Latest Reviews
ElCochran90
For: I wanna be the Heart
For: I wanna be the Heart
*Cleared on 07/10/2023*
It’s a fangame that exists from the maker of Rainbow Miku, believe it or not. One stage is LoveTrap themed but has its own twist. Nothing special. The stage to the right is standard platforming in both looks and execution except for a segment that has the gimmick of making a circle of cherries surround you and follow you, spawning new cherries towards you as you move. Taking too long will crowd the screen.
Bosses are cherries and very simple. The second boss can be even beaten without moving if you know what to do and analyze the size of the sprite of the boss.
The most frustrating part was finding the third stage, which requires a dumb move: it’s exactly above the right warp world in the main hub, and the screen transition is dumb. This stage is the only one I can call “original” even if it still looks plain, primary blue and boring; it ramps up the difficulty and screen transitions are garbage, so you’ll have to guess by dying. The structure of the level is decent; if it was a scroller section, it’d be more intriguing. The boss of this stage is hyperactive and funny, but it can’t be taken seriously with that song and it’s an easy first try no longer than 15 seconds.
The three stages open the true final boss which is a cherry that combines all the attacks of the three previous cherries in a funny, yet obnoxious way, and the song is dramatic for no reason.
You beat it. The end.
Passable and unforgettable, like Giripossible (but much less awful).
[0] Likes
It’s a fangame that exists from the maker of Rainbow Miku, believe it or not. One stage is LoveTrap themed but has its own twist. Nothing special. The stage to the right is standard platforming in both looks and execution except for a segment that has the gimmick of making a circle of cherries surround you and follow you, spawning new cherries towards you as you move. Taking too long will crowd the screen.
Bosses are cherries and very simple. The second boss can be even beaten without moving if you know what to do and analyze the size of the sprite of the boss.
The most frustrating part was finding the third stage, which requires a dumb move: it’s exactly above the right warp world in the main hub, and the screen transition is dumb. This stage is the only one I can call “original” even if it still looks plain, primary blue and boring; it ramps up the difficulty and screen transitions are garbage, so you’ll have to guess by dying. The structure of the level is decent; if it was a scroller section, it’d be more intriguing. The boss of this stage is hyperactive and funny, but it can’t be taken seriously with that song and it’s an easy first try no longer than 15 seconds.
The three stages open the true final boss which is a cherry that combines all the attacks of the three previous cherries in a funny, yet obnoxious way, and the song is dramatic for no reason.
You beat it. The end.
Passable and unforgettable, like Giripossible (but much less awful).
Rating: 2.9 29
Difficulty: 35 35
Nov 13, 2023
Wolsk
For: I Wanna PP
For: I Wanna PP
Extremely fun fangame that's essentially IWBTG crossed with Pokémon Pinball. It is unfortunately rather janky and can occasionally softlock or just be hard to control in general, but I think the entire experience is fantastic and unlike anything else you'll get from a fangame. If you like pinball games, the original IWBTG, or both, you'll probably find this to be a wonderful journey. Plus the addition of a save system and a real feeling of progression while still being pinball is rather impressive.
[1] Like
Rating: 9.5 95
Difficulty: 56 56
Nov 13, 2023
morgn
For: I Wanna My Girlfriend Play Fangame
For: I Wanna My Girlfriend Play Fangame
very cute and little game i enjoyed it !!
[0] Likes
Rating: 9.5 95
Difficulty: 15 15
Nov 13, 2023
Yiaz
For: I wanna be the AAI
For: I wanna be the AAI
(Didn't get any secrets since they are like unfindable)
Honestly I have mixed feelings about this game. Most of it is okay... but that is really it for a large portion of it. Rukito really reduced the trolls to so few, I couldn't even tell if there are even 10 in this game. And while some people miight be happy about that, I really think those were part of what made his games special before and this one to me just was missing that Rukito-feel. Sure, the vibes and graphics are still present, but the platforming is mostly just not that interesting, barely any interesting jumps or maneuvers are present through most the game so the overall experience is simply just okay. Stage 6 had a really terrible save that was way worse than everything else in the game too so that kinda sucked. The boss really surprised me though, I think it's really fun. He also turned the chaos down for this one too but it turned out pretty decent in my opinion, the concept of his bosses as usual is awesome. Honestly wouldn't have minded a bit more chaos on it, though who knows how it would have turned out so I am just glad this game ended on something good.
