I Wanna Duloxetine

Creator: dono

Average Rating
8.7 / 10
Average Difficulty
59.5 / 100
     Download Game

Tags:

Adventure (2) Needle (15) Gimmick (13) Secrets (1) Special (1) Cycle (1)

Screenshots

  • by iidarvi
  • by voraciousreader
  • by TheJPEGDemon
  • by TheJPEGDemon

Creator's Comments:

dono [Creator]
A 6 stage gimmick needleventure game. It's a followup to I Wanna Sertraline.

Feat. Void Kid

wanna know something funny? i didnt credit the original stage 5 song. to rectify that, here it is: https://youtu.be/pt-Ho39I2SQ (cinnamon dragon blues)

Read More

Tagged as: Adventure Needle Gimmick
[5] Likes
Rating: N/A       Difficulty: N/A
Mar 19, 2021

37 Reviews:

YaBoiMarcAntony
I wrote a joke review before, but having replayed the game recently and having given it a lot of time, I realize this game deserves a lot more than just a one line "funny" review.

Duloxetine represents all the good in fangames, both in terms of gameplay and in terms of the very creation of a fangame. In essence, I find this to be a celebration of the variety one can find within fangames as each stage is fairly different from the other in terms of design and even within each stage, there's a large variety in what you're doing. I Wanna Save My Boy has this sort of variety though it does not have the soul that Duloxetine has in my eyes, a soul given to the game through the little touches such as the various bits of block art in Abstractions or the snakey fellow in Hollowed Ground. Insofar as screen-to-screen gameplay is concerned, you really don't quite know what you're gonna get thanks to how willing tamano is to just toss an idea in and see how it fits. One might argue this breaks the cohesion of the game, but I find that semi-lack of cohesion adds an atmosphere to the game that it may not otherwise have. Each stage is markedly different from each other, but they all feel like different aspects of the same mind, one that follows a thought to its conclusion and then can jump to something entirely different within the blink of an eye.

The game is obviously personal to tamano (dono) and though what exactly the meaning of most aspects of the game is not quite clear to me, it doesn't make a difference because that personal nature gives the game that soulful touch which separates it from other fangames of this ilk. Tamano states that they're not a particularly capable person in many ways, but that they took what they had and threw it in a blender to try and make this game, something which I find really speaks to me as someone with similar difficulties of expression. While I will not say I've experienced anything close to the life that tamano has (I just don't know what life he's led) and that I've suffered similar issues as him, I will say that expression is a highly difficult thing to undergo just because of how difficult the options are. I may be good at music and writing, but those skills have nothing to do with the creative aspect of those hobbies as it is vastly more difficult to write a song or poem or story or anything that expresses my thoughts and emotions than it is to just play someone else's song or to write some essay for a class or what have you.

Fangames, however, benefit strongly from their ease of creation, something which separates it from most other forms of media. While it does certainly take skill to create a fangame, the barrier for entry is so much lower that really anyone can just head in and make something. Crimson Needle 3 features this concept in mind of just trying out any sort of idea that comes to mind and following those ideas to their natural conclusion, ideas which really took no coding know-how to create. While Crimson Needle 3 is about different emotions and whatnot, that core of exploration remains the same within Duloxetine, the exploration of odd concepts and ideas just to see them through to the end even if it seems silly or abstract. As such, you can really tell tamano's love for fangames within Duloxetine, a love which I feel myself and as such love the game itself more for it.

There may not be anything particularly fancy or shiny within Duloxetine, but it makes up for that with its soul and character as well as its interesting and highly enjoyable gameplay. I Wanna Save My Boy shares very similar ideals to this game and while that is a more well-designed game, I find this one to hit closer to the mark thanks to how comfortable and homely Duloxetine is. This game is honest, an open book that doesn't try to make jokes or cover up its genuine feelings, it is an expression of thought and emotion that I don't think I could find anywhere else but within fangames. Duloxetine is, in short, an expression of love.

Read More

Tagged as: Needle Gimmick
[4] Likes
Rating: 9.0 90       Difficulty: 60 60
Apr 1, 2021
Chatran
Bit more needley for my tastes but it had a soul and that's what I care about.

Read More

[4] Likes
Rating: 8.7 87       Difficulty: 60 60
Mar 21, 2021
Notevenamatuer
Difficulty rating is based on brutal mode, which is the intended difficulty of the game.
Calm mode to my estimate is about 50 diff, and fairly approachable if you aren’t that skilled at fangames, but want a good challenge.

I was a main tester of the game. I played through the game 3 full times. Twice on the brutal/original difficulty, and once on the easy mode. For reference, I legitimately never do that with any game I playtest.

Dono in my opinion has been on the cusp of becoming one of the best needle makers for a while, and in my opinion, all he needed to be considered one of the best in my books was a fairly beefy length game as opposed to the really short games he usually comes out with.

Not only does this game accomplish all of that, it also shows that Dono is still growing as a maker, experimenting with ideas and concepts he never touched before, while doing a good job of it.

The best way to describe this game’s style is corridor needle but also not at all. It’s all consistently very comfortable needle to play, but also varied in jumps and execution. This game will frequently implement new ideas into saves, and though they’re all minor, they prevent the game from feeling samey and assist with the pace.

The game is fairly beefy, with around 40ish screens total from my estimate.

Dono did a great job, and I hope to continue seeing him improve and do even better in his own way.

Read More

Tagged as: Needle Gimmick
[2] Likes
Rating: 9.0 90       Difficulty: 60 60
Mar 19, 2021
cLOUDDEAD
edit: i do not hate this game as much as i did when i first played it, but it still has some issues. mostly, overly precise generic jumps and every screen being way too cramped to the point of being mostly corridor needle with visual flair. old review below.



I have tried on 5 separate occasions to sit down and play this game to completion and every time has failed (minus the final attempt, where i finally cleared) because i just really really do not like any of the needle in this game. way too many saves end with an obnoxious jump and save balancing seems to be completely out the window. also a surprising amount of generic jumps or corridor needle sections that I did not enjoy at all. a lot of the needle is quite cramped and feels like a "placing the block layout before any of the jumps" situation. Even when the game strays away from the generic named jumps it's usually so by the numbers and plain that i really just dont find myself engaged at all. minus the keypick gimmick in stage whatever you won't find anything new or unique about this game platforming-wise. The charm in this game lies in the aesthetics alone, which in a lot of cases is the main appeal of dono games anyways. So why do I still rate other dono games highly? I think it mostly comes down to difficulty. other dono games are quite easy so its easy to take in the atmosphere and aesthetics of the game whereas duloxetine is hard enough for me to be consistently having a terrible time.

the final save is quite honestly one of the worst things I have ever played in a fangame

Read More

[1] Like
Rating: 4.0 40       Difficulty: 66 66
Jun 16, 2021
Fere
Very competent needle game. Though not perfect, it's still pretty enjoyable and it blows my mind when thinking about how dono has elevated his needle style during the past 2 years. Good job for everyone contributed to this game.

By the way, having more than the standard difficulty to select is really cute. I always appreciate the efforts to make their games enjoyable by more players with different skill levels.

The difficulty rating is based on a brutal clear without the key level secret, whose entrance is the hardest part of the game, as it puts all precise jumps at the second half of the save. That save can be a 65~70 difficulty.

Read More

[1] Like
Rating: 9.5 95       Difficulty: 60 60
Mar 24, 2021