My Fanthology

Creator: ameliandyou

Average Rating
8.8 / 10
Average Difficulty
53.4 / 100
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Tags:

Adventure (3) Gimmick (3) Puzzle (2) Anthology (1)

Screenshots

  • by ameliandyou
  • by ameliandyou
  • by ameliandyou

6 Reviews:

Jopagu
A very cool showcase of three small projects from Amelia. The first two are games made for events, that have since been polished up a little, while the third is a demo of a canceled project. There are a lot of very neat ideas on display, I would definitely recommend it for people looking for neat adventure games.

Because the creator has asked for feedback, I'm going to get a bit nitpicky from here on. But let it be known that I really enjoyed this game and would wholly recommend it.

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Critters & Corn Chips:

The first game of the bunch, originally made for Secret Santa. I don't have a whole lot to say about this one, it has some neat ideas exploring the same screen with different critters (very cute designs, by the way). It feels very reminiscent of games like This Is The Only Level.

I was a bit confused about what was happening for a second, I think this is a game that if expanded would benefit from a short intro, establishing the critter swapping mechanic. I also think it's too short to live to its full potential, it shows a lot of gimmicks but you don't get to do much with most of them!

Difficulty is a hard thing to do for a game this short, and also hard to measure. I do think the last couple, the gun knockback gimmick and the rotating bee, are a bit of a spike in difficulty from the rest. The earlier critters are all extremely easy, and while the last two are still very manageable, they're a good deal trickier. In particular, the gun gimmick felt a bit hard to get used to, and it took me a minute to get the feel of it. Given the short length of the game this makes it kinda stick out a bit in terms of time taken, but it wouldn't necessarily be a huge issue in a longer game. I think it could be helped by making the first drop a bit easier here. I didn't really understand how movement with the gimmick should be done until I had the open ground to use it on.

Overall, a neat demo of potential gimmicks more than anything. I love the idea of using different cute critters, I feel like a full game based on these ideas would be really neat.

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Save Point Story:

I really liked this game back during Game Jam 3, I'm glad to see it get a proper release. This is a super super creative gimmick, and it's used to create some really cool stuff.

I love the story of the game, and the fangame references from all the dead saves. The dialogue with the parents at the beginning is super hilarious, this game has a great sense of humor. I actually quite liked the ending from the jam version - it's an interesting thematic note. I think it has a place as a "bad end".

The ability to save objects is really clever, and I love the gameplay around making sure objects are in the right place. There are a few places where the gimmick is relegated to just "shoot this object before you touch a trigger". While this is good in moderation, I think the more creative usages are those where you are saving objects in motion. I really liked the gravitron at the end of stage 1.

Stage 2 really ramps up the gimmick, adding bouncers and gravity flippers to create some really fun flowy platforming and puzzley saves. I think this is where the game shines - the saves where you have to figure out where and when to use your ability.

I think the giant puzzle is a bit of a sore point, it definitely feels hard to figure out, forcing reliance on trial and error. It's a lot like a keypick puzzle - but one of the weaker ones where you just have to figure out the exact sequence needed. I would watch some of Lockpick to see how to do these puzzles right. There is a solution included, so don't let this scare you off from checking out the game.

The final tower has some really cool platforming, some of the most interesting saves in the game. It also suffers the most from difficulty issues. I think there's too much of a tendency to start saves with precise jumps - such as one save where you have to do an F jump right away. I would avoid beginning saves with "meat grinder" jumps like this, it feels annoying, like I just have to waste time to get an actual attempt at the save.

The biggest issue is the final save, with the three shafts you have to do a repeated maneuver in, with it getting a bit tighter every time. To me at least, this was a tremendous difficulty spike. It raised my difficulty rating here by several points. I would heavily rework this save. Even just doing a single shaft instead of three might be as hard as the rest of the saves. The idea is neat, but it kinda just felt awkward to pull off, and like a big difficulty wall compared to the rest.

Overall though, still a very good game. The gimmick is super unique, and I love the puzzley aspects. Probably my favorite of the anthology.

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Kami 2kki:


A really interesting idea, having a Kamilia/Yume Nikki crossover. Unfortunately unfinished, but still a lot to enjoy.

The starting code room was a bit confusing, I didn't really know what was happening here until I suddenly teleported out to the rest of the game.

