torture(easy ver) N/A N/A
I Wanna Kill The Kamilia 2: Legacy Extra N/A N/A
I want N/A N/A
Ezamur N/A N/A
E------- N/A N/A
I wanna Kardia N/A N/A

81 Reviews

For: RNG Dungeon
I'm currently at the final boss and the first impression (two hours of playtime) says that it might be a while before I proceed further, so I might as well write a review for the first portion of the game before I forget everything. Also I'll put the entirety of the review under a spoilertag so I don't have to worry about accidentally saying something that would damage the experience of a player looking to avoid being spoiled. The first portion will be more general stuff, then I'll go through each area and note my thoughts.

I have never been so mixed on a game and I don't even know if I'm supposed to feel this way.
The readme says this is not a game for people who dislike gimmick, avoidance or bullshit and I would say the first two of these are my favorite fangame genres. Yet while some of the saves are now some of my favorite fangame saves of all time it wasn't rare that I found myself being frustrated by some section. Am I allowed to feel this way or this just means "this game isn't meant for me"? It's a very confusing attitude, because as I intrepret it either I like everything in the game and this means I'm the player it was aimed at or I don't like something which means this game isn't for me and my opinion loses value because of that.

Another thing that is throwing me off is the last part of Cthaere's review that as I see it is basically saying "We, TGCC team, have achieved deeper understanding of avoidance and while you might not understand it everything we now create is above average" and if that is what Cthaere is really trying to say, I'm just really confused. Every avoidance in the game ranges from "unoffensive, I guess fun" to "pretty fun" and I'm just not seeing where that avoidance magic formula is. I will go into specifics on all the avoidances in the bottom section, but for now I will just say this, no avoidance in this game up until the final boss was better than Musiclock, Bye bye the bye, CTC or Milky ways.

As for the gimmick and needle segments, because I'd like to put a clear distinction between those in the context of this game, that is the part that's the most divisive for me. This is one of the most variety-packed fangames I've played and it is most likely the reason for my opinion and the overall mixed reception. Every room is different from the last one, but most can be divided into "platforming challenges" and "endurance romps". The romps are all pretty fun and I doubt anyone playing the game would get butthurt or grindy at those, but the platforming challenges are usually a lot more challenging than the romps and some are a lot more demanding of the player's needle ability. Those are the ones I and some other players I have seen playing the game or have heard from strugged with most and usually it wasn't just all needle areas in general but one or two specific saves which were different for different people. I'm not sure whether this game just isn't meant to be played by all those people or it's just a testament to how all over the place the content of the game is (for reference the phrasing "all over the place" in this context means literally being very varied, so not in a bad way)

With that I'll go into talking about each area individually. My final general thoughts would be that I don't know if I can recomend this game to anyone because of how hit or miss everything in it is. For a very high-skilled player there is nothing in the game that could stop their playthrough for too long and for very low-skilled players I'm afraid even if they are the player this game aims for a grind could ruin the fun very fast.

I honestly don't really remember what order I did the areas in so I'll probably just go clockwise starting from the first one:

- Up-left hub:
Nothing I can say about it other than it was fun. It's by far the easiest hub part. I chuckled at the Eminem easter egg.
- CN2:
It was fun, if I were making something like this I'd maybe make it so the yellow worms don't kill the player at the top-right part of the screen, but you can avoid dying there by stalling until weather changes to cold so idk. Meth gave me some motion sickness but it's unavoidable with this kind of gimmicks.
- This, is not meth:
Nice and easy, the attacks are all pretty standard, but anything out of the ordinary probably wouldn't work with meth. I liked the end of the avoidance because it's the funny kind of scummy while making great use of meth.
- Squid games:
The jump refresher part of the entrance made me sweat a bit, but it's fine because the section is mostly fair and strategic. The actual squid games screen went by fast, don't have anything bad to say about it besides the hitboxes of Gi Hun and the soldiers being really uninituitive. Thanks for not making those literally square, I guess?
- The Pyramid of RNG:
I didn't go in blind so I knew what to expect, but I did think of my own strats for all attacks (for my memory is not the greatest). It went by relatively fast, but I can imagine the fight becoming frustrating if you grind it for a long time. Also the non-gimmicky attacks felt a bit generic, thought the fancy visuals salvage the avoidance a bit.

