I wanna Marchen

Creator: えるなちゃん

Average Rating
7.2 / 10
Average Difficulty
67.5 / 100
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Needle (7) Avoidance (7) 100_Floor (4) x_Floor (1)


  • by Dribix
  • by Paragus
  • by WrathofAnubis
  • by WrathofAnubis
  • by WrathofAnubis

21 Reviews:

There are a lot of 100 floor games with primarily needle screens and a boss at the end, but I've never come across any that even came close to being as unique and consistently enjoyable as this.

The first 99 floors are needle screens that start out very beginner friendly and, for the most part, steadily become more difficult as you progress through the game. When the game was first released, the later floors were brutal, giving a single save in each screen, but in later patches, the creator nerfed these floors heavily by adding more saves. This somewhat threw off the difficulty curve and made most of the floors in the 90's far easier than those in the 80's. That said, I still enjoyed them a lot, so it didn't bother me too much. One thing that I should note is that the vines in the game's engine work somewhat differently from the vines in most fangames, which could make some of the later floors (especially in the 80's) much harder if you don't get used to them. I've seen a few people complain about them not working at times and dropping inputs, but I personally never had that issue.

The avoidance at the end is incredible. It has a nice song and without a doubt some of the most impressive visuals I've seen in any avoidances. It took me a very long time to learn it because I'm garbage at bosses, but it really isn't that hard. Only one attack really has the potential to dick you with rng and, aside from a couple easily learnable attacks, most are fair and can probably be first-tried by someone with more experience with these sorts of bosses.

Another thing I'd like to mention is that in one of the later versions, the creator made it so holding shift makes the load and respawn animations five times faster, so I'd definitely recommend doing that unless you're okay with waiting several seconds every time you die.

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Tagged as: Needle Avoidance 100_Floor
[3] Likes
Rating: 9.9 99       Difficulty: 65 65
Sep 30, 2015
Imagine getting error instead of clear screen.

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Tagged as: Needle Avoidance 100_Floor
[2] Likes
Rating: 9.0 90       Difficulty: 70 70
Feb 21, 2020
Marchen is a 100f game with a relatively heavy focus on vines, 16px shenanigans and some pretty production value alongside it all, sometimes to a fault. It also features an ending avoidance which is pretty visually impressive and makes for an interesting finale.

The platforming starts off somewhat easy and like any 100f game it rises and rises, making the final few stages pretty tricky with some quick vine whips and more challenging segments. The style doesn't really change throughout, and I noticed a few jumps that kept making an appearance from the very early floors until the end. There are "stages" of a sort in that the visuals and music change every 10 floors, but it never feels very substantial and there are never new styles or gimmicks introduced, which left a lot of it feeling quite samey. That's not to say that I didn't like the platforming, but it did sort of pass me by without much to remember.

Eruna concludes the game with a very flashy avoidance, primarily being pattern-focused and quite learny at times. I'm not really a fan of these kind of avoidances so I won't go on and on about how the instagibs upset me, just know that there'll be a few scamp moments lying in wait. There seems to be a feature where if your game lags the audio will slow down/speed up appropriately to stay synced. I appreciate this feature being a thing in an avoidance where audio cues are important, although in my particular case I was getting quite a bit of lag (especially on the final attack) which didn't make for a good time.

I think the game overall was pretty fun, and I enjoyed just about all of the platforming. Although, I do wish the respawn effect could be toggled off because even though I could hold down shift to speed it up, it became quite cumbersome to do every time I die, which in a needle game is going to happen fairly frequently. The general style of a lot of the vine needle probably doesn't favour controller players either, although I suppose vine needle rarely does. The avoidance wasn't so much my thing, but I can see a lot of people enjoying it.

I'd recommend giving it a shot and seeing if the needle style appeals to you, because it'll be 100 floors of more or less the same sorta thing.

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Tagged as: Needle Avoidance x_Floor
[2] Likes
Rating: 7.8 78       Difficulty: 68 68
Nov 21, 2019
Really fun needle game with consistently good level design, nice music and cool visuals (I didn't find them distracting at all, by the way). There's an avoidance at the end that's exceptionally well made, too. My only complaints are that vine jumps sometimes seemed to not work (may have been fixed in newer versions?) and the waiting time to enter the boss is absurd (13 seconds, really?). Other than that, this game is great.

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Tagged as: Needle Avoidance 100_Floor
[2] Likes
Rating: 9.0 90       Difficulty: 75 75
May 23, 2015
What could have been a good game is completely ruined by the idiocy of the visuals, music, and one of the dumbest death effects ever seen in a fangame.

RNG panda bears sliding up and down the edge of the screen like it's a stripper pole, often times leading to having your view obstructed. Every death makes you watch a 2-3 second clip of your guy slowly drifting back to his spawn. Music that sounds like you are in the dentist office on Sesame Street just becomes an annoyance.

The best part about this game was that after 2 1/2 hours of playing it, I got save stuck in a ceiling and had my file ruined. I am not the only one this has happened to either. It's not worth the risk of grinding through this nightmare to have your file ruined. Although let's be honest, out of the 2 1/2 hours I lost, probably 1 hour of that was spent watching the death effect...

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[2] Likes
Rating: 4.5 45       Difficulty: 60 60
May 18, 2015