17 Reviews:
ElCochran90
I'll be honest about everything.
There seems to be something special between old Carnival fangames and myself. It's the perfect mixture between mythology, and the three founding fathers of fangaming in different aspects: I Wanna Be the Guy (the original that started it all), I Wanna Be the Fangame! (the classic of classics that retained the spirit of the original and exploited even more possibilites) and I Wanna Be the LoveTrap (close to stopping being a Humanly Impossible game for the true final boss, the Japanese adventure-trap answer to the previous two, the theoretical father of Miku avoidances and its blocks layout: 5 at the left, four at the center, sprite on the right). I think they are the old-school of the good kind. Heaventrap 1 is actually good, and the sequel is not bad at all (favored by many, but I prefer the first adventure).
This one starts in that splendid fashion: you jump into a book, graphics change to something more cartoonish (which is a good thing since it gives you the feeling of being in a child's tale world), you must explore four different worlds to acquire items that actually become useful for other worlds to progress (boring backtrack warning, although it is mostly "healthy"), and gimmicks to explore. It's a fun concept, it's a fun idea, everything seems to be nicey. You can almost forgive (well, not really) the awful traps and the overtly simplistic bosses (Kracko in particular is so lazily made). There's this funny and annoying dark blue section where you have red lasers/lines(?) going left and right which you have to time correctly to get across by jumping into the square of space that keeps oscilating.
Everything is 50 of difficulty tops, until you stumple upon the first avoidance. Well, ok, grindy stuff with unfair RNG at times, but it is a nice final challenge.
Then, beyond your imagination, this game becomes the "no wait, there's more!" nightmare.
LENGTH SPOILERS FROM HERE ON, IF YOU DON'T MIND. I WON'T TAG THEM. NO BOSSES/PLOT SPOILERS.
This is not the final challenge, and I would have been very fine with this being the ending. No. You have to backtrack through the final area and the red laser/line/thingies, and now you have to go through buffed versions of the original worlds! Here, things get annoying, but difficulty wise, expect no more than 60 in difficulty, that is, if you decide to do the buffed avoidance with its eye-piercing yellow tones (image available above) for last. That avoidance is sickeningly difficult and will take you more than half of your playthrough time because of trash walls and roofs that instagib your butt. Final attack in particular is an RNG party so be prepared!
75 in difficulty thanks to this challenge alone. Sorry.
And so, the game comes to an e.... no wait there's more!
Now explore four other repetitive worlds with absolutely nothing special compared to the original ones. Well, nothing except it has underwater diagonals, half diamonds and downward planes... and secrets! This one now has secrets (and this is going to be the source of my BIGGEST complaint, yes, even bigger than the avoidance). The secrets ARE SUPPOSED TO unlock a secret boss after you beat the final boss.
Anyway, before clearing the 4th extra world and doing an unnecessary corner jump I wanted to do anyways, I suddenly realize I can actually go through the wall! Oh, it's a secret! I collect it, clear the 4th extra world and see a Reveal Spoiler icon above the teleporter indicating that I obtained it. Hence, I begin my quest to look for the other items. I find them (one was very tricky to figure out, but finding them is quite obvious). We're done. Let's go with the final(?) boss and clear the extra boss afterwards.
Final boss: it is much, much fairer than the avoidance because it is position based, and once you learn that the first attack (which is repeated twice, sigh) has that logic, you won't have much problem clearing the boss Reveal Spoiler . Cool song, generic fight but kinda epic, so it's a plus sign for the rating.
CREDITS!!!
OMG we have already finished the game.
Press F2.
Select your save.
Go to the spike that has disappeared with the secret items to go to the extra bo.... Why is the spike there???
Why is the freaking spike still there??
-I went through your BS avoidance
-I collected all secret items
-I beat the final boss
What the hell? Was I supposed to play in Hard Mode? (A theory of mine because all videos on YT I desperately sought are played in Hard Mode by Japanese folks). Was I supposed to collect the secret items after the final boss? Or was I supposed to go to the secret area immediately after the secret items because going to the final boss triggers the spike back again?