- Up-right hub:
The first screen is a lot of fun, it was actually the first thing I did in the game (after the intro of course). The FTFA screen though is total bullshit. It would be bearable if the player was given a view of the entire room when rerolling, but as it is right now you just pray not to have any hard jumps on any screen after the first one. On my first try with the game I would roll a corner or a double gate on the second screen every time I got there so when I got to the third screen and was faced with more FTFA bullshit I just restarted, leaving this path as the last one. And it's a shame because inside was one of my favorite areas of the game.
- K3:
The level design at the chaos section was for the most part utilising the gimmick in really cool ways, however the final section gave me some despair from getting stuck in the ceiling after getting the joker at the end. If I were making something like this I'd program it so no sticking would occur.
The K3 section was really great. The audio-visual aspect landed perfectly and doing K3 screens with HP lead to a really fun game of "strategise spending HP on specific spikes to avoid danger from other spikes". The emperor section afterwards wasn't as interesting, but there is not a single bad thing I can say about it either.
- Mayumushkatri:
As expected from something derived from Mayumushi, this little avoidance showcases a bunch of original strat-based attacks. The platforming section at the end was also a lot of fun and wrapped up one of my favorite avoidances in the game nicely.
- Grandma:
Same general criticism and praises regarding the chaos gimmick. The grandma joke didn't really land, but nothing was lost because of it either.
- Something familiar:
For the most part it's a nerfed start of MHC's "RNG hell" (kinda fitting for *RNG* Dungeon tbh) followed by a relatively generic skelly barrage, btw I died two times at the very end to not being able to outrun the Skeleton. I must say though, dying to some stray apple and restarting to hear "man ur so BAD at avoidance" is some next level of meta humour, absolutely brilliant.

- Down-right hub:
The first screen was fun and easy, but then the next one, jeez. I didn't get particularly upset at it, but the CN3 golden save is the platforming segment that took me the longest by far, about an hour actually. Also I died to the gate once.
- Dogwater:
The dogwater save is fun despite it being one of the hardest things in the game and me spending a lot of time to get good at doing the spiral. The IP save is nothing special, just some more needle with a bit of Butterfly-like backtracks.
- IP grabber:
One of my favorite avoidances in the game, the mapping is absolutely insane and I love it.
- Soulless:
The butterfly save was a lot of fun, I love Noesis circles and I'd love to see what the version that sucked balls looked like. Annoying orange didn't bring me as much joy as Eminem did, because I was immediately faced with the grim reality of having to sit through the Team TGCC logo again.
The mini Soulless save is by far my favorite thing in the game. Not only is it just very fun to play and also really funny with the literal gates, but THE gate 5 attack is there. Makes me wonder what a full Soulless avoidance in a small room would look like.
- Soulless 6:
Probably the hardest avoidance in the game, but also one of my favorites. Really hectic, really original, really fun. I'm now a bit better with fast-paced barrages.

- Down-left hub:
The first save is definetely one of the toughest saves in the game to do blind. A lot of strat-based needle, a lot of jumpscares and on the first go I doubt anyone would remember the touchable apple colors. The platforms are arguably wacky tho, also maybe a bit keyboard-dependant with the relatively strict jump timings. The second save is just Razzor flexing his math skills. Whan a hypocrite, given the avoidance tournament prefinals...
- Crimson:
The timed section is just a bit of fun, that's it, the gimmick reminds me of Ocean princess a bit actually. You know, the castle stage.
The Crimson boss is fun, but spamming is absolutely impossible and even landing one shot on a wrong boss can ruin a run. Patrick's post-death homing thingy was a bit hard to dodge when bullets would arrive from outside the screen border, but it felt more like skill issue rather than unfair. Squidward's rings sniping the kid on spawn did feel really unfair sometimes and while you can strategise around it by seeing the letter B appear above your head and moving away from Mr. Squidward, it's too convoluted to be an excuse.
- The formula:
Once I understood the hitbox is a dot it was very easy. I don't know what I can say about the quality, it's very obviously not supposed to be taken seriously, and if it is that's where I think a problem arises.
- Destination:
Again, the timed section is pretty fun, nothing special.
The Destination boss looked imposing on video but went by a lot quicker than Crimson when I was playing it. A pretty fun boss, maybe green's a bit garbage sometimes, but that's probably it.
- what:
A very fun avoidance, the attacks were all cool. Firsttried everything past the intro lol.

