YaBoiMarcAntony's Profile
Send a PMJoined on: Apr 26, 2020
Bio:
I used to be here four years ago but I left. I was Guitarsage2k/Parallax5.
These fangames mean a lot to me (attempt at order)
1. I Wanna Kill the Kermit 3
2. I Wanna Walk Out in the Morning Dew
3. I Wanna Be the Volatile Presence: Stagnant Edition
4. Crimson Needle 3
5. I Wanna Kill the Kermit 2
6. I Wanna Figure
7. Phonotransmitter
8. VoVoVo
9. I Wanna Reach the Moon
10. untitled needle game
11. I Wanna Burnmind
12. Domu
13. I Want To Meet Miki
14. I Wanna Go Across the Rainbow
15. Alphazetica
16. I Wanna Stop the Simulation
17. I Wanna Hydrate
18. I Wanna Be the Ocean Princess
19. I Wanna Vibe with the Gods
20. I Wanna Be the Vandal
21. I Wanna Pray to the Platform God
22. I Want
23. I Wanna Pointillism
24. I Wanna Be Far From Home
25. I Wanna Be the RO
I've submitted:
278 Ratings!
239 Reviews!
5 Screenshots!
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278 Games
239 Reviews
For: I wanna Transit
The larger issue comes down to a lack of variety in style more than anything else. Each stage of course differs in their gimmicks, but the core set of movements you do does not ultimately differ much from stage to stage. On top of that, while the visuals tend to be quite nice, the layout of each room does not change with the visuals, so you'll find that despite each stage having a fresh coat of paint, it all ends up looking fairly similar.
Nevertheless, the creator's style is quite good and is worth the price of admission alone, and while I have my problems with the game, I think that these issues would likely not hold it back for others.
For: A Very Whelwryht Christmas(s)
"wip festive game" is one of the first games where damn near everything I could think of was acknowledged by the creator, and it's more than likely the only fangame that has this kind of attention to detail that it COULD attempt to think ahead of me as someone that loves to explore the games they play in a deeper sense. The game's length helps this fact as it is not a terrifically long experience, which aids the player in having a short and concise experience that gets to the point and helps out the creator through meaning they don't have to put in an extreme amount of content.
What I love most about this game, however, is the way in which it gets at the creative process and how it externalizes the inevitable feelings that come with that process. Namely, all the ways in which we can worry and gnaw at ourselves about whether what we've made is good enough. That too, is apart of the dialogue between player and creator, the one that says "do you like this? Are you happy with what you're playing? Is it too hard, too easy, boring, frustrating? What is it?" It's the one that most creators know all too well that doubts everything they do and feels in their heart of hearts that what they are making is simply not good enough.
In essence, I love that this game has something to say and uses the form it has to uniquely and enjoyably express its feelings. It's fun, lighthearted, yet it holds a sense of gravity with everything it says and you get the impression that while this is a funny game, the jokes are all hiding a certain insecurity behind them - a relatable one, at that. And this would already be enough, mind you, for me to love it, but that it chooses to make its core gameplay loop, the exploratory nature of it, tied in precisely with its very purpose and meaning, that to me is the masterstroke that most fangames which strive to be better, more meaningful, fail to consider or achieve.
If there were any fangame I'd want others to learn from, it'd be this one.
For: I wanna be the Best game
For: I Wanna Be 1 in 100
wonderful being my favorite maker, you should temper your own expectations relative to what I suggest about the game, but all the same I can tell you that this is a game worth its weight in gold. Every idea worked for me, every gimmick or switch in style hit the mark. Each stage tells a memorable story through gameplay and in a, haven't we been here before moment, I felt that I was re-experiencing what it was like to play Figure for the first time. Half the joy with floor games is to see what's next, whether it's visuals or gameplay style, and 1 in 100 never for one moment felt like it was repeating itself or as if any one idea was half-baked or not worthy of taking up the time it was given. Being taken along for the ride, you'll find that you simply cannot guess what will come next, it's a level of freedom that seems to me lost for most beyond childhood. It's this unlimited creativity that becomes boxed in through maturity, the need to stick by rules or to create a measured and controlled work. 1 in 100 is not a chaotic or disorganized game by any means, there is rule and order here, but essentially it is as if the game is altogether a stream-of-consciousness work. As the mind bounds to and fro, bound only by the capricious attitude of the soul, so the game follows, holding your hand and taking you along with it. This is the style which Figure created, and it's the style which 1 in 100 runs with.