[2] Likes
Honestly I have mixed feelings about this game. Most of it is okay... but that is really it for a large portion of it. Rukito really reduced the trolls to so few, I couldn't even tell if there are even 10 in this game. And while some people miight be happy about that, I really think those were part of what made his games special before and this one to me just was missing that Rukito-feel. Sure, the vibes and graphics are still present, but the platforming is mostly just not that interesting, barely any interesting jumps or maneuvers are present through most the game so the overall experience is simply just okay. Stage 6 had a really terrible save that was way worse than everything else in the game too so that kinda sucked. The boss really surprised me though, I think it's really fun. He also turned the chaos down for this one too but it turned out pretty decent in my opinion, the concept of his bosses as usual is awesome. Honestly wouldn't have minded a bit more chaos on it, though who knows how it would have turned out so I am just glad this game ended on something good.
Rating: 6.5 65
Difficulty: 75 75
Nov 13, 2023
goldenyoshi22
For: I wanna wanna
For: I wanna wanna
very short and pretty well-made trap game for beginners.
[0] Likes
Rating: 7.5 75
Difficulty: 12 12
Nov 12, 2023
ElCochran90
For: I Wanna be the 512
For: I Wanna be the 512
*Cleared on 25/09/2023*
Perhaps it was the reviewing exercise of detailing my main complaints of 128 and 512 that will keep this review shorter, even if this is the entry that I found the most enjoyable out of the trilogy (does 724-ish count? Can we leave that as a “short-film-like” extension of the trilogy, like the godawful Disney’s Frozen short films?).
This was much easier and entertaining than 512. Many sins are still present: the Rukito-like aesthetics is an acquired taste and has never been my thing (not a sin, that’s more about me), there are traps, the last stages ramp up the difficulty, the are choke jumps right at the end of many saves, and the difficulty balance is not that balanced. Some random save in an intermediate section can be frustrating and harder than anything preceding it and following it within the stage: the most notorious example of this is the left vine jump you must pull off in Screen 3 of Stage 7, right at the bottom left. This overall save was so annoying (including this jump) it made me postpone finishing the game for like a week, and returning to it felt more like a self-imposed chore than what you’re supposed to feel when returning to a game. Also, the fact you must climb the vertical corridor with vines two times was just a no, and that is not even the ending of the save.
However, let’s get to the positive side and be less Cochran for a while. It has spirit, the bosses are a nice moment from 128-Up where you’re said “ye, here’s something different so take a break”. There are two bosses this time, so this is the game that follows even more the overall Rukito structure. 128-Up also places a lot of emphasis on what could be potential lazy level design: sometimes a gate has a wider window opportunity frame than 4 or 5 frames. The second screen of the first stage was an “oh-nah-a-carner-jamp” and we can’t even complain about it since it gives you the perfect align and positioning to make it. There’s a two-frame window, like a gate, for doing it, so it’s fun. This screen also has the best example I want to give about this: it’s considerate with the player. Consider the final save of Stage 1, which has said corner. When you go to the right side of the wall, you activate a trigger which opens a new route, and for coming back, the next thing you have to do is double jump all the way down to the bottom of the screen (beginning from the tile right to the middle cherry). If you’re observant, the trigger also did something convenient for your backtrack: the spike facing downwards (just left to the corner) gets nerfed, so it’s not a strict diagonal anymore: you can hug that wall and then time your arrival to the bottom block. Any lazy designer would leave it as it is and call it “added challenge”, but here, you see a creator aware of the length of the saves and the consistency required. This kind of “consideration” happens many times, but that’s the first thing you’ll find.
And to close this review, we have the core idea: this is a trigger game. Traps are less heavy, so I’m finally not tagging it as such. The path that opens with each new trigger is the way you head to, and it IS the place you were supposed to go. You then witness the screen reshaping to a new form: small arrangement changes can lead to big changes in platforming. This is how you do trigger. It’s well done. No more “jump all the way hugging this absolute random wall” or “I had a hidden fake block exit to pass the save lol” trash. Everything is intuitive and the trigger hitboxes are much more fair.
Ironically, while being the best of the series, this one doesn’t have something as grand as the last genius screen of 256, but it is what it is: the culmination of 128’s distinctive trigger implementation to Rukito’s (ugly) aesthetics.
[0] Likes
Perhaps it was the reviewing exercise of detailing my main complaints of 128 and 512 that will keep this review shorter, even if this is the entry that I found the most enjoyable out of the trilogy (does 724-ish count? Can we leave that as a “short-film-like” extension of the trilogy, like the godawful Disney’s Frozen short films?).
