Latest Reviews
RandomChaos_ [Creator]
For: I Wanna Acquire
For: I Wanna Acquire
Do not play my games please, thank you.
[1] Like
Rating: 0.0 0
Difficulty: 60 60
Oct 10, 2019
RandomChaos_ [Creator]
For: I Wanna Know Why Girls Dont Lie
For: I Wanna Know Why Girls Dont Lie
Do not play my games please, thank you.
[3] Likes
Rating: 0.0 0
Difficulty: 60 60
Oct 10, 2019
RandomChaos_ [Creator]
For: I Wanna Kyoto
For: I Wanna Kyoto
Do not play my games please, thank you.
[3] Likes
Rating: 0.0 0
Difficulty: 60 60
Oct 10, 2019
moogy
For: VoVoVo
For: VoVoVo
Another excellent game from arzztt, featuring varied and engaging platforming that utilizes a wide range of gimmicks in creative ways. Think piece's -venture series, coupled with a bit of CN3 and a healthy helping of VVVVVV, and you're on the right track. I tend to enjoy games that combine fangame physics and gimmicks with design more reminiscent of "mainstream" precision platforms, and this one is no exception. I especially appreciate the amount of content; there are enough stages to keep you busy for a few days, or for one extra long fangaming session.
Really I don't have anything bad to say about this game, I'm only not rating it higher since I reserve 9+ for games of extremely significant length/difficulty. If you like fangames at all you will probably enjoy this game.
[0] Likes
Really I don't have anything bad to say about this game, I'm only not rating it higher since I reserve 9+ for games of extremely significant length/difficulty. If you like fangames at all you will probably enjoy this game.
Rating: 8.5 85
Difficulty: 60 60
Oct 10, 2019
Cubpletionist
For: I wanna reach Heaven
For: I wanna reach Heaven
Very fun, really cool gimmick in stage 9.
[0] Likes
Rating: 6.5 65
Difficulty: 60 60
Oct 10, 2019
kurath
For: I wanna be the Angel
For: I wanna be the Angel
A very long oldschool style japanese adventure game with a lot going for it, but unfortunately a lot of things holding it back. Review is based on Standard Medium difficulty on v1.2. There are two sets of difficulties in this game to be aware of, the first is Easy, Standard or Extreme - this affects actual gameplay, mostly as far as I can tell through the addition of spikes.
There's a lot to like in this game and a lot to hate. Lets start with the positives -
It's huge with a ton of content and variety. There's a lot of creativity with each stage usually having a couple of gimmicks used in a few different ways to keep things interesting. You get a mixture
of bosses, exploration, varied segments including memorization stuff, a mini rhythm game, light puzzles and so forth, along with traditional cycle based platform, light needling and cycles. The creator clearly put in a lot of love and effort into this game, and provides text documents and such to help if people get stuck or confused (as there's some backtracking and exploration required).
The cons? Well, for starters its on the dated poroniumu engine from 2013 or something and largely the game feels like its that old. Mostly stock graphics, restarting music and some weird interactions abound. Secondly, jank. Some of the gimmicks are janky. Controls might be awkward, enemy behavior might be awkward, mechanics might be unintuitive, cycles may be terrible and so forth. After a couple updates from the author, none of these are game breakers but they can get rough. Finally, balance. It's a common and difficult to pin down complaint usually, but in this game its a seismograph. Sometimes you run into a weird, super precise maneuver and it catches you off guard. Sometimes a save is 6 times longer than the previous and the subsequent and sometimes it combines these things. On average, the game is not that hard but it has some spikes that I'd argue probably go into the 70s, though most is 40-50 - the difficulty rating provided is where I figure you'd probably want to be at to get through with some occasional minor struggles.
Production wise, its largely nonexistent. Graphics are basic, music is eternally restarting and there's minimal sound effects in use. Performance can be an issue as many stages are single rooms of upwards of 20 screens. There are some QoL features though, including guides, some warp control and actually saving triggers.
Platforming wise, this is the core of the game. Its huge, has a ton of stages and substages, lots of variety and lots of creativity. There's rough... ROUGH spots, but there's always something new and interesting in the next rooms which is cool. Expect some learning curve with mechanics, especially if you can't read/translate japanese as there is a decent amount of text signs in-game to explain them, or in the docs to guide you through. Mechanics wise, this never really hurt me (except for one post-clear optional minigame which I still don't know what you're supposed to do).
Boss-wise, its weird. There's some really questionable stuff here but every boss is unique and has a cool identity. Balance is all over, they might be awkward and janky but atleast they're memorable.
Overall... its a cool game with a lot of cool stuff. It feels like its straight out of 2013 in terms of design and production and back in those times, it'd have probably been pretty amazing. At this point, its decent but you have to have some patience. If you like cool ideas, long games and interesting ideas, give it a shot. If you don't have that patience, its probably best to not get into it.
