I wanna be the Ocean Princess

Creator: Kurath

Average Rating
9.4 / 10
Average Difficulty
69.1 / 100
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Adventure (11) Needle (6) Avoidance (8) Gimmick (11) Boss (7) Long (10) Dotkid (1) Story (2) Puzzle (3) Chase (1) gimmicks (1)


  • by Epic_sax_cake
  • by Epic_sax_cake
  • by Wolsk
  • by Epic_sax_cake
  • by Epic_sax_cake

Creator's Comments:

kurath [Creator]
Update: As I understand the game is quite long and not everyone is interested in all of it, there is now a post-game clear save available here which you can place in your AppData\Local\IWBTOP\Data path (similar to any studio game) to use and access whichever areas do interest you.

This is a very lengthy adventure game, intended to provide the player with a wide array of nearly everything that fangames offer including a large variety of platform and boss gimmicks, tied together with a cheesy story of reversed roles where you play as your favorite secondary fangame character (or the kid, for familiarity) seeking solace under the sea.

Requires mouse use for certain situations though none that are time restrictive, and has a couple of optional online features including leaderboards and version checking (available from 1.02 onward).

Current version is 1.21

A new character model is available in 1.21

Those on version 1.1 should update asap as it unfortunately introduced a crash risk.

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Tagged as: Adventure Needle Gimmick Long Puzzle
[5] Likes
Rating: N/A       Difficulty: N/A
Sep 24, 2017

31 Reviews:

Rating based on version 1.02.
Well, this is a clean 10 for me. Ocean Princess is a really, really long adventure game with needle-oriented platforming. There's a story that, as it happens every once in a while, portrays the Kid as the villain, but with a twist: This time, the story isn't centered around him, but around the four vocaloids that are trying to run away from him, which you actually get to play as, if you want (You can still choose to play as The Kid, though). I don't recall playing a fangame whose story I dislike, but I do have my favorites, and this is among them.
You can tell that a lot of work went into this. There's plenty to talk about before getting to the gameplay. The ambiance is amazing. Backgrounds, sprites, musics, sound effects, core gimmicks, even the placement of the objects, everything fits well together and gives every stage a strong identity, making them very pleasant to go through. Smaller details include the nice map that appears at the beginning of every stage, which allows you to see how close you are to your goal, and the death animations, which deserve a bit of highlight just because of how sweet they look. Hell, it's already amazing that the four main characters look so good and are animated so well.
At any moment, you can pause the game with "P", and then proceed to check your in-game stats, manage options or just admire the map for a little while. Stage stats include death count, amount of jumps and time spent at the stage you're playing (Or any stage you choose to check on the map), as well as a nice leaderboards system that only displays the best score of each category so that you can feel bad about yourself (<3). Said stats are displayed along with a short description of the stage, and a nice image representing it. The options include audio and visual settings (The latter helps a lot against performance issues), as well as a few more specific settings.
Finally, there are multiple signs through the game that give important info regarding the next sections, which includes explaining the basics about every gimmick. The texts are detailed and easy to understand.
So, about the gameplay...Have I mentioned that this game is filled with variety? Well, let me say it once more. There's a LOT of variety. And originality. Oldschool gimmicks are reinvented in some way, newer gimmicks are introduced, and every single one of them is superbly well implemented. I mean, there's a black hole needle section in the game! And it's the best thing ever! Part of me wants to describe every gimmick in detail, but I feel like it's better to let the players be taken by surprise, experiencing them all first-hand. Just let me ensure you that the gimmicks of this game are of a caliber you won't see anywhere else. Some of these gimmicks may take a short while to get used to, but it should happen well before the end of the stage, and then all that there's left is to enjoy and appreciate the things that can be done with each of them.
One important thing to notice is that this is a game that unites needle and gimmicks, rather than alternating between them. It's a game whose nature is requiring precise(-ish) inputs and a good knowledge of the gimmicks you're dealing with. Some people may see it as a downside, as it doesn't appeal to people with less experience, I see it as a neutral point that almost could be called positive, as it should appeal more to people interested in bigger challenges.
The bosses live up to the platforming, which means that they are just as varied and filled with creativity, which once again might mean reinvented well-known concepts or even entirely new ideas. No two bosses look or play the same, and plenty of them are very unique experiences. All my praises to bosses such as the Sandy Sprint's and The Great Hall's, though they are not my only favorites.
One thing that surprises me is that most people seem to recognize the difficulty of this game's platforming, but I've seen little to nothing about the bosses, though they might be the hardest parts of the game. Every boss feels very rewarding to beat, and yet none of them feels actually unfair in any way. They are just legitimately difficult. And enjoyable. The avoidances are kinda learn-heavy, but the game softens them by letting the avoidance go on even after you die, which allows the players to study future attacks as many times as they'd like (And just like that, the worst issue with pattern avoidances is solved). Other safety measures ensure that no boss is in any way annoying to play, but I'm not going to name them all.

