I Wanna Save My Boy

Creator: arzztt

Average Rating
9.4 / 10
Average Difficulty
69.5 / 100
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Tags:

Adventure (11) Needle (13) Gimmick (13) Boss (6) Long (6) Story (2) Puzzle (2) Trigger (2) SourPls (5) gBrain (2) catJAM (1) Pathing (1) Cycle (1) Flow (1) Dog (1)

Screenshots

  • by arzztt
  • by arzztt
  • by NightShark115
  • by Wolfiexe
  • by arzztt
  • by arzztt
  • by arzztt
  • by Wolfiexe

Creator's Comments:

arzztt [Creator]
Long and hard needle adventure game. The game features a lot of gimmicks and an engaging story with lovable characters. gl hf!

2/21/22: Here is a download link to the very first version of the game. There are a few bugs and skips still in it, not much but it's worth linking in case there are any speedrunners interested in running this. https://www.mediafire.com/file/j2wwfjxbp86s42t/Save_My_Boy.7z/file


11/28/20: Ended up updating the game a couple of months after the initial release. It mostly consists of graphics changes as per the feedback I've received, and some other miscellaneous platforming changes. Thanks to everyone for playing or watching my games!

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Tagged as: Adventure Needle Gimmick Boss Long Puzzle Trigger SourPls
[11] Likes
Rating: N/A       Difficulty: 70 70
Aug 17, 2020

51 Reviews:

YaBoiMarcAntony
I could spend a very long time gushing about how good this game is, so I'll go ahead and do it in a paragraph here:

I Wanna Save My Boy is a brilliant needle-gimmick-venture game from Arzztt, yet another in a long line of masterpieces. Every screen is a stroke of genius, every save is just a little taste of ambrosia, every single jump is a mere hint of the whole cocaine-covered cake. There's so much content jammed into this one game that your first playthrough could only be finished in one sitting if you're a madman with nothing to do; yet, it never feels tired for one second thanks to the insane amount of gimmicks put into play throughout each stage. Each gimmick is fed to you slowly, introduced one at a time until you'll be playing with several gimmicks in just one save by the end. This is, in my eyes, the completion of an evolution starting all the way back with Chill Needle.

Arzztt started from pure corridor needle, albeit quite good corridor needle. Nonetheless, it was a mere taste of what was to come. A Minimal Adventure releases and Arzztt suddenly reveals his hand, giving just a little peek at what they could do; yet, it was still a simplistic gimmick needle game. All that changed, however, with the release of Not Another VVVVVV Game. This is where Arzztt truly stepped into a class of his own. His usage of the VKid gimmick is second-to-none and by this point his needle was refined to a point that few creators ever reach. Most important of all, however, there was this little touch, this little bit of love put into his game that made it especially phenomenal. Chill Needle 2 drops soon after NAVG, admittedly a small stumble in Arzztt's evolution, but it is nonetheless the next step due to its introduction of other gimmicks. Instead of just being a vkid-trick pony, Arzztt shows that they have a handle on gimmicks in general, exhibiting a clear understanding of what feels good to play with despite not being typical within fangames.

Then, there's VoVoVo.

I gushed about VoVoVo enough in its own review, so I'll keep it short. VoVoVo is a gimmick needle game which is one of the closest things we've ever gotten to an orgasm in the form of a game. In fact, it's so splendiferous that I find it difficult to truly express that quality in appropriate words (which is my way of saying I've been here for five minutes trying to write a sentence and I can't fucking do it). There are several unique gimmicks utilized throughout and they're all used perfectly. One could call VoVoVo the natural conclusion to this evolution Arzztt has undergone.

Then, there's Save My Boy.

Something VoVoVo was careful about was how much went on at one time. There would be a couple, perhaps even a few gimmicks at once, but it was never to the point of being overwhelming. Save My Boy doesn't give a god-damned shit about being overwhelming, to be crude. Instead, Save My Boy wants to take it to the limit, see what can happen if you throw everything you can into one screen. This, if done by an inferior creator, would have been a mess. There would have been no balance, no gimmick would have felt interesting in its own right, and it would have not an ounce of cohesion. Arzztt, however, is not an inferior creator, as he's proven time and time again. As such, Save My Boy is a phenomenally well-put-together game. Despite how much is going on at any given time, I never felt like I was losing the plot or as if there was no order. I Wanna Save My Boy is like a brilliant orchestra. Despite the amount of people, despite the various instruments, despite everything suggesting that they should be able to produce nothing but a cacophonous mess, the Save My Boy orchestra manages to blend together this assortment of sounds in such a way that only a master composer could ever do. And so, they've created a spectacular symphony.

There's a story as well, and I'll never forget it. It's not a Shakespearean tale, but it doesn't try to be. It's a simple story of trying to save your boy spread out over many different twists and turns. The dialogue is funny and acts as a nice breather between stages, as do the bosses themselves despite their simplicity. I found myself laughing out loud quite a lot, if I'm honest. The final boss is both hilarious and a great subversion. Such a grandiose game would have nothing less than a grandiose boss to cap it all off, but instead we're given a joke boss (although I did die once as expected, since I'm a joke too).

There's a lot of talk of memorability, and by a lot of talk I mean Kale talks about it a lot. I agree with him, actually. There's little variety, at the end of the day, and the game plays it safe to the very end. One might think it a bit risky to play with so many different gimmicks at one time, but if you're careful, it really is no problem at all. It's a massively difficult thing to do, of course, but when you have such a handle on design as Arzztt, then it's just a matter of time. These are all things I agree with wholeheartedly, but I also believe they miss the point to begin with. Since Chill Needle, Arzztt has placed a huge importance on one thing and one thing only: fun. There's been little risk, but there's also never been a bad moment throughout any of his games. I'll admit, this makes it difficult for a game to be truly memorable and special, but somehow Arzztt often manages it anyways.

Save My Boy may not have the most varied or interesting gameplay, but it has so much heart that I can't fault it for that anyways. This is thanks also to the lovable story and cast of characters. Sure, I won't recall this game as well as I do Morning Dew or Vandal, but it holds a special place in my heart nonetheless. Save My Boy is, in essence, your homie. He's everyone's homie. Everyone likes and loves him and he makes everyone a better person by being around them. He lifts everyone up and tries his very best to put a smile on everyone's face. Maybe he doesn't create a jaw-droppingly gorgeous piece of art, maybe he doesn't have fascinatingly spicy political takes, maybe, maybe, maybe. What he does have, however, is a good heart.

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Tagged as: Adventure Needle Gimmick Long
[0] Likes
Rating: 9.0 90       Difficulty: 70 70
Oct 18, 2020
Saki
my favourite gimmick

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[0] Likes
Rating: 10.0 100       Difficulty: 69 69
Sep 5, 2020
bummerman222
Easily my favorite gimmick game, it's like nothing else I've ever seen

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[0] Likes
Rating: 10.0 100       Difficulty: 70 70
Aug 28, 2020
BoshyGo11
Gotta appreciate The Boy

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Tagged as: Adventure Needle Gimmick Boss SourPls
[0] Likes
Rating: 10.0 100       Difficulty: 70 70
Aug 24, 2020
Stinkycheeseone890
There wasn't a single save I thought was anything less than perfect. Quality wise, up there in the ranks of CN3 if you ask me

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[0] Likes
Rating: 10.0 100       Difficulty: 70 70
Aug 20, 2020