Anyways, if any of the previous answers apply, then screw this game to hell because I deserve my final extra boss which I have, by now, seen a playthrough in YT with envy without experiencing it with my eyes for the first time to have a notion of what I lost. It looks lovely. I wanna play that And I can't access it. And I did everything.
SCREW YOU, GAME!! I WANNA BE THE PICTURE!
[2] Likes
There seems to be something special between old Carnival fangames and myself. It's the perfect mixture between mythology, and the three founding fathers of fangaming in different aspects: I Wanna Be the Guy (the original that started it all), I Wanna Be the Fangame! (the classic of classics that retained the spirit of the original and exploited even more possibilites) and I Wanna Be the LoveTrap (close to stopping being a Humanly Impossible game for the true final boss, the Japanese adventure-trap answer to the previous two, the theoretical father of Miku avoidances and its blocks layout: 5 at the left, four at the center, sprite on the right). I think they are the old-school of the good kind. Heaventrap 1 is actually good, and the sequel is not bad at all (favored by many, but I prefer the first adventure).
This one starts in that splendid fashion: you jump into a book, graphics change to something more cartoonish (which is a good thing since it gives you the feeling of being in a child's tale world), you must explore four different worlds to acquire items that actually become useful for other worlds to progress (boring backtrack warning, although it is mostly "healthy"), and gimmicks to explore. It's a fun concept, it's a fun idea, everything seems to be nicey. You can almost forgive (well, not really) the awful traps and the overtly simplistic bosses (Kracko in particular is so lazily made). There's this funny and annoying dark blue section where you have red lasers/lines(?) going left and right which you have to time correctly to get across by jumping into the square of space that keeps oscilating.
Everything is 50 of difficulty tops, until you stumple upon the first avoidance. Well, ok, grindy stuff with unfair RNG at times, but it is a nice final challenge.
Then, beyond your imagination, this game becomes the "no wait, there's more!" nightmare.
LENGTH SPOILERS FROM HERE ON, IF YOU DON'T MIND. I WON'T TAG THEM. NO BOSSES/PLOT SPOILERS.
This is not the final challenge, and I would have been very fine with this being the ending. No. You have to backtrack through the final area and the red laser/line/thingies, and now you have to go through buffed versions of the original worlds! Here, things get annoying, but difficulty wise, expect no more than 60 in difficulty, that is, if you decide to do the buffed avoidance with its eye-piercing yellow tones (image available above) for last. That avoidance is sickeningly difficult and will take you more than half of your playthrough time because of trash walls and roofs that instagib your butt. Final attack in particular is an RNG party so be prepared!
75 in difficulty thanks to this challenge alone. Sorry.
And so, the game comes to an e.... no wait there's more!
Now explore four other repetitive worlds with absolutely nothing special compared to the original ones. Well, nothing except it has underwater diagonals, half diamonds and downward planes... and secrets! This one now has secrets (and this is going to be the source of my BIGGEST complaint, yes, even bigger than the avoidance). The secrets ARE SUPPOSED TO unlock a secret boss after you beat the final boss.
Anyway, before clearing the 4th extra world and doing an unnecessary corner jump I wanted to do anyways, I suddenly realize I can actually go through the wall! Oh, it's a secret! I collect it, clear the 4th extra world and see a Reveal Spoiler icon above the teleporter indicating that I obtained it. Hence, I begin my quest to look for the other items. I find them (one was very tricky to figure out, but finding them is quite obvious). We're done. Let's go with the final(?) boss and clear the extra boss afterwards.
Final boss: it is much, much fairer than the avoidance because it is position based, and once you learn that the first attack (which is repeated twice, sigh) has that logic, you won't have much problem clearing the boss Reveal Spoiler . Cool song, generic fight but kinda epic, so it's a plus sign for the rating.
