I wanna go BANANAS!

Creator: はなもげた

Average Rating
7.3 / 10
Average Difficulty
51.2 / 100
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Tags:

Adventure (6) Trap (6) Gimmick (2) Boss (2) Secrets (2) Rhythm (1) Cute (1)

Screenshots

  • by Xplayerlol
  • by ChronoGear
  • by ChronoGear
  • by ChronoGear
  • by Anonymous
  • by Anonymous
  • by ChronoGear

29 Reviews:

Tapxynyc
Cleared on Medium with no secrets.

An adventure/trap fangame with good production value and mostly decent but sometimes really questionable level design.

World 1 and 2 are your general trap stages, some traps are really good, some are kinda unfair. Boss 1 is some simple visual challenge, and boss 2 is a varied and fair boss with arena destruction.

World 3 is, personally, my favorite part of the game, but probably mostly because I am already used to mouse gimmicks from some other games. Platforming may feel a bit tedious due to how carefully you have to move/refresh your ground, but it doesn't really require using a mouse mid horizontal jump anywhere if done right. A trap at the end of the stage is really questionable though, especially since there were no traps before that. Boss 3 is laughably easy, and even though phase 2 is extremely jank, it does give you infinite retries and all the time in the world.

World 4 is a letdown of the game. Length of saves, amount of traps, difficulty and awkwardness of platforming - all goes up, resulting in a rather frustrating experience. Some saves are carefully hidden or appear unreachable which did cause me to skip them without even knowing. There is some truly interesting stuff near the end of the world, but most of it was unenjoyable. Boss 4 is a...servicable rhythm boss. A taiko trap after the boss, even though I managed to avoid, is a real dick move.

World 5 was rather enjoyable cycle-based stage with occasional ladders and slopes. There are some really awkward parts though, including an entire second-to-last screen before boss , which do sour the experience and generally are hardest platforming in the game. Midboss is a nice introduction to what is coming, however Boss 5 is way too fat for it's own good. This combined with really precise PK Thunder attack that is RNG how many times it happens during one attack and a special attack with messed up hitboxes and because of that is basically BlessRNG, makes for a rather unfun grind.

After managing to softlock at the ending screen, I am glad that I played this game, but I do not have the desire to touch it ever again.

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Rating: 5.7 57       Difficulty: N/A
Aug 28, 2021
Cutiefruity
My rating after world 4 really went down huh
Rating doubled after remembering easy mode exists and it's awesome :tf:

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Rating: 6.0 60       Difficulty: 55 55
Dec 4, 2020
sonicdv
Fuck the monkey boss, the trap after it made me quit the game. Had cool parts, but really went downhill around stage 3

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Rating: 3.0 30       Difficulty: 60 60
Feb 27, 2020
shign
Review based on normal mode so without extra, I will develop later.
Nice trap game with big pros but also big cons. For the positives, the game is really beautiful, the first two stages are really good, with funny traps and bosses. Stage 3 is ok, you have to use the mouse better you never need to do anything precise so it's bearable. Boss is when things get terrible: you have to draw numbers but the detection is totally awfull and it will detect a 4 half of the time. Drawing a 3 had never been such a trial. Stage 4 is mostly unfun, with some very questionnable level design. The boss is ok, it's a rythme one and is cool to do after some tries, but the instagib trap after him makes it an horrible experience. Stage 5 is no longer a trap stage, more gimmick oriented and is p cool, even with some annoying saves. The boss is also neat.
In overall, the game is fun even with its problems. The problem I have with it is that intended mode is hard, and is the only mode where you can access to extra and true end. But hard mode is way more frustrating than it should be, I honestly don't want to replay the last save of stage 2 for exemple. I watched what extra looks like and it doesn't look bad, but it's not enough to make me replay it. The game has also one secret per stage and you have to get them all to access to true end, but it doesn't matter in normal mode.
The game has also a bug which is hard to describe for me in english, just know that it made me lose my save when I was at the end of stage 4.

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Rating: 7.4 74       Difficulty: 55 55
Jan 5, 2020
Xplayerlol
Rating based on hard mode (The intended mode, according to the maker), doesn't include secrets.
Oldest fangame by はなもげた (As far as I know), which really shows how talented this maker is. The main elements from the maker are here: The amusing traps, the impressively good visuals, the creative gimmicks. In fact, I'd say the drawing gimmick is one of the most ambitious gimmicks used in fangames to this day.
For an "intended mode", hard mode can be pretty cancer sometimes. Stage 1 ramps up its difficulty too quickly, but individually the saves are fine. I believe it's a little more trap-heavy than the other stages, which is justified by the lack of gimmicks. Stage 2 felt a little bland in comparison, but the one save that stands out to me as atrocious is the one with the Iron Golem (I actually took my time to google Minecraft mobs, whatamidoingwithmylife). You need to kill the zombie without killing the villagers, but you really don't have time to count your bullets and the zombie happens to have too much HP. It's horrendous. Last save of stage 3 goes way overboard with the traps, given how long the save is. There were multiple segments of stage 3 that I didn't enjoy a lot, but the last save was the only one I can confidently call "bad". Stages 4 and 5 are completely fine, as far as I remember, though stage 5 is a huge leap in difficulty. Naturally, when I say "fine" I don't mean the platforming only ranks as "alright", just that there are no negative points I can recall.
I'm really not a fan of the bosses. First boss' gimmick is interesting, but after a few hits you might need to start praying to RNGesus. Second boss is alright, I guess. The explosions are a nice mechanic, but the attacks are kinda plain. Third boss is creative as well, but actually garbage in practice. It's a math puzzle where you need to draw the right answer. Problem is, I have no idea how this game decides which number it believes the player is drawing, but it's definitely not very precise. I've had it guess my 5 as a 6 or a 2, sometimes it believes the 8 is a 6 or a 9, and then it believes that 3 is any other number, and every number and non-number in history is a 4. You could draw a house in the drawing board, and it'll tell you it's a 4. Normally, when I say a gimmick is poorly implemented, I mean the platforming doesn't match the gimmick used in some way. But here, this gimmick was actually poorly implemented, as in poorly coded. Anyway, the fourth boss is a nerfed and less creative version of I wanna Classic's Kirby boss (Wow, IWClassic is pretty old). It feels somewhat desynced from the song (By a few deciseconds, but still enough to make you shoot too early and die), which is pretty bad for a rhythm boss. Last boss' End of Century beam is a luck-based clownfiesta, and Confusion + (PK Thunder/Multiple beams) combos are pretty bad when the Confusion effects are about to end. Other than these attacks, the last boss is fair, but not very fun.
Basically, it's a mesh of amazing platforming with a few irky sections, and acceptable bosses with some irky ones. I'd say the positives outweigh the negatives, but the negatives are kinda heavy on their own, so be warned. Would recommend, I guess.

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Tagged as: Adventure Trap Gimmick
[0] Likes
Rating: 7.2 72       Difficulty: 62 62
Aug 26, 2019