The platforming is for the most part simple, but invigorating. Not every save feels impactful on their own, but I don't think there was ever any need for them all to. Even then, every save is its own novel expansion upon an idea set forth by a given stage itself, so that while not every save may hold great weight, they all develop their respective stages. As the game goes on, though, you'll find yourself contending with some more intensive gimmicks, a few being taken from past works, but all well executed. These more involved gimmicks tend to be the hardest sections of the game, deriving difficulty not from the actual platforming, but from learning how to work with a given gimmick in light of the raw platforming. On the other hand, bosses are generally on the harder side for wonderful games, some of them proving to be surprisingly difficult. I never had a problem with any of them, but I could see a few holding some people back. As the game goes on, for both platforming and bosses, the complexity increases, so while the difficulty scale may not be quite a steady curve up, how involved the gameplay is steadily increases. Style-wise, it's what you'd expect from wonderful bosses, although some of them are more avoidance-heavy than what I'm used to, which seems to be yet another holdover from Figure.
I mean, what is there to say, really? wonderful is in my eyes a legendary creator, being perhaps not the most innovative or the one to do certain things first, but the one to perfect everything I love about fangames and what keeps me coming back to them. There is a level of personality and charm within her games that are unique to her games only, pick any one screen out of a hat from almost any of her games and you'd know she made it within seconds, whether it came down to her music choices, visual flair, or gameplay style. As much variety as she's capable of, it all is undeniably her. Playing 1 in 100, the first new wonderful game in over 2 years, it was like returning to an old friend. Power, an amazing game in its own right, felt more unique in wonderful's catalog, being essentially a twin work to I Wanna Be Friends. 1 in 100, though, while being itself a twin work to Figure in some ways, feels more original than that. This is a work that summarizes wonderful and what she's done, drawing you through some old haunts (the ones I immediately noticed were the Figure and Kermit references, but I'm sure there's more). This too, is one of wonderful's idiosyncrasies, the self-referential style which gives a sense of cohesion about her oeuvre that you really don't find elsewhere in the community. With 1 in 100, it's turned up to 1000, and keep in mind she's not simply referencing but re-imagining past ideas, one of my favorite things wonderful does in her games.
This isn't necessarily a game that expands on wonderful's style, but it does nevertheless feel like something of a next step. Even so, there were several moments that took me by surprised, a few where I was found myself verbally reacting, so it's not as if there's nothing new under the sun here. Even when drawing on well known gimmicks or styles most fangame players will be familiar with, they're done in ways that are original to 1 in 100. And of course, even if I frame this as being in part an unoriginal work, when you're talking about someone who essentially stands alone in the community in terms of style, then it really doesn't make a difference. There are people that take after wonderful's style, myself included, but she is inimitable.
And a quick final note, I just want to say: this game makes me happy. Of course, many fangames do, but it goes beyond the passive level of happiness from enjoyable gameplay. There is a warmth in 1 in 100, one that despite the partially mellon collic style spreads into me while I play. It's a game that feels kind, I reckon is what I could say. It's such a difficult thing to really put into words, so the best I can say is that... the game makes me feel happy. Like I said, it's meeting with an old friend once again, someone you know and love but haven't seen in a long time. On meeting them again, however, all those memories come flooding back into you and soon it's as if no time passed at all in the interim period. Playing 1 in 100, it's as if there never was that 2 year gap between Power and now, as if her works are timeless.
They are.
For: I wanna be Anime
9 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| A Sky Blue Denouement | 88.8 | 8.5 | 9 |
| April is the Cruelest Month | 85.1 | 9.0 | 24 |
| I Wanna Flying Disc | 91.7 | 9.1 | 5 |
| Frankie Teardrop | 2.2 | 6.0 | 11 |
| I Don't Wanna Dwell | 69.1 | 7.4 | 13 |
| Nebulous Thoughts | 80.1 | 9.1 | 33 |
| Strewn Detritus | 69.0 | 7.3 | 14 |
| The Sunken Cathedral | 69.5 | 8.3 | 34 |
| I Wanna be the Ziggomatic Drukqs | 70.5 | 7.3 | 9 |
48 Favorite Games
256 Cleared Games
Delicious Fruit