Misc nitpicks:
- I think the game would benefit a lot from a warp out system and some sort of more involved hub. Some of the avoidances are genuinely something I'd maybe occasionally reopen (if Milky Ways or Musiclock is erased from my hard drive ig), so something like "jumping into the cube and pressing up warps you into the avoidance" would be a treat. I also feel like a warp out system would fix most of the issues stemming from players getting stuck and frustrated at an unfun area they stumbled upon.
- Also a thing that would work well towards acessibility would be a HP system or even a whole "low diff mode", as is the game is really tough at times and it's not Vandal or something where grinding a save doesn't feel bad, this game's design, both in the plaforming and the bosses/avoidances, is really grind-unfriendly. I do understand that would be a ton of work to implement and balance though.
- Block buttons and reroll blocks both being called "reroll" just feels... off, I don't really care if it's changed or not though.

That is probably all I can say right now, but if I think of something else I'll add it in an edit. Sorry for the long post, but I just felt like I need to say what I feel about the game. It really feels very mixed, I adore some of the sections, but not others as much and also the attitude of the devteam doesn't really vibe with me.
All in all I think I'd describe this first impression of Team TGCC as "solid, but not outstanding", so I'll be waiting for the next release with a lot of hope, perhaps it will be a thing that will absolutely blow me away and open a whole new level of avoidance design to the community.

Edit #1: I immediately forgot I wanted to say that the game's biggest strengths are production value, which sweetens the pill on otherwise memey and/or lackluster avoidance or platforming, music and visuals, which are just really nice throughout the whole game including the final boss, and humour, not every joke landed, but when it did, it really did.

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[6] Likes
Rating: 7.6 76       Difficulty: N/A
Jul 22, 2022
For: I wanna be the Morbius
Lives up to the movie

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[0] Likes
Rating: 2.0 20       Difficulty: N/A
Jun 8, 2022
For: I wanna find my Destiny
The game's biggest strength is definetely its production value - the graphics, music and gimmicks all fit in well with each other. Not to mention the variety, in Find my destiny you'll travel through different locations ranging from futuristic sci-fi polygons to naturalistic jungles and mountains. The platforming is also generally great, each stage has a set of gimmicks utilised in different ways and in most stages it's rare you'll find two screens that play alike. An exception to this is the stage with vines that for some reason didn't function like your usual fangame vines, but something quite different and honestly clunky.

Where the game lacks a lot though is bosses, and I'd even say near the end it starts straight up sucking. Almost every attack is either an instagib, a strat-based pattern or an aimed attack with a free strat, and attacks that do involve RNG are very sparce and are usually free. This results in almost every boss being a learny chore that usually involves spamming on certain attacks so you don't go to the second cycle or get stuck on a looped final attack. That's just the kind of boss I don't enjoy so each one of my play sessions, which all lasted a couple hours by the way, the game's huge, would end with getting frustrated on a new instagib and ragequitting to the desktop.

Overall while I wanna Find my destiny is a classic fangame and does hold up in terms of prod value quite well even today, the bosses brind down the experience by a lot and I don't think I would even recomend playing it if you're not into that kind of gameplay. To people who like that kind of boss though, for example K2 Influka fans, you're welcome.

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[0] Likes
Rating: 7.0 70       Difficulty: 65 65
Jun 7, 2022
For: Chungo's Gauntlet
This is more of an experience than a game and it's one I think everyone should try. I also suggest going in as blind as possible.

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Tagged as: Adventure Trap Special
[1] Like
Rating: 10.0 100       Difficulty: 25 25
Jun 5, 2022
For: I Wanna Heyan Trapventure
Quite a splendid trap game! The traps are fun to dodge (yet sometimes a bit obscure), the couple of bosses present are simple but a lot of fun and Mkey's prod value is as cute as ever. The game even gave me a couple of actual laughs which is rare even for the most funny trap games I've played. Also aside from the aformentioned obscure traps everything in this game is beginner-proof, so this is for sure a recomendation for people not too familiar with fangames or trap fangames

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Tagged as: Adventure Trap Boss
[0] Likes
Rating: 9.0 90       Difficulty: 50 50
Jun 3, 2022

1 Game

GameDifficultyAverage Rating# of Ratings
I wanna Slay Mega Kid demo 53.5 5.2 15

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