I Wanna Be The Hungrytag

Creator: p00ks127

Average Rating
7.7 / 10
Average Difficulty
39.9 / 100
     Download Game

Tags:

Adventure (4) Gimmick (1) Boss (2) Meme (1)

Screenshots

  • by dsyfderzweite
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG

Creator's Comments:

p00ks127 [Creator]
update 1: fixed leaving secret warps

https://www.mediafire.com/file/icbjs2p63vzdwvd/Hungrytag_2_%282%29.zip/file

Read More

[1] Like
Rating: N/A       Difficulty: N/A
Jan 20, 2019

11 Reviews:

JRocker873
God bless the Fortnite avoidance.

Read More

[3] Likes
Rating: 7.5 75       Difficulty: 40 40
Jan 21, 2019
kurath
Its a weird adventure game with a very classic fangame feel. A hub with stages followed by a final stage, secrets that seem unimportant though they have some interesting content behind them and some pretty all-over-the-place design. Still, its got some good variety and most importantly it is fun (with the exception of a boss or two) so its worth a play if you like easier adventures.

Read More

Tagged as: Adventure
[2] Likes
Rating: 7.0 70       Difficulty: 43 43
Jan 15, 2019
princeoflight612
Intro:
-Really cool concept
--
-Most of the difficulty of the first save is one annoying jump right near the end, as well as the RNG bullets
-Not really a fan of the exploding bullets raining down, they don't really impose a challenge but can be quite annoying with bad RNG. Maybe could have worked if the complaint above was resolved
-Not enough foreground/background separation on the cave tiles
First Stage:
-IWBTG spikes and Mario tiles don't fit together visually
-Moreover, the death effect is layered UNDER the spikes but OVER the blocks so it kind of looks ugly when you die on them
-If you want warps to be pipes please do so consistently throughout the stage, the default IWBTG warp appears three times and also does not fit visually
-Not enough foreground/background separation again, though this time less so(more of a nitpick in this case really)
-There is one spot where there are 2 saves right next to each other separated by 1 easy jump
-Coins, spikes and bullet bills as the only obstacles. The mario series has plenty of enemies(goombas, turtles, hammer bros.) so use them. In the undeground stage, for example, fiery lines would have fit right in
-Putting a save BEFORE instead of AFTER a screen transition. If you put it after a screen transition, it will feel a lot more seamless to play as you aren't switching screens after every death
-The boss design for the stage is kind of lackluster. Yeah dodging the various random 360 attacks is kind of fun, but not really anything memorable with this also being a default cherry boss(At least make it a Lakitu or something, and make it throw fireballs instead of coins)
-[IMPORTANT]After you beat the boss, it's VERY easy to jump into the warp WITHOUT grabbing the boss completion item, thus if you do it and save in the hub your completion for the entirety of the stage goes to waste. Make the player get the item automatically, the warp only appear AFTER you've gotten the item or just move the warp and the item further away from each other so it isn't so easy to miss it
Second Stage:
-I appreciate the variety of beam types used
-Foreground/background issues again, the activated beams blend in with the background tiles brightness-wise (Make all background tiles darker, putting something like a 33% transparency black rectangle all over the background layer would work)
-The ceiling kills you without any indication. I get it that's default engine behaviour, but if you wanna do it at least give some indication that it's going to kill you, like the very top of the tile closest to the ceiling changing brightness. Better yet, just make it solid.
-The screen in which the purple switching beams are introduced has one right above a trigger that does nothing but waste your time
-The last save of that same screen is just three identical annoying jumps in a row
-The attacks of the second boss are rather fun despite being simple, though the fight is still too short for my tastes(however, this is understandable as bosses are often enough the hardest part of making fangames)
-I like the little rotating apple shield the boss has, however, it's not utilized enough(make it like 5 apples instead of one and make it deflect a bullet at you if you hit the shield). Also, the apple stays on the screen even after the boss has been killed
-There is one attack where he teleports randomly and you pretty much can't hit him unless he wants to go above the spike. At least make the bullets from the spike home into the boss or something on that attack
Third Stage:
-The ways in which the keys are used are very cool, though some of the spike platforms that the keys trigger move too slowly so they serve no point
-On one of the screen, it's not very apparent where to go at first, and the right wall kills you(like seriously if a wall kills you just make it indicate that visually, or just put a row of spikes on it)
-Traps are kind of hit or miss, some are kind of nice like the one where you have to avoid the keys where the others (like fake blocks on one screen) aren't really necessary
-Some of the blocks in the boss arena look like they are in the background(make all blocks have the same brightness)
-The boss fight itself stretches out for longer than it needs to be, and not for a good reason either. The boss moves along a very strange and seemingly random trajectory and has a tendency to stay in the top part of the arena, where it is too high to hit, forcing you to play the waiting game while pretty much nothing happens. Not only that, but you also have to hit it from far away to prevent the fast revenge bullets from instagibbing you. This makes it rather annoying to land hits especially towards the end where the boss becomes a lot smaller. Also, only 1 attack pattern? Seriously?
Fourth Stage:
-There is no visual ques to indicate the green stuff at the end of the very first screen kills you, at least make the spikes bigger and more apparent on that
-Kill ceilings, AGAIN
-[IMPORTANT]Pusblocks are buggy as hell:
--Pushing a block stacked on top of another block gets it stuck
--Stuff like cherries also gets stuck in pushblocks
--Pushblock collision order issues: on the second screen, you can die to a spike even while it's fully overlayed by a pushblock
-Annoying end-of-save jumps.
-[IMPORTANT]The boss fight DOESN'T autosave you, at least if you're going into it from the secret screen. This is mighty annoying because every time you die, you have to do the last save of the screen all over again
-The boss itself is alright with more simple attacks, but Happil 2 music? Seriously?
Fifth Stage:
-This one actually doesn't have a kill ceiling for once - can you please do that for all of the other stages please?
-This has the same issue as the first stage: the default spikes, cherries and jump refreshers don't really fit the rest of the tileset. It's especially glaring if the cherries and the flames overlap.
-Secret screen in the fifth stage has:
--Happil 2 music once again
--A very annoying jump right at the start of the save, which is also WAY harder than anything you see before that. I get it that you want the secrets to be harder than the required stages but this is just unreasonable
--Stupid generic flying spike trap right after that
--The rest of the screen is fairly enjoyable with good use of the flame gimmick, nothing quite as difficult as the jump at the start
-The next screen has tiles that look exactly like platforms, but they are not, and then you have the actual platform being the default platform sprite which, once again, doesn't fit into the tileset at all, otherwise it's enjoyable
-The boss of the stage is fun for what it is, repeating the same formula as most of the bosses in the game. My only minor nitpick is that the black projectiles can blend with the black floor tiles and as such you might not see a cherry coming out of the floor
Sixth Stage:
-Not really much to mention here. No new gimmicks if you don't count the chickens and the portals that spawn them. So far it's probably one of the more fun stages. Didn't visit the secret
-On one screen, there is a passageway that kills you if you try to go into it, I get it that this is where the chickens are supposed to go but at least put an indication fot it
-There is one section where you do nothing but jump over a long string of chickens and it's just boring with the same jumps repeated over and over
-Fake-Out boss. I get that making bosses is hard but c'mon

