1 Review:
DerpyHoovesIWBTG
This game was made back in 2018 and somehow nobody from here has seen or discussed this game before until now. Even crazier is that someone decided to make a PS Vita port back in 2023, which you can find here:
https://github.com/MEGAgameBoy/I-Wanna-Reach-The-Unity-PS-Vita-Port
For a Unity project this is rather polished and well made. It's an adventure game with 5 stages taking visuals, gimmicks or screens from other fangames while also doing its own at the same time. Every stage with exception of the tutorial and the last stage has 3 screens, so you'll be quickly going through them. The game also has debug controls included, most notably I makes you invincible, Page Up and Down lets you move between rooms and S saves your current position.
The kid's physics and movement aren't as snappy as they are in most fangames, but its still a decent effort. The biggest issue is that jumping and landing feels too fast so sometimes you end up dying from jumping a frame too high when you're trying to do certain precise jumps. Jump refreshers feel especially odd to make jumps with because of this. It's also possible to stand on the very edge of a spike if you have a specific align, but there isn't a place applicable for it other than skipping half a screen in stage 3.
Why I ultimately wanted to write a review is what lies at the end, which is a mostly faithful recreation of the first part of Count 0. Some of the patterns are a little off and one attack has the bullets not accelerate vertically as quickly as in the original so you'll end up getting walled sometimes. The dot hitbox also isn't as precise which is especially apparent when you want to move under horizontal bullets. Due to all these small differences its slightly harder to beat it here than in Count 0.
Now here's the big issue: The transition at the end is completely broken. Due to how its coded the bullets will still kill you after they have already disappeared, and if you don't jump up as the transition is about to begin you will instantly die. My guess is that it has to do with the bullets going offscreen not being destroyed as it happens.
I almost considered giving the game an Impossible tag but after experimenting and giving it roughly 25 attempts in godmode I've concluded that it might still be possible to clear as you can just barely land back on the floor, except I wasn't able to jump up in time before I gave up testing. If someone wants to have a look at it please do so, it might still be impossible after all.
It's a massive shame the game ends like this, the maker just didn't test his game enough. I'd still give it a go and play up to the avoidance, but clearing the avoidance itself is like winning the lottery. I'd rate the platforming around 35 difficulty.
[0] Likes
https://github.com/MEGAgameBoy/I-Wanna-Reach-The-Unity-PS-Vita-Port
For a Unity project this is rather polished and well made. It's an adventure game with 5 stages taking visuals, gimmicks or screens from other fangames while also doing its own at the same time. Every stage with exception of the tutorial and the last stage has 3 screens, so you'll be quickly going through them. The game also has debug controls included, most notably I makes you invincible, Page Up and Down lets you move between rooms and S saves your current position.
The kid's physics and movement aren't as snappy as they are in most fangames, but its still a decent effort. The biggest issue is that jumping and landing feels too fast so sometimes you end up dying from jumping a frame too high when you're trying to do certain precise jumps. Jump refreshers feel especially odd to make jumps with because of this. It's also possible to stand on the very edge of a spike if you have a specific align, but there isn't a place applicable for it other than skipping half a screen in stage 3.
Why I ultimately wanted to write a review is what lies at the end, which is a mostly faithful recreation of the first part of Count 0. Some of the patterns are a little off and one attack has the bullets not accelerate vertically as quickly as in the original so you'll end up getting walled sometimes. The dot hitbox also isn't as precise which is especially apparent when you want to move under horizontal bullets. Due to all these small differences its slightly harder to beat it here than in Count 0.
Now here's the big issue: The transition at the end is completely broken. Due to how its coded the bullets will still kill you after they have already disappeared, and if you don't jump up as the transition is about to begin you will instantly die. My guess is that it has to do with the bullets going offscreen not being destroyed as it happens.
I almost considered giving the game an Impossible tag but after experimenting and giving it roughly 25 attempts in godmode I've concluded that it might still be possible to clear as you can just barely land back on the floor, except I wasn't able to jump up in time before I gave up testing. If someone wants to have a look at it please do so, it might still be impossible after all.
It's a massive shame the game ends like this, the maker just didn't test his game enough. I'd still give it a go and play up to the avoidance, but clearing the avoidance itself is like winning the lottery. I'd rate the platforming around 35 difficulty.
Rating: 6.0 60
Difficulty: N/A
May 8, 2026
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