CREDITS!!!
OMG we have already finished the game.
Press F2.
Select your save.
Go to the spike that has disappeared with the secret items to go to the extra bo.... Why is the spike there???
Why is the freaking spike still there??
-I went through your BS avoidance
-I collected all secret items
-I beat the final boss
What the hell? Was I supposed to play in Hard Mode? (A theory of mine because all videos on YT I desperately sought are played in Hard Mode by Japanese folks). Was I supposed to collect the secret items after the final boss? Or was I supposed to go to the secret area immediately after the secret items because going to the final boss triggers the spike back again?
Anyways, if any of the previous answers apply, then screw this game to hell because I deserve my final extra boss which I have, by now, seen a playthrough in YT with envy without experiencing it with my eyes for the first time to have a notion of what I lost. It looks lovely. I wanna play that And I can't access it. And I did everything.
SCREW YOU, GAME!! I WANNA BE THE PICTURE!
Rating: 2.4
Difficulty: 75
Jul 25, 2020
LastTISisLife
Based on Hard 100 %. Not the best platforming from Carnival that i've played, but it's still way better than Crimson and overall it was decent, but i wish more screen were memorable and enjoyable. Whole concept about getting items and unlocking new areas with usage of them is cute tho. Bosses are definitely the highlights of the game, but the both avoidances are kinda meh. First one is too generic and not fun at all; second one has potential, but second half is too hard for it's own good. Other bosses tho as i said were interesting and decently great - final boss and true final boss has some slappers tracks as well
All in all, while being outdated in general, it's still pretty fun adventure. Can recommend, especially if you fan of Carnival works
[1] Like
All in all, while being outdated in general, it's still pretty fun adventure. Can recommend, especially if you fan of Carnival works
Rating: 6.7
Difficulty: 68
Aug 7, 2024
FlaviaFlave
I really enjoyed this game. It has some rough spots in the platforming, however I think that the bosses in this game are criminally underrated. In particular, I really enjoyed the buffed version of the avoidance which features a fantastic tune and some attacks that might be familiar if you've played some of carnival's later games. If you can get past the rougher segments of this game, then you will be treated to some fun, fast paced fights, and some platforming with interesting traps throughout. In my opinion, this is as good as his Heaventrap games, but not quite as good as the big 3. Overall, if you are a fan of Carnival's other works, then you should check this one out too.
[1] Like
Rating: 8.0
Difficulty: 70
May 12, 2022
SupremeEntropy
Very good game. You float up into book and arrive into portal room. You need to collect various of things in different portals, go back and finally escape, but there won`t be the end. I would recommend to play this game.
[1] Like
Rating: 6.8
Difficulty: 50
May 24, 2015
xva
right away I’ll make something clear, this game is quite the mess. its one of Carnival’s early games, meaning it’s quite old. not much of it is good and it realistically doesn’t provide much. there’s some good or decent ideas in here, but they aren’t very fun or well-made. the game has a myriad of issues that are difficult to address without directly altering large chunks of the game directly. these issues are seated deep within this game, unfortunately becoming just a characteristic. this is one of those games that you force yourself to like because it’s not a great look to hate it. I’m a victim of this too, the game seemed alright, looking like just another sub-par (but not disasterous) Carnival game. unfortunately again, nothing really works and the game fails at most things it does
there’s a lot of traps which are Carnival-grade traps still, which is a good thing considering he makes quite good trap needle. however, the gimmicks which usually work with these traps to produce even more varied and interesting gameplay; here they’re boiled down to conveyors with the worst collision this world has seen, some rotating objects which produce braindead timings, and those red laser things which are notably harder than in any other game they’re in. one thing I quite dislike about these gimmicks in particular is that they often aren’t mixed in with regular/non-gimmick gameplay. by this I mean, there’s just corridors with a bunch of these lasers and spinning things. I suppose this isn’t an issue with the design, but with the conveyors themselves. oh and also, the final stage platforming sucks. none of it is really fun at all. it just sorta sloppily combines everything you’ve already went through. in this game’s case though, that’s a nightmare of an idea
the entire game has a somewhat unique look to it which I can somewhat enjoy. Carnival was never a ground-breaking visual designer, though. he rarely stole sprites and tiles, which left him with only one real way to address the spriting/tiling issue: drawing everything by hand. this is quite commendable (especially at the time), not a lot of makers do this sort of thing - or rather, not in a similar way to Carnival. another thing I like is the pathing: you reach the end of a platforming area, then you go back to the beginning. this makes each stage work as two, as they functionally become different screens with the inclusion of backtracks. that, and the trap design (but that’s a given considering the fact this is a Carnival game), is all i like about this game. everything else is either not great or very bad.
