I dun wanna be Anything

Creator: zanto

Average Rating
7.8 / 10
Average Difficulty
78.3 / 100
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Tags:

Adventure (4) Trap (3) Gimmick (3) Long (3)

Screenshots

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Creator's Comments:

zanto [Creator]
This is an evil game made to bring pain and misery to the player... It's full of evil/bad trolls, so make sure you have stomach to deal with that.
But I learned a lot making this and it helped me make the sequel, so that's a good thing, right? ... Right?

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[7] Likes
Rating: N/A       Difficulty: N/A
Feb 2, 2016

9 Reviews:

Xplayerlol
Rating based on the easiest possible setting (Normal mode, many saves) because it's the most reasonable one.
Really long adventure game with lots of cool stuff and lots of awful stuff as well. Let's start with the good parts. The visuals are incredibly good, with very few exceptions (Including a stage where the tiles show some ugly line divisions and, obviously, areas with the mostly unfitting gray spikes), and so are the musics. The death sound isn't annoying, and the musics don't restart. There's a lot of variety in the platforming, with huge amounts of unique gimmicks and obstacles scattered through the stages, one of these gimmicks being a really well-designed space shooter segment that is probably my favorite part of the game. There's an actual tutorial that teaches new players about the basics of fangames. There's also a really nice and quite funny storyline, as well as extra collectible items, plenty of achievements and some funny jokes here and there (The ending and the credits made me laugh a lot).

However, even a game with so many amazing details and interesting stuff can still be easily ruined by poor design choices, and that's exactly what happens in this game. The first issue we have in the game are the bosses. Some of them are incredibly hard to damage, like Magna Centipede, which can spend huge amounts of time in the ceiling, shooting stuff at you while you can't even damage him at all, or the Beholder, which can only be damaged when he uses a specific attack. Bosses like Yellow Devil and Magna Centipede can corner you really easily with their constant movement (Yellow Devil's jumps and Magna Centipede's teleporting), and then finish you off with another attack that can't be avoided at short range. Some can use the classic RNG attacks of shooting stuff everywhere, like the Emperor of Delicious Fruit or the Tower of Creation, while you can only hope that none of the projectiles hits you because they are way too fast, spawn way too close to you or simply don't give you a gap to dodge at all. Some can create shields, like Centaurman, or become invulnerable for absurd amounts of time, like Celsius and Yellow Devil, for no reason at all other than wasting your time while you're trying to learn the other attacks (And maybe killing you once or twice while they are at it). And many of them combine some of these annoying factors, or even all of them, into a single fight where you still have to learn how to dodge the dodgeable attacks. Imagine a luck-based boss that is hard to damage, with plenty of attacks that are hard to learn. Such is the case of bosses like the Yellow Devil and Magna Centipede.
The last boss deserves a special topic, because she's a bit different from the other ones. You have a HP bar, and you're going to need it. It's one of those bosses with two phases whose first phase's only objective is to waste your time (And HP) while the second phase kills you over and over. The first phase is all about learning attacks, and in this phase she has 4 different attacks that allow her to fly. And guess what? You can't damage her while she's flying. And she can COMBINE three of these attacks to fly for as long as she wants to. More than once, I've seen her fly for more than 5 attacks in a row, and these attacks are quite long. It's awfully boring. The second phase features some wonders like an attack where she grabs you and throws you outside the map, instantly killing you and the whole purpose of the HP bar, and a triple wall of fire that I wonder if you can even get through without taking damage at all.
Leaving the bosses aside and heading for the platforming, there are a couple funny traps, but there are also some really stupid generic traps. They aren't too bad for the most part, but some stages like the desert stage really overuse them, and some place them at really unpleasant points. Worse than the traps, however, are some of the gimmicks. Variety doesn't mean quality, and this game shows that very well. Gimmicks like the falling Megamen (Awfully luck-based), the quicksand (Requires an awful amount of mashing if you want to go up), the balloon duck (Controlling that thing is horrible), and others, are things that simply shouldn't exist. As if that wasn't enough, even gimmicks that aren't really bad at all are ruined by the way the game uses them. A good example is the 'don't jump' sign in the RPG stage, which isn't bad by itself, but becomes one of the most annoying parts of the game when combined with horribly slow moving platforms and really precise movements. Another great example of terrible use of a decent gimmick is the mirror segment, where you have to look at both halves of the mirror because some obstacles can only be seen at the top half or at the lower half. Not a bad idea at all, but the design of this segment makes it so that you can't react to some of the obstacles unless you know about them beforehand, which turns it into a memory game where you just die over and over while you try to learn how to dodge every obstacle. The Dark Kid's trials work in a similar way, and are almost as boring.
I wanted to like this game, but I can't bring myself to. The terrible parts outweigh the great ones by far, to the point where the great parts are hardly worth playing for. Wouldn't recommend.