Underneath the Hub Room:
-The "secret" avoidance is neat if only too easy. The platforming is fun overall.
-The last save could have been something better than 3 diagonals in a row
Final Stage Part 1:
-This uses all of the stages' gimmicks, as expected from a final stage. Generally fun platforming, but could use without the gravity switch section in the third screen. whih isn't exactly hard, just super annoying
-The warp in the first screen is bigger than usual, making one think that it's a final boss warp, but it isn't
-Happil 2 music, again? Couldn't there have been more creative music picks?
Final Stage Part 2:
-Mostly gimmickless needle, fun with not a lot of generics and a clean aesthetic.

Final Boss:
-Good fight. First phase is kind of short but has some creative attacks, then there is a tower-like segment which is kind of... eh, and the final phase features cameos of the previous bosses in the game which is something I always like to see in a final boss. Not insanely hard either, and a satisfying conclusion to the game.

Overall, fun and not too hard game, though could use some visual improvement, better music picks, as well as better boss design. Best parts were stage 2, final stage, and final boss. Worst part was stage 3 and boss.

Read More

[1] Like
Rating: 7.0 70       Difficulty: N/A
Jan 19, 2019
Kominara
It's a lot better than you'd expect, given all the memes that pervade every inch of it. (the death sound is OOF, for fuck’s sake)

Most of the platforming isn’t mind-blowingly original or anything, but it’s all pretty fun to play, so I can’t go too hard on it.

My difficulty is ratcheted up a bit by the final area, which is a lot more difficult than the 6 areas that precede it. It's still manageable (I mean, I managed to get through it, so that should say a lot) but it is a bit overwhelming at first. It’s still fun, mind, just more difficult. In some ways, I actually prefer it to what came before.

Read More

[1] Like
Rating: 7.4 74       Difficulty: 40 40
Jan 15, 2019
Bob
Pretty fun and charming adventure game with a decent selection of stages. The level design was pretty good in most of them and was also well balanced. There's (supposedly) a secret in all of the stages but they are not required to beat the game. They were pretty easy to find except the one in the first stage which I couldn't figure out. The secrets are mostly small platforming challenges with the exception of a fortnite avoidance which was the worst part of the game.

In short, it's a barebones adventure game that makes for a nice hour or two of gameplay. Would recommend.

Read More

Tagged as: Adventure Gimmick Boss Meme
[1] Like
Rating: 7.0 70       Difficulty: 40 40
Jan 13, 2019