9 Reviews:
Xplayerlol
Interesting 100-floor with a fair share of differences from other floor games. First off, this one is a lot more carefree, but carefree in a funny way. The maker clearly shows his preference for one of the stages, dragging it on for around 40 floors and even using one of the floors to say "I like this stage". The bosses are placed wherever the maker wants to place them, and there are even traps around.
And the key point: The usefulness of the deaths. In this game, every time you touch a spike, you'll die, but the spike will disappear so that you can't die there again. As a punishment, though, you'll be sent to the previous screen. The maker has a sense of balance, though, and thus, if you're killed by a trap, you'll be sent to the beginning of the screen you died at, instead of the previous screen, and the trap won't be activated again. They're only there as a joke. You can use this gimmick to destroy specific spikes and make the platforming a lot easier, which makes this game extremely beginner-friendly...At least up to the last boss.
The bosses are nowhere near as interesting as the platforming. They're decent-ish at best, and the last boss is a short, but annoying avoidance with stuff coming from everywhere at the same time. Not the healthiest thing I've ever seen.
It's interesting and funny, although the same can't be said about the bosses. Would recommend.
[2] Likes
And the key point: The usefulness of the deaths. In this game, every time you touch a spike, you'll die, but the spike will disappear so that you can't die there again. As a punishment, though, you'll be sent to the previous screen. The maker has a sense of balance, though, and thus, if you're killed by a trap, you'll be sent to the beginning of the screen you died at, instead of the previous screen, and the trap won't be activated again. They're only there as a joke. You can use this gimmick to destroy specific spikes and make the platforming a lot easier, which makes this game extremely beginner-friendly...At least up to the last boss.
The bosses are nowhere near as interesting as the platforming. They're decent-ish at best, and the last boss is a short, but annoying avoidance with stuff coming from everywhere at the same time. Not the healthiest thing I've ever seen.
It's interesting and funny, although the same can't be said about the bosses. Would recommend.
Rating: 7.1 71
Difficulty: 43 43
Oct 19, 2015
LastTISisLife
Strange game. It uses interesting gameplay idea behing it (death return you on previous screen and spike that kills you will disappear), that is not fully explored and matched in flow of game, but still enjoyable sometimes, even tho in second half game definitely becomes kinda tedious at points. Visuals were pretty great i must say, and i really like presentation of final avoidance
[0] Likes
Rating: 5.4 54
Difficulty: 42 42
Oct 8, 2023
NightShark115
Rating based on the Normal version, which doesn't let the player start at the beginning of any stage, unlike the Relay version. Rating also based on "no bug", because otherwise there is a memory leak.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame featured at the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. And yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP (edit: I just checked, and the spike isn't HP-bound either, whoops!), so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame featured at the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. And yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP (edit: I just checked, and the spike isn't HP-bound either, whoops!), so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
Tagged as: Adventure
Needle
Avoidance
Trap
Gimmick
Boss
100_Floor
Special
Visual_Challenge
I_Wanna_World_Championship
[0] Likes
Rating: 8.0 80
Difficulty: 50 50
Aug 27, 2023
lvyuki
The worst 100-floor game i have played.traps are always flying spikes,too boring.and if you dead you have to go back to the former room,its annoying.
[0] Likes
Rating: 3.0 30
Difficulty: 40 40
Aug 19, 2018
DerpyHoovesIWBTG
Game is fun, except for the moving bubbles in the last 5 stages. If you touch them, you lose your ability to swim. I know it was intentional, but I didn't like it.
[0] Likes
Rating: 6.0 60
Difficulty: 40 40
Jan 25, 2018