I Wanna Be 1 in 100

Creator: wonderful

Average Rating
8.0 / 10
Average Difficulty
60.9 / 100
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Tags:

Adventure (4) Needle (6) Avoidance (3) Gimmick (5) Boss (6) 100_Floor (4) x_Floor (2) 100F (1) IWT2 (5)

Screenshots

  • by Stickbro411

Creator's Comments:

wonderful [Creator]
With the Twourney week over, I went through the game again with Naloa and we updated/nerfed some problem areas throughout the game, fixed all known bugs and two skips, and made one of the gimmicks more intuitive. Plus we added a few various things like an autosave on floor 81, slightly buffing one or two of the free saves in the 90s to be more interesting, and reworking 98 to be more fun.

Be aware I also updated the engine name to not be default so that it doesn't share saves with other games that didn't update their engine/filename. This means the new version is not compatible with old version saves!

The download link is the same, just posting here so people know there was an update!

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Tagged as: IWT2
[8] Likes
Rating: N/A       Difficulty: N/A
Feb 8, 2024

16 Reviews:

YaBoiMarcAntony
1 in 100 is wonderful's go at a 100 floor game, the next logical step after what is ostensibly her 50 floor game in Figure (give or take). In some ways, Figure and 1 in 100 do share similarities beyond the surface level, mainly in their respective freedom and creativity. With Figure, it seemed as if wonderful would kind of go wherever she pleased with an idea, whether it was a one off screen or an entire area designed around a single concept. The obvious difference is that Figure is a remarkably difficult game, whereas this one, likely due to tourney limitations, sits at what I presume to be a much more comfortable place for a lot of people. Nevertheless, wonderful needs not rely on difficulty to create what continues to be some of the most astounding, inspiring gameplay I have ever seen.

wonderful being my favorite maker, you should temper your own expectations relative to what I suggest about the game, but all the same I can tell you that this is a game worth its weight in gold. Every idea worked for me, every gimmick or switch in style hit the mark. Each stage tells a memorable story through gameplay and in a, haven't we been here before moment, I felt that I was re-experiencing what it was like to play Figure for the first time. Half the joy with floor games is to see what's next, whether it's visuals or gameplay style, and 1 in 100 never for one moment felt like it was repeating itself or as if any one idea was half-baked or not worthy of taking up the time it was given. Being taken along for the ride, you'll find that you simply cannot guess what will come next, it's a level of freedom that seems to me lost for most beyond childhood. It's this unlimited creativity that becomes boxed in through maturity, the need to stick by rules or to create a measured and controlled work. 1 in 100 is not a chaotic or disorganized game by any means, there is rule and order here, but essentially it is as if the game is altogether a stream-of-consciousness work. As the mind bounds to and fro, bound only by the capricious attitude of the soul, so the game follows, holding your hand and taking you along with it. This is the style which Figure created, and it's the style which 1 in 100 runs with.

The platforming is for the most part simple, but invigorating. Not every save feels impactful on their own, but I don't think there was ever any need for them all to. Even then, every save is its own novel expansion upon an idea set forth by a given stage itself, so that while not every save may hold great weight, they all develop their respective stages. As the game goes on, though, you'll find yourself contending with some more intensive gimmicks, a few being taken from past works, but all well executed. These more involved gimmicks tend to be the hardest sections of the game, deriving difficulty not from the actual platforming, but from learning how to work with a given gimmick in light of the raw platforming. On the other hand, bosses are generally on the harder side for wonderful games, some of them proving to be surprisingly difficult. I never had a problem with any of them, but I could see a few holding some people back. As the game goes on, for both platforming and bosses, the complexity increases, so while the difficulty scale may not be quite a steady curve up, how involved the gameplay is steadily increases. Style-wise, it's what you'd expect from wonderful bosses, although some of them are more avoidance-heavy than what I'm used to, which seems to be yet another holdover from Figure.

I mean, what is there to say, really? wonderful is in my eyes a legendary creator, being perhaps not the most innovative or the one to do certain things first, but the one to perfect everything I love about fangames and what keeps me coming back to them. There is a level of personality and charm within her games that are unique to her games only, pick any one screen out of a hat from almost any of her games and you'd know she made it within seconds, whether it came down to her music choices, visual flair, or gameplay style. As much variety as she's capable of, it all is undeniably her. Playing 1 in 100, the first new wonderful game in over 2 years, it was like returning to an old friend. Power, an amazing game in its own right, felt more unique in wonderful's catalog, being essentially a twin work to I Wanna Be Friends. 1 in 100, though, while being itself a twin work to Figure in some ways, feels more original than that. This is a work that summarizes wonderful and what she's done, drawing you through some old haunts (the ones I immediately noticed were the Figure and Kermit references, but I'm sure there's more). This too, is one of wonderful's idiosyncrasies, the self-referential style which gives a sense of cohesion about her oeuvre that you really don't find elsewhere in the community. With 1 in 100, it's turned up to 1000, and keep in mind she's not simply referencing but re-imagining past ideas, one of my favorite things wonderful does in her games.