This was much easier and entertaining than 512. Many sins are still present: the Rukito-like aesthetics is an acquired taste and has never been my thing (not a sin, that’s more about me), there are traps, the last stages ramp up the difficulty, the are choke jumps right at the end of many saves, and the difficulty balance is not that balanced. Some random save in an intermediate section can be frustrating and harder than anything preceding it and following it within the stage: the most notorious example of this is the left vine jump you must pull off in Screen 3 of Stage 7, right at the bottom left. This overall save was so annoying (including this jump) it made me postpone finishing the game for like a week, and returning to it felt more like a self-imposed chore than what you’re supposed to feel when returning to a game. Also, the fact you must climb the vertical corridor with vines two times was just a no, and that is not even the ending of the save.
However, let’s get to the positive side and be less Cochran for a while. It has spirit, the bosses are a nice moment from 128-Up where you’re said “ye, here’s something different so take a break”. There are two bosses this time, so this is the game that follows even more the overall Rukito structure. 128-Up also places a lot of emphasis on what could be potential lazy level design: sometimes a gate has a wider window opportunity frame than 4 or 5 frames. The second screen of the first stage was an “oh-nah-a-carner-jamp” and we can’t even complain about it since it gives you the perfect align and positioning to make it. There’s a two-frame window, like a gate, for doing it, so it’s fun. This screen also has the best example I want to give about this: it’s considerate with the player. Consider the final save of Stage 1, which has said corner. When you go to the right side of the wall, you activate a trigger which opens a new route, and for coming back, the next thing you have to do is double jump all the way down to the bottom of the screen (beginning from the tile right to the middle cherry). If you’re observant, the trigger also did something convenient for your backtrack: the spike facing downwards (just left to the corner) gets nerfed, so it’s not a strict diagonal anymore: you can hug that wall and then time your arrival to the bottom block. Any lazy designer would leave it as it is and call it “added challenge”, but here, you see a creator aware of the length of the saves and the consistency required. This kind of “consideration” happens many times, but that’s the first thing you’ll find.
And to close this review, we have the core idea: this is a trigger game. Traps are less heavy, so I’m finally not tagging it as such. The path that opens with each new trigger is the way you head to, and it IS the place you were supposed to go. You then witness the screen reshaping to a new form: small arrangement changes can lead to big changes in platforming. This is how you do trigger. It’s well done. No more “jump all the way hugging this absolute random wall” or “I had a hidden fake block exit to pass the save lol” trash. Everything is intuitive and the trigger hitboxes are much more fair.
Ironically, while being the best of the series, this one doesn’t have something as grand as the last genius screen of 256, but it is what it is: the culmination of 128’s distinctive trigger implementation to Rukito’s (ugly) aesthetics.
Rating: 5.0 50
Difficulty: 82 82
Nov 12, 2023
ElCochran90
For: I wanna be the Azure
For: I wanna be the Azure
*Cleared on 03/08/2023*
I remember beating hours before the clock ticked midnight and the year of 2021 began, exactly like I finished Needle Satan around 18:00 CST during December 31st, 2019. What a throwback to good memories, back when I had a responsiveness in old fangames with Windows 7 because of something related to Windows Aero which ch...
I’m not even talking about Azure. My question is, why did I find out there was an extra extra stage to Locus 3 years later? If I had known back then, I would have done this immediately after Locus.
More accurately, why was this released separately? It makes no sense, but I have two plausible explanations with me doing zero research on the subject matter, and now that I think about it, possibly irrelevant since they are pure speculations, but oh well.
1) Both stages were planned for being in Locus, but felt repetitive having two extra stages, so one was left as a separate fangame for not having effort wasted
2) Laziness or a deadline that have to be met, but wasn’t
Still I find it troubling that I have to review and rate this separately from Locus when this has the actual final boss and the ENDING CREDITS OF LOCUS. Why? More than a “conglaturations for conquering all these previous stages”, it is more like “bro you didn’t know this was part of Locus, but now that you know, bro do you remember all these stages lol?”
For my two cents, if the first scenario is what happened, the best extra stage was chosen for Locus as it is the best part of the game and it contains the only avoidance boss (which I have spoken enough of in Locus).