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Tagged as: Adventure Trap Gimmick Long
[4] Likes
Rating: 5.0 50       Difficulty: 76 76
Apr 8, 2016
Wolfiexe
Dun Wanna be Anything is a monster of an adventure game. It's staggering in both length and difficulty, and often not necessarily in conventional ways, using a huge variety of hazards to drain your soul and test your willpower. Also you're given a pretty good choice at the start of the game with choosing your difficulty (Normal or Hard) and amount of saves (Few, Normal, Many). I played on Hard with Many Saves, and I'd probably strongly recommend against Hard mode as it overbuffs a few bosses to unfair levels, whereas I assume Normal is a much smoother experience.

The game opens up with a few options of your starting stage, each varying pretty wildly in visual theme and the hazards to expect. This made going through them all very fun and often surprising. Bosses are also very abundant across the game which is a testament to the effort put in to create such a wide selection of different boss fights, most of which play very differently. Most bosses are learn-heavy and you'd probably do well not to expect to first try any unless you fluke a bunch of attacks or get some god RNG with attack selection.

The platforming in the game is primarily based around traps and cycle-based hazards, manoeuvring through enemies or trying to not get mindread every other save. I can probably count on one hand the amount of gates and/or diagonals there were in this game, which makes for a very fresh experience gameplay wise. You definitely can't call Zanto lazy. The traps are also varied in the sense that they're not all just flying-spike-gotcha moments (although there are a fair share of those), and actually tend to have some humour worked into them.

Alongside all of this variety and creativity though is a lot of soul-crushing heart-breaking segments. Zanto's review summarises it pretty well, but unless you have the patience of a saint then chances are you're going to get upset a fair few times over the course of your journey. Some examples include bosses hanging out of shootable distance for what can feel like an eternity, or very punishing platforming cycles with some scamp-tier traps lying in wait near the end. The traps were amusing in a lot of cases, but at times it did end up getting me pretty frustrated and drained which is a pretty rare thing to accomplish, hence why I would push people away from playing on Hard to alleviate more frustration than is needed.

I had a pretty fun time with this game despite some real rough moments. If there's one thing I can be sure of, it's that I won't forget this game anytime soon. It's a real experience and very impressive piece of work. It's very different in style and flow to its sequel DWBA2, but still very much worth playing if you can get past the heartbreak.

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Tagged as: Adventure Trap Gimmick
[2] Likes
Rating: 7.8 78       Difficulty: 80 80
Aug 4, 2019
IPECACMAN
I am amazed.This was such a long and awsome game.Visuals,music,gameplay was awsome.Now lets see the good parts and the tedious ones.Good parts:really good platfroming,really long game,awsome bosses that were well made.Bad parts:Some anoying parts.Mostly the last save before the scorpion boss and the boss was unfair too.Last boss was really unfair because in the 2 phase if she hits you you can get off the screen and die,but overall amazing game that is worth playing.

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[2] Likes
Rating: 9.7 97       Difficulty: 80 80
Jun 30, 2015
elraimon2000
Felt the need to review this game since a lot of people hate it but I actually found it quite enjoyable.

The game is formed of different areas based on old games from the SNES era. The platforming was pretty nice, each stage had it's own gimmicks and enemies and a lot of them were quite creative even though not many screens stroke me as being brilliantly designed. Some screens were annoying and there were a lot of traps that didn't really add to the gameplay but overall I had fun with the platforming.

The bosses were the strong point of the game for me. Most of them follow the structure of using random attacks and getting harder when they get low on hp so in the end you can predict what attack the boss is going to do and be ready for it, even though there is usually some rng involved which can be really unforgiving sometimes. I liked the bosses so much because they were mostly fast paced and easy to learn and every boss was memorable in some way, even though some attacks could be WAY harder than others or just give you less of an opportunity to shoot. This doesn't apply to the tutorial boss who is just an asshole.

The production value is really high all along, although some backgrounds did look a bit blurry. The game is also full of humour that is something that I appreciate a lot because it makes the story a lot more interesting just because the dialogues are so retarded you always want to know what stupid shit the game will tell you next. There are also 30 hidden collectibles across the stages which unlock useless but cool stuff (although getting all of them could help you a lot in the future).

Overall would recommend to players looking for a long adventure who are willing to be patient with the bosses.

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[1] Like
Rating: 9.0 90       Difficulty: 75 75
Oct 1, 2017
Aronax
Not finished all of it but I think I just past half way and it is just horrible to play. The gimmicks and needle is fine, but the bosses are so tedious and shit, it brings all the fun out of it. Hope someone in the future makes a mod that fixes the shitty bosses, because it is unbearable how much you have to farm them at this point.

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Tagged as: Adventure Gimmick Long
[1] Like
Rating: 6.0 60       Difficulty: 75 75
Nov 12, 2016