Kelvar's Profile
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31 Ratings!
31 Reviews!
20 Screenshots!
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31 Games
Game | Difficulty | User's Rating |
---|---|---|
I Wanna Be The CBT | 45.0 | 8.5 |
I wanna think of a name | 50.0 | 8.5 |
I wanna be the Eggy! | 30.0 | 7.0 |
I Wanna Beat the Snowy Needle | 50.0 | 7.0 |
I wanna be the Blue & White | 40.0 | 6.5 |
I wanna C spike | 45.0 | 5.5 |
I wanna KILL BOWSER | 35.0 | 5.0 |
I wanna Kill the MrBeast | 45.0 | 5.0 |
跨性别 | 45.0 | 5.0 |
I wanna play some more | 35.0 | 4.8 |
i wanna eat the piano | 50.0 | 4.5 |
I waanna get chased by Charlie Morningstar | 40.0 | 4.5 |
I wanna be the Lucky | 50.0 | 4.0 |
i wanna be the genius | 40.0 | 4.0 |
I Wanna Kill The Trollilia | N/A | 4.0 |
I wanna Defeat The CJ | 45.0 | 3.5 |
I wanna Kill the Moo Moo Armageddon | 40.0 | 3.5 |
I wanna be the 短編過ぎる罠げー | 45.0 | 3.5 |
IwannaTC | 35.0 | 3.5 |
I wanna be the 針練習! | 45.0 | 3.0 |
I wanna play kk | 40.0 | 2.5 |
I Wanna Play Tianqi's First Fangame | 19.0 | 2.4 |
i wana be the shked | 45.0 | 2.0 |
track01 | 10.0 | 1.5 |
I wanna Kill Those Funkers | 10.0 | 1.5 |
I wanna be the AmorAltra | 35.0 | 1.5 |
I wanna be the Story | 50.0 | 1.5 |
I wanna challenge the fangame | 15.0 | N/A |
The Maker Medley | N/A | N/A |
I Wanna Open A Bunch Of Doors | 5.0 | N/A |
萝莉控 | 20.0 | N/A |
31 Reviews
Kelvar
For: 萝莉控
For: 萝莉控
A joke game seemingly by the creator of "I wanna have an adventure with sister" (it's at least made from that game's project file)
I have to applaud the "Loli God" character out of fruit. I'm sure that took a fair bit of effort, and it looks great
I have to applaud the "Loli God" character out of fruit. I'm sure that took a fair bit of effort, and it looks great
Tagged as: Visual_Challenge
三汉字
[0] Likes
Rating: N/A
Difficulty: 20 20
Dec 17, 2023
Kelvar
For: I Wanna Open A Bunch Of Doors
For: I Wanna Open A Bunch Of Doors
True to its name
[1] Like
Rating: N/A
Difficulty: 5 5
Dec 17, 2023
Kelvar
For: I wanna be the AmorAltra
For: I wanna be the AmorAltra
There is certainly a lot to unpack here.
Stage 1 has a screen with a vertically-winding path with traps which was particularly irritating.
Boss 2 feels awful to shoot because you have to use a reflecting spike, and the boss moves so quickly.
Perhaps that's just a skill issue on my part. If you time it right, you can shoot the boss 3 times every time it passes over the middle of the screen.
The attacks of the first three bosses are extremely easy to dodge. The real danger of the fights is their sheer length, and the hand fatigue from spamming "Z".
According to the dev, boss 3 has 666 HP. I used up pressing the shoot key 750 times in that fight.
Boss 4 uses what is either pregnancy or vore art. Not sure if that constitutes an NSFW tag, but I'll add it just in case. I've gotta give him credit, putting cognitohazards in a fight is a very... *unique* design choice.
The rest of the platforming was generic with simple traps. The very floaty physics also put a constant damper on the gameplay.
Combined with the constant references to grooming, this was not a very pleasant experience.
[3] Likes
Stage 1 has a screen with a vertically-winding path with traps which was particularly irritating.
Boss 2 feels awful to shoot because you have to use a reflecting spike, and the boss moves so quickly.