This isn't necessarily a game that expands on wonderful's style, but it does nevertheless feel like something of a next step. Even so, there were several moments that took me by surprised, a few where I was found myself verbally reacting, so it's not as if there's nothing new under the sun here. Even when drawing on well known gimmicks or styles most fangame players will be familiar with, they're done in ways that are original to 1 in 100. And of course, even if I frame this as being in part an unoriginal work, when you're talking about someone who essentially stands alone in the community in terms of style, then it really doesn't make a difference. There are people that take after wonderful's style, myself included, but she is inimitable.

And a quick final note, I just want to say: this game makes me happy. Of course, many fangames do, but it goes beyond the passive level of happiness from enjoyable gameplay. There is a warmth in 1 in 100, one that despite the partially mellon collic style spreads into me while I play. It's a game that feels kind, I reckon is what I could say. It's such a difficult thing to really put into words, so the best I can say is that... the game makes me feel happy. Like I said, it's meeting with an old friend once again, someone you know and love but haven't seen in a long time. On meeting them again, however, all those memories come flooding back into you and soon it's as if no time passed at all in the interim period. Playing 1 in 100, it's as if there never was that 2 year gap between Power and now, as if her works are timeless.

They are.

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Tagged as: Adventure Needle IWT2
[4] Likes
Rating: 9.5 95       Difficulty: 60 60
Feb 4, 2024
KingSlendy
So... yeah, I don't even know where to start with this one.

I'm gonna start with the visuals, most of the visuals are just... mediocre at best, most of the backgrounds are just a plain solid color, with tiles that are... I mean not bad but not amazing either, the only visually appealing stages were, the one where you push the boxes, the second to last stage, and the hand-drawn stage, all of them had really nice visuals.

The gimmicks are... fine I guess, and the level design was mostly fine. I just found it incredibly boring, I just beat the game like a couple minutes ago and I can barely remember anything about the game, it's just so incredibly forgettable for me.

Another lackluster part of the game, is the SFX department, there's barely any outside of the obvious ones. It makes the game seem dull, bosses' attacks have little to no SFX, and it makes the bosses feel devoid of life, and some boss hit sounds are non-existent as well, making hitting bosses feel whatever.

And now... the worst offender for me, are precisely the bosses... my god the bosses... they are just... bad, they seem like bosses you would make watching "Fangame tutorial: How to make a boss", something that if you know how to code, you can make them in like 15 minutes, even more so the first half of the bosses. And the other half are just annoying or not interesting at all. Most lack of HP bars as well, or any visual tells for whenever you're hitting it or not.

Overall I just didn't have a fun time with this game, and I'm disappointed because I know Wonderful can make better games, and has made better games.

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Tagged as: Needle Gimmick Boss 100_Floor IWT2
[3] Likes
Rating: 3.5 35       Difficulty: 60 60
Feb 5, 2024
aglab2
Decent 100 floor game which slowly climbs to be more difficult by the end of the game. Every so often there is a boss fight to mix around platforming a bit which I consider a nice break from needle. Some silly references like justice jazz hands is dope which really made me expect that hands will fall eventually but they never did, what a bad RNG :)

Structure wise my personal favorite must be the first 30-ish floors and 89-95 where it is mostly chill platforming where you are allowed to mess around to find out and last 3 needle floors which gives you more of a puzzle vibe although that stupid F jump in 97 really made me struggle for what I consider no good reason. Sadly the game kind of falls off in 40s, I felt like wonderful could not quite unleash more precise needle presented in 60-80s this early on but had to do something to indicate level of difficulty - gimmick used made me think that I am just wasting my time playing the game but gravflip timing was real cool so I cannot complain too much.

Overall it is a great package for people willing to test their skills even accessible to newer players which I think is amazing.

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[3] Likes
Rating: 8.4 84       Difficulty: N/A
Feb 5, 2024
omega2020
This was an amazing 100F game with a boss at every 8 levels. Some of the bosses were decent like the spinning apples with limited shots and jump refresher boss I found fun. My favorite levels were the single, double and triple jump stages, the jump refresher and the black and white needle. I enjoyed most of the music although I'd have personally preferred chill music like the final boss/avoidance. It was a good way to end the game. I wish I could have had the option to reply any of the areas at the end. This game was very enjoyable although if I am being honest I was playing because someone tagged avoidance and I wanted to see what it was about. Soooo.....came for the avoidance but enjoyed the adventure all the same. Thanks for a great time!!!

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Tagged as: Adventure Needle Avoidance Boss 100F
[2] Likes
Rating: 8.8 88       Difficulty: 55 55
Feb 10, 2024
LitnhJacuzzi
Gimmicks are mostly creative and interesting, however, most of bosses are tedious and I was not very enjoyed with them.

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Tagged as: Gimmick Boss 100_Floor
[2] Likes
Rating: 8.0 80       Difficulty: 70 70
Feb 5, 2024