This possibility of an extra stage is “45° platforming: the fangame”. It starts very rough, assuming you have beaten all stages of Locus quite recently, all decently warmed up, so there is not really a merciful difficulty curve. It’s whatever, and brutal. There’s a reason why the entirety of Locus and the “shortness” of Azure are rated around 70 of difficulty. The extra in Locus also had a lot of 45° hills with needle, but this one maximizes that challenge. You’re not used to tilted physics, and you move, to our perception, quite fast. Calculating 16px gaps is a horror story and is a must in this game. Granted, it’s not usual level design either and one appreciates an approach to creativity: none of the screens are the same. However, adding traps to many of the saves after 50% of their completion is the final insult. The gimmick is enough for the challenge so that now you have to time, adjust and adapt to traps.
The song? Amazing. Screw the Falcon Sound Team haters: Azure Arbitrator will always be insanely epic, and for this game, Mystic Core works terrifically: no loop, correlates with the game’s distinctive and pleasing color palette, and the colorful spikes. It just fits.
And yet, it is a short fangame with a final boss which difficulty has no relation to the brutal needle. It’ll take 20 minutes if you are not sufficiently skilled, and perhaps 3-5 tries to the ones used to respond quickly to attacks. The sprite is nice, the fight is just plain dumb. Why make something like this? And this is the point where you’re thanked for playing all Locus as well? What if you didn’t?
It is this disconnection with Locus, the game giving you zero room for warming up, the traps in 45° needle / platforming, the lack of correlation with the boss, and feeling more like a short extra stage of another fangame than as a self-sustaining, independent game which makes me not enjoy this.
I’d only recommend this for the ones that played Locus and want to theoretically 100% it, assuming you got all the items and the extra stage in the original Locus; otherwise, even the credits won’t make sense.
[0] Likes
I remember beating hours before the clock ticked midnight and the year of 2021 began, exactly like I finished Needle Satan around 18:00 CST during December 31st, 2019. What a throwback to good memories, back when I had a responsiveness in old fangames with Windows 7 because of something related to Windows Aero which ch...
I’m not even talking about Azure. My question is, why did I find out there was an extra extra stage to Locus 3 years later? If I had known back then, I would have done this immediately after Locus.
More accurately, why was this released separately? It makes no sense, but I have two plausible explanations with me doing zero research on the subject matter, and now that I think about it, possibly irrelevant since they are pure speculations, but oh well.
1) Both stages were planned for being in Locus, but felt repetitive having two extra stages, so one was left as a separate fangame for not having effort wasted
2) Laziness or a deadline that have to be met, but wasn’t
Still I find it troubling that I have to review and rate this separately from Locus when this has the actual final boss and the ENDING CREDITS OF LOCUS. Why? More than a “conglaturations for conquering all these previous stages”, it is more like “bro you didn’t know this was part of Locus, but now that you know, bro do you remember all these stages lol?”
For my two cents, if the first scenario is what happened, the best extra stage was chosen for Locus as it is the best part of the game and it contains the only avoidance boss (which I have spoken enough of in Locus).
This possibility of an extra stage is “45° platforming: the fangame”. It starts very rough, assuming you have beaten all stages of Locus quite recently, all decently warmed up, so there is not really a merciful difficulty curve. It’s whatever, and brutal. There’s a reason why the entirety of Locus and the “shortness” of Azure are rated around 70 of difficulty. The extra in Locus also had a lot of 45° hills with needle, but this one maximizes that challenge. You’re not used to tilted physics, and you move, to our perception, quite fast. Calculating 16px gaps is a horror story and is a must in this game. Granted, it’s not usual level design either and one appreciates an approach to creativity: none of the screens are the same. However, adding traps to many of the saves after 50% of their completion is the final insult. The gimmick is enough for the challenge so that now you have to time, adjust and adapt to traps.
The song? Amazing. Screw the Falcon Sound Team haters: Azure Arbitrator will always be insanely epic, and for this game, Mystic Core works terrifically: no loop, correlates with the game’s distinctive and pleasing color palette, and the colorful spikes. It just fits.
And yet, it is a short fangame with a final boss which difficulty has no relation to the brutal needle. It’ll take 20 minutes if you are not sufficiently skilled, and perhaps 3-5 tries to the ones used to respond quickly to attacks. The sprite is nice, the fight is just plain dumb. Why make something like this? And this is the point where you’re thanked for playing all Locus as well? What if you didn’t?
It is this disconnection with Locus, the game giving you zero room for warming up, the traps in 45° needle / platforming, the lack of correlation with the boss, and feeling more like a short extra stage of another fangame than as a self-sustaining, independent game which makes me not enjoy this.