As for the extra content, there are a few collectible stars that unlock post-game content. Only half of them is required for that (Which allows you to choose the easier/more comfortable ones, rather than forcing you to collect them all), but I was having so much fun that I collected almost all of them just because (Though I missed a star somewhere in the swamp, and then just plainly failed to get two of them in the mini-games). They are a nice bonus challenge.
Right before the last boss, there's a mini-game section. These mini-games are not required to beat the boss, but they do offer some advantages against it. To be more specific, each of them is themed on one of the main characters, and if you score enough points will unlock the theme character's special ability (All of which are references to well-known avoidances). These mini-games could be in a game of their own, and Rin's Rampage, in particular, could seriously be a game on its own. They are very unique and heavily differ from the rest of the game (Hence why they are better off as mini-games).
Finally, if you collect enough stars, after clearing the game you can play buffed versions of the already difficult bosses. I didn't try them out myself (Yet), but according to a description sign, while most of these buffs are just increasing HP and making attacks harder, there are some buffs that do more interesting things. Should be worth a try as well.
Newer versions have changed a few things about the game, but from what I've seen in the update notes there's none that I love or hate (Except for the mini-game changes. I like the idea of reducing the penalty for missing a combo in Rin's Rampage, and my relationship with the spikes was a love-hate thing leaning towards the hatred. And being able to restart from any hole at will in Gumi's mini-game should make it much easier to optimize your score) so although I played an older version, this review probably describes the newer versions as well (They are slightly nerfed, though).
Long story short, I love this game. Just like Marathon, there's nothing bad I can name about it (Not that I want to). Highly recommended.

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Tagged as: Adventure Needle Avoidance Gimmick Long
[10] Likes
Rating: 10.0 100       Difficulty: 76 76
Feb 23, 2018
Cool but the title isn't "I wanna be the Ocean Man" so only 8.9 :T

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Tagged as: Needle Avoidance Gimmick Long
[7] Likes
Rating: 8.9 89       Difficulty: 70 70
Apr 21, 2018
Fangames have a huge variety of things to offer players, from needle-fests to wacky gimmicks, from zany boss fights to edge-of-your-seat avoidance challenges. Pulling off all these things in one package to such a high quality isn't a small feat but Ocean Princess manages it superbly, making for one of my favourite adventures (and fangames) in recent memory.

Ocean Princess consists of 12 stages each with their own unique style and gimmick/s, accompanied by a boss (sometimes more) to round off the stage in an exciting climax. Each stage is fairly lengthy and will ensure any player is familiar with the gimmick by the time they finish it, as well as featuring some hidden easter eggs and secrets in each stage for the curious fangamers out there. The platforming in the game is overall really solid, and barring the odd save here and there which is hindered by an overly awkward jump or so, I never felt like I'd gotten stuck or stopped having fun. A slight complaint might be that some stages feel too lengthy without too much variation, which is a case more prevalent in some stages such as The Treacherous Tunnels, or The Seals which whilst varied in gameplay felt not as interesting after a while due to them sharing the same visuals.

One of the big highlights of the game are the bosses. I've heard a few comparisons between this and Find my Destiny in terms of the format and structure of the game, but one of the biggest differences here is the bosses in Ocean Princess are more RNG-based and less learn-heavy. Attacks feel fair whilst remaining challenging, and the variety of the bosses from stage to stage is really well done, often implementing or making use of the stage gimmick in some form such as the Tormented Soul using the bubble gimmick, or The Darkness making use of...well, the darkness gimmick. There's a whole lot to like here.