Perhaps that's just a skill issue on my part. If you time it right, you can shoot the boss 3 times every time it passes over the middle of the screen.
The attacks of the first three bosses are extremely easy to dodge. The real danger of the fights is their sheer length, and the hand fatigue from spamming "Z".
According to the dev, boss 3 has 666 HP. I used up pressing the shoot key 750 times in that fight.
Boss 4 uses what is either pregnancy or vore art. Not sure if that constitutes an NSFW tag, but I'll add it just in case. I've gotta give him credit, putting cognitohazards in a fight is a very... *unique* design choice.
The rest of the platforming was generic with simple traps. The very floaty physics also put a constant damper on the gameplay.
Combined with the constant references to grooming, this was not a very pleasant experience.
Rating: 1.5 15
Difficulty: 35 35
Dec 8, 2023
Kelvar
For: I wanna KILL BOWSER
For: I wanna KILL BOWSER
WARNING: This game does NOT save your position. As multiple other reviewers have noted, you must beat it in one sitting.
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden image of Mega Man after a long platform ride in "the boring level")
Also, there is a shortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
[1] Like
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden image of Mega Man after a long platform ride in "the boring level")
Also, there is a shortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
Rating: 5.0 50
Difficulty: 35 35
Nov 2, 2023
Kelvar
For: I wanna be the Story
For: I wanna be the Story
I've played a lot of games others might consider low-quality, and ended up enjoying that experience. At first, this game felt like one of those, in a semi-obscure puzzle-esque way. However, there were few sections that were especially illogical, and several aspects of its design that were just annoying.
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
[1] Like
It contains all the typical sudoku trends (obscured killers, invisible appearing blocks, blocks without tiles, tiles without blocks, unclear pathing...) However, these elements were indicated via slight tells in the level design... for the most part. Some examples include "fake" tiles being offset by one pixel in the second room, a line of fruit being slightly offset under invisible platforms, and a "guess the path" section where half is telegraphed, and half is the same path, but mirrored.
These aspects were pretty interesting from a design perspective, and have the "creative with limitations" vibe that a lot of non-satire sudoku games have.
The biggest issue I had with the design was the unmarked invisible platforms. Since neither bullets nor blood collide with platforms, they can only be found by landing on one. If I didn't have a video to guide me, I would have absolutely quit on the first screen that uses them. (it looks like one from IWBTG). Even when I watched another player follow the path, trying to land on them felt like making an educated guess.
Perhaps these were also hinted in some way, and I just couldn't figure it out. However, looking at the screen, I see nothing to indicate where these invisible platforms would be.
There were also several parts that were extremely boring, especially the platform ride down through a fruit maze.
In contrast, the next room had a fruit maze quickly descending on you, and I found it much more enjoyable. It reminded me of the latter half of the Tower of the Guy from IWBTG.
The bosses were also very mash-heavy. They have no iframes and a fair bit of HP, which is made worse by the fact that they spend much more time out of your reach than in it. There are also survival sections where you are required to survive on a timer in a room with a few attacks repeating. The actual attacks are fairly easy to avoid, so these both are mainly tests of patience.
As is par for older games, the music starts over on death/reset. Music from the prior screen also persists through screen transitions, so you'll have to save and restart if you don't want the audio chaos of two overlapping songs.
Rating: 1.5 15
Difficulty: 50 50
Jul 3, 2023
1 Game
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
The Maker Medley | 43.8 | 9.0 | 48 |
8 Favorite Games
Game | Difficulty | User's Rating |
---|---|---|
tijit engine 2 (GMS2) | N/A | N/A |
I wanna think of a name | 50.0 | 8.5 |
I Wanna Be The CBT | 45.0 | 8.5 |
I Wanna Collect The Stars | N/A | N/A |
I wanna have an adventure with sister | N/A | N/A |
I Wanna Celebrate 2022 | N/A | N/A |
I Wanna Deep Freeze | N/A | N/A |
100 Floor Medley | N/A | N/A |
60 Cleared Games