Creator's Comments:
Bob [Creator]
I Wanna Get Cultured is an IWBTG fangame that started out as a small joke game between 2 friends imitating the Kamilia series of games. After realizing the potential and interest in a game like this, Pieceofcheese and Paragusrants teamed up to slowly turn the game into a full length project. Pieceofcheese is the producer responsible for all the games programming / coding, music selection, and most boss designs. Paragusrants acted as director by picking the content in terms of which fangames and screens would be represented in the first 6 stages
Paragus: As an avid fangame player and streamer on twitch TV, the games represented act as sort of a retelling of my journey through fangames. All of the games are included are games and screens that struck me as particularly memorable and well-made. The final stage includes original screens designed by pieceofcheese.
The goal is to create a game whose main focus is platforming (not grinding on bosses), and to create a game that would be accessible for newer players, have high replayability, and be a fun speedrun / racing game for more seasoned players. We hope you enjoy the experience this cliff notes version of my journey.
Game features
6 Full Length Fangame Stages!
1 Final Stage of exlusive original screens!
7 Hidden Unlockable Characters (1 Per Stage)!
Memorable Boss Encounters!
Amazing Soundtrack!
Achievement System!
..and an ending you won't soon forget!
After completing the game you will also unlock various new game modes to increase replayability! These modes include replaying the game with various gimmicks applied tot he entire game such as Speed, Ice, Low Gravity, Spotlight, Meteors and more!
In addition, there is a "Random" mode which will ensure you never have the same playthroguh twice! Each time you enter a screen in random you will automatically be assigned one of the variables and locked in for that screen.
For the highly skilled, "Bifficult" mode only for the most experienced and seasoned crazies who want the ultimate challenge. This mode increases the difficulty of each screen substantially by adding more obstacles. Bifficult mode can then be combined with "Random" and the other modes for even a greater unpredictable challenge!
Sunpossible mode is also present as a tribute to the infamous "Churatch" mode. Players will be given a box to enter a number of lives they want to have for the entire game. Once your lives are depleted, your game is over for good! Are you good enough to get the achievement for beating the game on Sunpossible with only 100 lives?
Special thanks goes out to the IWBTG Twitch TV Community "The Wannabes" for their help and support at various stages of this project.
[10] Likes
Paragus: As an avid fangame player and streamer on twitch TV, the games represented act as sort of a retelling of my journey through fangames. All of the games are included are games and screens that struck me as particularly memorable and well-made. The final stage includes original screens designed by pieceofcheese.
The goal is to create a game whose main focus is platforming (not grinding on bosses), and to create a game that would be accessible for newer players, have high replayability, and be a fun speedrun / racing game for more seasoned players. We hope you enjoy the experience this cliff notes version of my journey.
Game features
6 Full Length Fangame Stages!
1 Final Stage of exlusive original screens!
7 Hidden Unlockable Characters (1 Per Stage)!
Memorable Boss Encounters!
Amazing Soundtrack!
Achievement System!
..and an ending you won't soon forget!
After completing the game you will also unlock various new game modes to increase replayability! These modes include replaying the game with various gimmicks applied tot he entire game such as Speed, Ice, Low Gravity, Spotlight, Meteors and more!
In addition, there is a "Random" mode which will ensure you never have the same playthroguh twice! Each time you enter a screen in random you will automatically be assigned one of the variables and locked in for that screen.
For the highly skilled, "Bifficult" mode only for the most experienced and seasoned crazies who want the ultimate challenge. This mode increases the difficulty of each screen substantially by adding more obstacles. Bifficult mode can then be combined with "Random" and the other modes for even a greater unpredictable challenge!
Sunpossible mode is also present as a tribute to the infamous "Churatch" mode. Players will be given a box to enter a number of lives they want to have for the entire game. Once your lives are depleted, your game is over for good! Are you good enough to get the achievement for beating the game on Sunpossible with only 100 lives?
Special thanks goes out to the IWBTG Twitch TV Community "The Wannabes" for their help and support at various stages of this project.
Rating: N/A
Difficulty: N/A
Feb 10, 2015
159 Reviews:
memesyouhard
Pretty much a classic that most fangamers will play at some point. I'll give a rundown of my thoughts:
The game starts off well, stage 1 contains mostly easy needle screens that shouldn't be too much of an issue even for beginners. Stage 2 builds on this adding in more gimmicky screens, not my favourite type of platforming but still fun. Things get a little trickier in stage 3, the I wanna be the diverse screen with the springs took quite a bit of time, as did the V6 screen from boshy.
Stage 4 changes things up a little, the entire stage is one giant tower built of two screens consisting of medium difficulty needle. You see the profiles of various members of the Wannabe's from Twitch as you ascend. The music is incredible to this stage and got me feeling super pumped. This combined probably made it my favourite stage but I can see why people would complain that it didn't fit the "medley" theme. Perhaps if it were placed later on in the game it would be better.
Stage 5 starts off with Celebrate 100, Lizardmaster, Pleasure, Wanyaaa... All easy screens no harder than anything faced before. Then suddenly you're given Conquer 100 Trials. Oh boy this is a difficulty spike, this screen probably took me nearly as long as the entire tower in stage 4. Immediately following this screen is NANG which was even harder still. These two screens were the hardest of all the first 6 stages + stage rush which made me think they should have appeared later. The rest of stage 5 however was way easier.
Stage 6 gives screens with longer saves that test your ability to not choke at the end (not so good for me but whatever Kappa). I remember the Celebrate 100 screen being the most annoying that even got me to practice a certain jump in jtool. After stage 6 you're onto stage rush.
Stage Rush was one of my favourite parts of the game, I felt immersed in each zone and really enjoyed the platforming and balance. The last Locus save I remember being particularly rough but nothing too bad.