I really like the idea of the transformations, it seems like there'd be a cool interconnected world with lots of exploration, which is super awesome. As is, the content is very bare bones, but it'd definitely be good if made bigger. The Pac Man maze felt a bit like luck, sometimes it seemed like I couldn't escape from the creatures.

Having so many abilities was cool, I liked the trial screen where you had to use all of them. I wish this kind of gameplay had been further developed, as there's a lot of potential for a full game like this.

The arcade room with horror themed medley screens was cool idea, it reminds me of the "medley" bit in Escape Into My Mind. The one screen with the giant apple explosions where you had to be in a safe spot was a bit annoying, felt too much like trial and error to me. Also, I think there should be some indication when an arcade machine has been cleared. If I'd come back to this after a long break I might not recall which ones I'd done already.

Overall, a really interesting demo. I think this had a lot of amazing ideas. However, I can see where you were struggling to put it all together. Certainly an ambitious project, one I can't fault you for leaving unfinished (you should how many unfinished projects I have... @_@)

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One major thing I wanted to cover about all games is audio balancing. A lot of sound effects you used are very high pitched and quite loud. Examples are the SPS bounce sound and the K2 transform sound. High pitched noises get annoying very fast. Thankfully I was fine in this game, but in some games this kind of thing can give me a headache. These sounds are very common, being tied to your central gimmicks, and louder than everything around them. In general you should work on quieting the sound effects to match the extant ones. Sharp high pitched noises should also be used very scarcely.

I would definitely recommend people check out Fanthology. There's a lot of fun stuff and unique ideas on display. I have really enjoyed all of Amelia's stuff that I've played, really excited to see where she goes from here.

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Tagged as: Adventure Gimmick Puzzle
[1] Like
Rating: 8.5 85       Difficulty: 57 57
Apr 3, 2025
CanusAntonius
Playing this was probably the first time I've lost sleep over a fangame in years, what a real treat it was. Instead of just one this is actually a package of 3 different games meshed into one, and each of them are filled with game-changing gimmicks that offer quite an enjoyable time.

The first game uses the idea that instead of the kid you are various different creatures with respective abilities, and have to complete the same room repetitively using them all. It's a pretty funny concept that feels a lot like "This is the Only Level", but instead of just changing the room you're basically having your entire movement changed each go. The second game is the bulk of the package and has you play as a save-point with the ability to save things. It's genuinely a brilliant mechanic used in interesting ways you might never expect, certainly deserving of a puzzle tag as well for how some of the segments play. Additional mechanics get added in later on, such as a butterfly that bounces you up if you land on it. A special note has to go to the final save of this segment, a truly menacing trial that feels like a triumph to beat. Lastly there's a game that revolves all around the mechanics of Yume Nikki, specifically going through different areas to find eggs that give abilities to the player. It's a bit more unfinished than the others but still a nice treat, and if you get through it there's somehow even more stuff to play.

It's hard to imagine at this point not putting the maker on the list of creators you should always keep under your radar. This was certainly one of the more interesting fangames out there and I'd especially recommend it if you enjoy games built around gimmicks.

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Tagged as: Adventure Gimmick Puzzle
[1] Like
Rating: 9.5 95       Difficulty: 55 55
Apr 2, 2025
quadstuffed
Stage 1 - Cute quick gimmick needle, great take on mixing up a single needle screen 9/10
Stage 2 - Some hard puzzle needle, made me rage quit a few times. Mixing puzzle and kind of precise needle is bold, but I ended up liking it a lot. Didn't like the first few screens, but the later screens are pretty amazing 8-9/10
Stage 3 - Metroidvania style exploration, great atmosphere, and stylized interesting needle. I couldn't stop playing this stage until I beat it. The wonder and mood I felt playing this stage is literally all I want in a video game. I'm kind of sad this got canceled or whatever, but I'm thankful I got to try it 10/10

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[0] Likes
Rating: 9.0 90       Difficulty: 50 50
Apr 25, 2025
notmaxwell
[0] Likes
Rating: 9.0 90       Difficulty: 55 55
Oct 2, 2025
eggkid
Tagged as: Adventure Gimmick
[0] Likes
Rating: 8.0 80       Difficulty: 50 50
May 10, 2025