I’d only recommend this for the ones that played Locus and want to theoretically 100% it, assuming you got all the items and the extra stage in the original Locus; otherwise, even the credits won’t make sense.
Rating: 3.6 36
Difficulty: 70 70
Nov 12, 2023
TheChiekurs
For: I wanna be the Blood TIS
For: I wanna be the Blood TIS
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 12, 2023
ElAnpepion
For: I Wanna Maker
For: I Wanna Maker
Difficulty based on Campaign Mode.
I wanted to wait until the game came out of early access to leave a review so here we go.
I Wanna Maker is a work of art, a game in which you can notice at every moment the love, effort and enthusiasm that the developers invested in its creation. I will divide this review into 3 sections: Editor, online and campaign mode.
EDITOR:
The main core of the game. It contains a very wide range of objects with which to create more things than one can imagine, which is demonstrated with some levels created by some people. It may seem that it only serves to create 2D platformers, but it has been seen that you can even create 3D game simulations, so the level of customization that the editor has makes it, in my opinion, superior to other better-known games like Mario Maker.
ONLINE:
One of the most complex online systems offered by a fangame. The system contains a database of levels with multiple search options so that each person can find the levels that best suit their taste, including filters such as difficulty, genre, publication date, etc., in addition to having a simpler system of filters as the fact that it simply finds the most popular, most recent levels or those in which the most people are playing (a feature which is one of my favorites), regardless of any type of more advanced filter. But the online is not only in this database, it also has an integrated "I Wanna Play Online" through which you can see other people who are currently playing the same level as you, as well as have a chat text to chat with them.
CAMPAIGN:
The highlight of version 1.0 for me. At first I expected a fairly simple campaign mode that would serve more as something extra. Instead, I found a story mode that, if released as a standalone fangame, could very well be one of my favorite adventure fangames. It has basically everything I look for in a fangame: Outstanding visuals with beautiful world maps, considerable length (6 worlds with a good number of levels + a world 7 that serves as a conclusion), incredible soundtrack, immersive sound effects and a difficulty to beginners that I really like. Each level brings something new to the table, and together they serve as a great showcase of what you can do with the game editor. The level design throughout the story mode is excellent and it's a delight to run through the levels while trying to find the optional collectibles.
CONCLUSION:
This fangame has a level of polish like few others. I really hope this game eventually gets the popularity it deserves. For everything mentioned above, I can only say: Long live I Wanna Maker.
[5] Likes
I wanted to wait until the game came out of early access to leave a review so here we go.
I Wanna Maker is a work of art, a game in which you can notice at every moment the love, effort and enthusiasm that the developers invested in its creation. I will divide this review into 3 sections: Editor, online and campaign mode.
EDITOR:
The main core of the game. It contains a very wide range of objects with which to create more things than one can imagine, which is demonstrated with some levels created by some people. It may seem that it only serves to create 2D platformers, but it has been seen that you can even create 3D game simulations, so the level of customization that the editor has makes it, in my opinion, superior to other better-known games like Mario Maker.
ONLINE:
One of the most complex online systems offered by a fangame. The system contains a database of levels with multiple search options so that each person can find the levels that best suit their taste, including filters such as difficulty, genre, publication date, etc., in addition to having a simpler system of filters as the fact that it simply finds the most popular, most recent levels or those in which the most people are playing (a feature which is one of my favorites), regardless of any type of more advanced filter. But the online is not only in this database, it also has an integrated "I Wanna Play Online" through which you can see other people who are currently playing the same level as you, as well as have a chat text to chat with them.
CAMPAIGN:
The highlight of version 1.0 for me. At first I expected a fairly simple campaign mode that would serve more as something extra. Instead, I found a story mode that, if released as a standalone fangame, could very well be one of my favorite adventure fangames. It has basically everything I look for in a fangame: Outstanding visuals with beautiful world maps, considerable length (6 worlds with a good number of levels + a world 7 that serves as a conclusion), incredible soundtrack, immersive sound effects and a difficulty to beginners that I really like. Each level brings something new to the table, and together they serve as a great showcase of what you can do with the game editor. The level design throughout the story mode is excellent and it's a delight to run through the levels while trying to find the optional collectibles.
CONCLUSION:
This fangame has a level of polish like few others. I really hope this game eventually gets the popularity it deserves. For everything mentioned above, I can only say: Long live I Wanna Maker.
Rating: 10.0 100
Difficulty: 30 30
Nov 12, 2023
Delicious Fruit