Following stage rush are the original screens, these are far harder than anything else in the game so far. One particular screen was by far the worst in the game and sadly affected my score: The jump refresher screen is simply not fun. Long saves are plentiful that require many attempts to beat, this makes it even harder to beat as my fingers get more and more tired the longer it goes on. Save 4, the one where you climb up a spike wall is possibly the most cancerous save I've ever had the displeasure of playing. A solid ~40mins was spent trying to grind past it with the only thing keeping me motivated being that "Surely anything after is better than this," fortunately I was correct as the rest of the original screens are fun and well designed. This honestly makes me wonder why this particular screen is in the game.
Miku Tyson chase clearly took a lot from Big Kid Chase in Kamilia 2 while still being original. The difficulty felt about right with the very last save of the game appropriately being the hardest in the area. Then you're at the final boss: Biff.
Firstly I'll admit I did abuse the R/Q glitch. This is simply because I'm hopelessly bad at gimmick screens and otherwise it would just become an RNG grind until I get a desired one that I could beat. The boss becomes far far more balanced with this glitch and overall just a more fun experience. For the fight itself: There are three phases of increasing difficulty. I liked the idea of shooting the balls Biff fires back at him to deal damage, particularly in the third phase where the aimed Sun is coming after you it feels particularly epic.
Overall the final Boss isn't too bad and the game as a whole is good but still has flaws. However the devs clearly went above and beyond with Cultured 2 so they clearly listened to some of the opinions posted here. I enjoyed my Cultured experience overall and will definitely look to beat the sequel in the future :)
[5] Likes
The game starts off well, stage 1 contains mostly easy needle screens that shouldn't be too much of an issue even for beginners. Stage 2 builds on this adding in more gimmicky screens, not my favourite type of platforming but still fun. Things get a little trickier in stage 3, the I wanna be the diverse screen with the springs took quite a bit of time, as did the V6 screen from boshy.
Stage 4 changes things up a little, the entire stage is one giant tower built of two screens consisting of medium difficulty needle. You see the profiles of various members of the Wannabe's from Twitch as you ascend. The music is incredible to this stage and got me feeling super pumped. This combined probably made it my favourite stage but I can see why people would complain that it didn't fit the "medley" theme. Perhaps if it were placed later on in the game it would be better.
Stage 5 starts off with Celebrate 100, Lizardmaster, Pleasure, Wanyaaa... All easy screens no harder than anything faced before. Then suddenly you're given Conquer 100 Trials. Oh boy this is a difficulty spike, this screen probably took me nearly as long as the entire tower in stage 4. Immediately following this screen is NANG which was even harder still. These two screens were the hardest of all the first 6 stages + stage rush which made me think they should have appeared later. The rest of stage 5 however was way easier.
Stage 6 gives screens with longer saves that test your ability to not choke at the end (not so good for me but whatever Kappa). I remember the Celebrate 100 screen being the most annoying that even got me to practice a certain jump in jtool. After stage 6 you're onto stage rush.
Stage Rush was one of my favourite parts of the game, I felt immersed in each zone and really enjoyed the platforming and balance. The last Locus save I remember being particularly rough but nothing too bad.
Following stage rush are the original screens, these are far harder than anything else in the game so far. One particular screen was by far the worst in the game and sadly affected my score: The jump refresher screen is simply not fun. Long saves are plentiful that require many attempts to beat, this makes it even harder to beat as my fingers get more and more tired the longer it goes on. Save 4, the one where you climb up a spike wall is possibly the most cancerous save I've ever had the displeasure of playing. A solid ~40mins was spent trying to grind past it with the only thing keeping me motivated being that "Surely anything after is better than this," fortunately I was correct as the rest of the original screens are fun and well designed. This honestly makes me wonder why this particular screen is in the game.
Miku Tyson chase clearly took a lot from Big Kid Chase in Kamilia 2 while still being original. The difficulty felt about right with the very last save of the game appropriately being the hardest in the area. Then you're at the final boss: Biff.
Firstly I'll admit I did abuse the R/Q glitch. This is simply because I'm hopelessly bad at gimmick screens and otherwise it would just become an RNG grind until I get a desired one that I could beat. The boss becomes far far more balanced with this glitch and overall just a more fun experience. For the fight itself: There are three phases of increasing difficulty. I liked the idea of shooting the balls Biff fires back at him to deal damage, particularly in the third phase where the aimed Sun is coming after you it feels particularly epic.
Overall the final Boss isn't too bad and the game as a whole is good but still has flaws. However the devs clearly went above and beyond with Cultured 2 so they clearly listened to some of the opinions posted here. I enjoyed my Cultured experience overall and will definitely look to beat the sequel in the future :)
Rating: 7.0 70
Difficulty: 60 60
Sep 9, 2016
sonicdv
A medley game made with beginners in mind. Try it if you want to play an easier game, or you're just starting to play fangames.
[5] Likes
Rating: 8.6 86
Difficulty: 56 56
Nov 13, 2015
Onynekyu
Honestly, i didn't enjoy the first 3 stages because there are a lot of gimmick/timing screens (it's not about the game, but about my taste). After the fourth stage, i really enjoy the game. The trolls are funny, specially bosses.
Final boss is really hard because of RNG and random platform phases with gimmick .
Imo, the game may be a bit too hard for new fangamers, but it worth to play as new fangamer.
Final boss is really hard because of RNG and random platform phases with gimmick .
Imo, the game may be a bit too hard for new fangamers, but it worth to play as new fangamer.
Tagged as: Medley
[4] Likes
Rating: 5.0 50
Difficulty: 60 60
Jul 5, 2016
NewgamerBirthYear
Better than your average joke game!
[4] Likes
Rating: 8.5 85
Difficulty: 50 50
Jun 30, 2016