What makes the bosses even more exciting is a post-game feature which I'll talk about it spoiler tags in-case you'd like to stay blind for the surprise. Upon beating the game and collecting half of the stars dropped throughout the adventure, you unlock the boss modifier mode. This allows you to ramp up the difficulty modifier of any boss in the game which can change their HP, density of their attacks and even alter some attacks completely, such as the Trap Chamber saw-platform attack. This adds great replayability after finishing the game and is one of my absolute favourite features in Ocean Princess.

This is also a rare case in which there's a story, featuring the vocaloid characters Miku, Luka, Rin and Gumi as the protagonists and The Kid as the villain. You can still play as The Kid for familiarity which is nice as getting used to the vocaloid hitboxes can be a little strange at first, but the ability to toggle your hitbox visibility makes it relatively easy to adjust to. The story is amusing and makes the adventure feel that little bit more consistent as though you're actually travelling to the end of the game, rather than just from one randomly-themed stage to another.

Oh, and there's also a leaderboard set in for each stage in the game which keeps track of your time, death, jump count and distance travelled, as well as showing the current world records for each stage. This is a fun feature for those with competitive sides and like to improve upon their previous best attempts, and is also prevalent in the post-game feature I mentioned earlier. This is another feature I'm a huge fan of. These can be enabled at the start of the game, re-enabled in the options menu at any point and also checked by accessing the in-game map which is there all game-long, providing a nice little droplet of information and story about each stage.

Difficulty-wise, the game is fairly challenging. It starts off relatively straightforward but by the end you'll notice a fair increase in difficulty. The platforming on a whole is quite needle-y and whilst it never resorts to a clown fiesta of generic jumps and awkward nonsense, you can expect it not to be a walk in the park. The bosses also do ramp up in difficulty although with the variation in gimmick implementation, it often can depend on how used to the stage gimmick you are.

At the time of writing this review, the game is at v1.16 which features a new batch of easter eggs to search for throughout the game. For those of you who want a head-start on the secret hunt there is a new hidden room in the TNT part of stage 12 which will give you clues as to the many secrets of the games. Get searching!

Ultimately, Ocean Princess is a superb fangame. With all there is that the game can offer you, it makes for a very memorable adventure and one that is well worth your time.

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Tagged as: Adventure Needle Avoidance Gimmick
[5] Likes
Rating: 10.0 100       Difficulty: 68 68
May 2, 2018
Though it has some faults on difficulty fluctuation this managed to be one of my favorite fangames of all time there aren't too many that can live up to that standard. I really enjoyed this.

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[4] Likes
Rating: 8.0 80       Difficulty: 66 66
Dec 2, 2017
This is a monster of a game in both size and scope. Ocean Princess is a pretty beefy adventure game that packs in a ton of content that is sure to take most players many hours to complete on their first play. What this game strives to do is deliver a lot of stages featuring a multitude of various gimmicks and bosses to give a wide variety of content to the player.

A lot of the good in this game comes from the gimmicks. Ocean Princess delivers a lot of gimmicks and presents them in fairly well-designed stages around them. These designs often times take the gimmicks into a puzzle-like place where you will be scratching your head staring at rooms trying to figure out how to use the gimmick to proceed. The vast majority of these gimmicks are well executed and keeps the gameplay always changing through the stages in a way that seldom feels dull.

There are times where I felt the game goes a little too deep into needle, and this is when Ocean Princess feels at its weakest. It's not to say that the needle is generic or poorly made, because it isn't. But the inclusion of needle-heaviness of some of the stages sprinkled in with well-executed gimmick stages feels jarring or uninteresting in comparison. One moment you will be solving amazingly produced puzzles, then the next you are in some needle stage where a gimmick feels like it was shoe-horned in. For me this is where the game stumbles in its pacing, and the needle feels like it sometimes is out of place in the midst of so many other good ideas. I also feel these needle areas really jack up the difficulty making the game only accessible to seasoned fangame veterans where it would otherwise been able to appeal to a wider audience.

Aside from this, the production in the game is pretty stellar throughout. The music is most of the stages is well done. There are optional collectables and extras sprinkled through the stages and an online leaderboard system that tracks of variety of stats.

This is a fangame worth your time, but probably not good for newcomers and casual players.

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Tagged as: Adventure Boss gimmicks
[4] Likes
Rating: 9.0 90       Difficulty: 65 65
Oct 23, 2017