6 Reviews:
AndresSgarrido
I would have really liked to not spend 15 seconds every time to start the sans fight
[1] Like
Rating: 5.2 52
Difficulty: 53 53
Aug 24, 2018
ElCochran90
I owed this to someone; thanks for the rec.
Primarily, this is one of the many fangames that copies the entire screens structure of I Wanna Be The Guy, starting in the famous brown corridors screen. The entire layout is the same and you can choose going up (the screen with trees and cherries), down (the invisible spawning blocks screen) or left (the moving platforms and spikes screen). There are no more paths.
The catch is that every time you would normally reach an area that references a classic videogame in the original game by Kayin, you stumble upon a different game. The fangame does well at recreating some retro experiences, but none of them translate well to the engine with one exception. Whereas the level design is extremely bland and forgettable, the bosses stand out as funny oddities and are entertaining to play. My biggest difficulty issue concerning the bosses is that two of them require really fast reflexes and the attacks are random, so they don't follow always the same order. Those fights are: Megaman Battle Network and the final Sans fight. The former takes a lot to get used to, but there are some straight-up impossible combination of attacks that leaves you zero squares to move, assuring your death. The latter is ok, but in a LoveTrap fashion, you have to wait for 15 seconds until trying the boss again, and these kind of time losses get on my nerves (well, not that drastically, but it's so boring!).
As the original game, this one has also one secret per stage and they are much less cryptic to obtain.
The sequel does the same exercise this fangame did, but around I Wanna Be The Fangame! I will probably check it out just to see what other retro experiments get adapted to the engine.
For some reason this got tagged as an avoidance game, but it isn't.
[0] Likes
Primarily, this is one of the many fangames that copies the entire screens structure of I Wanna Be The Guy, starting in the famous brown corridors screen. The entire layout is the same and you can choose going up (the screen with trees and cherries), down (the invisible spawning blocks screen) or left (the moving platforms and spikes screen). There are no more paths.
The catch is that every time you would normally reach an area that references a classic videogame in the original game by Kayin, you stumble upon a different game. The fangame does well at recreating some retro experiences, but none of them translate well to the engine with one exception. Whereas the level design is extremely bland and forgettable, the bosses stand out as funny oddities and are entertaining to play. My biggest difficulty issue concerning the bosses is that two of them require really fast reflexes and the attacks are random, so they don't follow always the same order. Those fights are: Megaman Battle Network and the final Sans fight. The former takes a lot to get used to, but there are some straight-up impossible combination of attacks that leaves you zero squares to move, assuring your death. The latter is ok, but in a LoveTrap fashion, you have to wait for 15 seconds until trying the boss again, and these kind of time losses get on my nerves (well, not that drastically, but it's so boring!).
As the original game, this one has also one secret per stage and they are much less cryptic to obtain.
The sequel does the same exercise this fangame did, but around I Wanna Be The Fangame! I will probably check it out just to see what other retro experiments get adapted to the engine.
For some reason this got tagged as an avoidance game, but it isn't.
Rating: 3.5 35
Difficulty: 60 60
Dec 31, 2021