bosses are an example of “very bad”. plain and simple - they come in two variants: bullshit luckfests or ass vocaloid avoidances. notably the len bosses are quite terrible, both the regular variant and the buffed variant. both of them are long, drawn-out and boring with not a lot going on. all this on top of having quite run-of-the-mill songs, these avoidances don’t amount to much, but they’ll be the thing you spend the most time on. the final boss (on top of droning on for a while) isn’t anywhere near the most difficult boss - that title goes to the buffed len fight. also notably terrible is the cloud fight, that one should be very clear what’s wrong. I feel like I’m beating a dead horse, but it’s luck-based and not fun at all. the ex boss is fun though, it’s just some fun and simple RNG attacks with a good, classic song
not recommended, Carnival has seen better days
[0] Likes
there’s a lot of traps which are Carnival-grade traps still, which is a good thing considering he makes quite good trap needle. however, the gimmicks which usually work with these traps to produce even more varied and interesting gameplay; here they’re boiled down to conveyors with the worst collision this world has seen, some rotating objects which produce braindead timings, and those red laser things which are notably harder than in any other game they’re in. one thing I quite dislike about these gimmicks in particular is that they often aren’t mixed in with regular/non-gimmick gameplay. by this I mean, there’s just corridors with a bunch of these lasers and spinning things. I suppose this isn’t an issue with the design, but with the conveyors themselves. oh and also, the final stage platforming sucks. none of it is really fun at all. it just sorta sloppily combines everything you’ve already went through. in this game’s case though, that’s a nightmare of an idea
the entire game has a somewhat unique look to it which I can somewhat enjoy. Carnival was never a ground-breaking visual designer, though. he rarely stole sprites and tiles, which left him with only one real way to address the spriting/tiling issue: drawing everything by hand. this is quite commendable (especially at the time), not a lot of makers do this sort of thing - or rather, not in a similar way to Carnival. another thing I like is the pathing: you reach the end of a platforming area, then you go back to the beginning. this makes each stage work as two, as they functionally become different screens with the inclusion of backtracks. that, and the trap design (but that’s a given considering the fact this is a Carnival game), is all i like about this game. everything else is either not great or very bad.
bosses are an example of “very bad”. plain and simple - they come in two variants: bullshit luckfests or ass vocaloid avoidances. notably the len bosses are quite terrible, both the regular variant and the buffed variant. both of them are long, drawn-out and boring with not a lot going on. all this on top of having quite run-of-the-mill songs, these avoidances don’t amount to much, but they’ll be the thing you spend the most time on. the final boss (on top of droning on for a while) isn’t anywhere near the most difficult boss - that title goes to the buffed len fight. also notably terrible is the cloud fight, that one should be very clear what’s wrong. I feel like I’m beating a dead horse, but it’s luck-based and not fun at all. the ex boss is fun though, it’s just some fun and simple RNG attacks with a good, classic song
not recommended, Carnival has seen better days
Rating: 2.1
Difficulty: 67
Dec 3, 2024