[3] Likes
There's a lot to like in this game and a lot to hate. Lets start with the positives -
It's huge with a ton of content and variety. There's a lot of creativity with each stage usually having a couple of gimmicks used in a few different ways to keep things interesting. You get a mixture
of bosses, exploration, varied segments including memorization stuff, a mini rhythm game, light puzzles and so forth, along with traditional cycle based platform, light needling and cycles. The creator clearly put in a lot of love and effort into this game, and provides text documents and such to help if people get stuck or confused (as there's some backtracking and exploration required).
The cons? Well, for starters its on the dated poroniumu engine from 2013 or something and largely the game feels like its that old. Mostly stock graphics, restarting music and some weird interactions abound. Secondly, jank. Some of the gimmicks are janky. Controls might be awkward, enemy behavior might be awkward, mechanics might be unintuitive, cycles may be terrible and so forth. After a couple updates from the author, none of these are game breakers but they can get rough. Finally, balance. It's a common and difficult to pin down complaint usually, but in this game its a seismograph. Sometimes you run into a weird, super precise maneuver and it catches you off guard. Sometimes a save is 6 times longer than the previous and the subsequent and sometimes it combines these things. On average, the game is not that hard but it has some spikes that I'd argue probably go into the 70s, though most is 40-50 - the difficulty rating provided is where I figure you'd probably want to be at to get through with some occasional minor struggles.
Production wise, its largely nonexistent. Graphics are basic, music is eternally restarting and there's minimal sound effects in use. Performance can be an issue as many stages are single rooms of upwards of 20 screens. There are some QoL features though, including guides, some warp control and actually saving triggers.
Platforming wise, this is the core of the game. Its huge, has a ton of stages and substages, lots of variety and lots of creativity. There's rough... ROUGH spots, but there's always something new and interesting in the next rooms which is cool. Expect some learning curve with mechanics, especially if you can't read/translate japanese as there is a decent amount of text signs in-game to explain them, or in the docs to guide you through. Mechanics wise, this never really hurt me (except for one post-clear optional minigame which I still don't know what you're supposed to do).
Boss-wise, its weird. There's some really questionable stuff here but every boss is unique and has a cool identity. Balance is all over, they might be awkward and janky but atleast they're memorable.
Overall... its a cool game with a lot of cool stuff. It feels like its straight out of 2013 in terms of design and production and back in those times, it'd have probably been pretty amazing. At this point, its decent but you have to have some patience. If you like cool ideas, long games and interesting ideas, give it a shot. If you don't have that patience, its probably best to not get into it.
Rating: 7.0 70
Difficulty: 70 70
Oct 10, 2019
Chatran
For: VoVoVo
For: VoVoVo
One of the most solidly put-together fangames out there. Takes the brilliance of QoQoQo's loopy design philosophy, highly reduces the precision elements, and adds in further brain-scratching with the use of V-Kid. As much a needle game as it is a puzzle game, there isn't a single unsatisfying moment.
[2] Likes
Rating: 9.7 97
Difficulty: 60 60
Oct 10, 2019
kurath
For: I wanna Start from Here
For: I wanna Start from Here
A short little adventure game inspired by Exit from Here.
Overall it's got the Erik charm with the visuals and some neat level design. As I'm unfamiliar with the original game, its hard to judge the comparison but it certainly stands for itself. Saves are long though, as is the second boss, so be wary for newer players as it will require a fair bit of consistency to get past parts.
[0] Likes
Overall it's got the Erik charm with the visuals and some neat level design. As I'm unfamiliar with the original game, its hard to judge the comparison but it certainly stands for itself. Saves are long though, as is the second boss, so be wary for newer players as it will require a fair bit of consistency to get past parts.
Rating: 7.5 75
Difficulty: 45 45
Oct 10, 2019
Wolfiexe
For: I wanna be the MORT
For: I wanna be the MORT
The title screen shows some promise but what lies beneath is unfortunately very different. It consists of a few screens, often accompanied with some traps and then a boss featuring very questionable RNG elements, repeated three times.
The platforming is generally not too hard, but a few triggers are very precise, weirdly so. There's also some big collision detection issues in regards to standing on the edge of a block with a spike on the side which makes some segments way harder than necessary, and there's even a squished diagonal somewhere in there!
The final boss is an avoidance which utilizes red and black bullets, and you can change the colour of the background between red and black by shooting which whilst sort of interesting is just kind of a mess. It uses a ton of bouncing bullets and when it mixes the two and you can only really see one colour at a time, so it's just a complete clown show. I aborted after realising that it feels pretty luck dependant and my desire to become the MORT sadly just isn't high enough.
[0] Likes
The platforming is generally not too hard, but a few triggers are very precise, weirdly so. There's also some big collision detection issues in regards to standing on the edge of a block with a spike on the side which makes some segments way harder than necessary, and there's even a squished diagonal somewhere in there!
The final boss is an avoidance which utilizes red and black bullets, and you can change the colour of the background between red and black by shooting which whilst sort of interesting is just kind of a mess. It uses a ton of bouncing bullets and when it mixes the two and you can only really see one colour at a time, so it's just a complete clown show. I aborted after realising that it feels pretty luck dependant and my desire to become the MORT sadly just isn't high enough.
Rating: 1.4 14
Difficulty: 68 68
Oct 10, 2019
Delicious Fruit