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Fangame Awards 2025 Nominations

The nomination form for The Fangame Awards 2025 is now open!
If you need a reminder of the format, you will be nominating your personal favorite games for each month of the year + the 4 classic "golden" categories we've always had + our 4 beloved Community Awards! You are able to submit up to 4 nominees (graded as 1st, 2nd, 3rd, and 4th places) you think best fit each category.
Here is the link to our form: https://forms.gle/jKyM8V9QExgSWkYP8
The forms are also available in Japanese, Chinese, and Korean. If you're unable to view it, Here is another form in English and Chinese at this link: https://shimo.im/forms/2MrtzAbs0ONiplAz/fill
(They'll be open for only 1 week, permanently closing on January 9th at 11:59 EST.)
Finally, The Fangame Awards 2025 will take place on February 21st at 4pm EST. The show will be streamed live on the Fangame Marathon Twitch channel: https://www.twitch.tv/fangamemarathon
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-Chance, on Jan 4, 2026

Newest Fangames

Showing 25 of 14954

GameRelease DateDifficultyRating# of Ratings
i wanna be the 1st world REMAKE Jun 5, 2026 N/A N/A 2
I wanna be the Compulsive Trouble Jun 5, 2026 N/A N/A 1
I wanna Pororoca Jun 5, 2026 70.0 7.0 3
I Wanna Be a Cute Bird Jun 5, 2026 35.0 7.0 3
Spikeworth Engine Jun 4, 2026 N/A N/A 2
I Wanna Tag Team May 30, 2026 80.0 10.0 5
DanMario Demise May 30, 2026 92.0 N/A 3
I Wanna Scooby Doo! Creepy Run May 30, 2026 38.0 N/A 3
I Wanna What I Want May 26, 2026 43.0 6.5 3
I wanna →→→ stream! May 25, 2026 78.0 N/A 2
I wanna be a person without pressure May 24, 2026 44.0 6.4 2
SYNTAGM. May 21, 2026 69.0 7.8 5
I Wanna Cautiously Observe The Goober From A Safe Distance May 21, 2026 67.5 8.3 7
I Wanna Go On A Critter Journey May 21, 2026 32.4 7.3 8
I wanna count to 10 May 20, 2026 37.0 9.3 1
I Wanna Be The Chrome Extension May 17, 2026 N/A 9.0 3
I wanna chicken chicken May 16, 2026 45.0 7.0 2
I wanna escape allstar May 16, 2026 N/A N/A 1
The Gradient Odyssey May 16, 2026 62.0 7.4 5
uuh noodle May 16, 2026 N/A N/A 2
I Wanna Break The Fourth Wall May 16, 2026 95.0 6.0 2
Get em up to D.O.U.B.T May 14, 2026 N/A N/A 2
Soft & Wet: Go Beyond May 12, 2026 97.5 N/A 3
get out of my car now May 12, 2026 1.0 0.0 2
I wanna Delete the Emoji May 12, 2026 51.5 8.5 5

Full List Random Game! User List

Latest Reviews

Showing 5 of 114470

wingedlong
For: I wanna Pororoca
Pasdword:pororoca

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[0] Likes
Rating: 7.0 70       Difficulty: 70 70
Jun 5, 2026
Cythraul
For: AsTatine
Rating based on a Studio Port.
It's much better than original, thanks to 29th_letter!
Link (with other studio ports too): https://docs.google.com/spreadsheets/d/1p8cKbqIbIxNSsVz0T7U3DmiKqSSlsZbvIzSMGHmwokU/edit?gid=0#gid=0

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Tagged as: Needle Promethium-like
[0] Likes
Rating: 7.0 70       Difficulty: 62 62
Jun 5, 2026
unused_user
For: I Wanna Be a Cute Bird
i called it a sitting type game but there no "sit" in title :(
made as a tribute to birdvian

(ripped from description on IWW) another short needle game mostly inspired by I Wanna Sit In A Beautiful Girl's Lap and the like, albeit a bit on the easier side of thing

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Rating: N/A       Difficulty: N/A
Jun 5, 2026
notmaxwell
For: I Wanna Express My Inner Thoughts
Difficulty rating based on true clear.
Normal clear would be ~86

This is one of my favourite fangames out there right now, but at the same time this game has extensive flaws that make some saves extremely frustrating. Even through all that, I really love this game, it just ended up being so unique and cool to me, even though it's likely in reality not all that. This game has a pretty cool amount of variety visually, a good few areas & saves too. Some of the later saves in this game have some pretty nasty jumps, usually involving platforms or vines. It's pretty consistently difficult throughout the game, and ramps up a little bit at the end (a pretty decent bit at the final save too). I'd recommend giving this a whirl, but maybe keep in mind that some saves do get pretty rough, but it brings what I felt was a unique experience to the table.

That paragraph was the spoiler-free review, so here's the more detailed one with spoilers.
This game is incredibly interesting to me, it's pretty lengthy which is quite cool for something this difficult. I'll talk about each stage at a time, after the first few saves there's some pretty interesting usage of catharsis water. I like how it's implemented vertically into each screen, makes the usage feel more 'natural' in a sense. First save has a platform grab thats a bit mean, alongside with the 2nd. A lot of saves in this game will have a similar format (or with vines instead of platforms) but I do respect this game for being more ballsy and having difficult platform jumps instead of filler ones. I quite like the structuring of the final save in this section, it's cool stuff. I quite like the area after this, spotlight is cool and it's not too dark to where anything is difficult to see. Nice colours aswell, i really like it, the structuring hasn't changed that much compared to the prior area(s if you count the first 3 saves), although it doesn't really change much for most of the game. I don't have any problem with the needle in these saves, infact i honestly had a blast. Really fun stuff, a lot of the jumps flowed quite well and I like the transition to the area afterwards. I don't think this type of red 'blood' spikes is used anywhere else, it's atleast somewhat interesting to notice. Afterwards the game goes grayscale again, the structuring is kept decently similar, but now with the introduction of vines. One complaint i have thorough this game is that the platform sprite isn't changed, it's a bit of a shame as many other sprites are, and sometimes they can stand out a decent bit. This area is quite cool, I especially like the structuring where portions of the screen are left open, but admittedly this area is where some saves start to get pretty questionable. There's a few vine inputs that are a bit awkward and get quickly painful on the hands, and s2 here has a jump to a vine grab that is way tighter than it feels it reasonably should be. Some platform grabs are also kinda evil, but it's not too problematic yet. Overall these saves are pretty cool, and especially everything before up to this point is honestly really cool overall. After that area, there's one that mainly involves gravity flippers, and removes platforms & vines. I quite like these few saves, the usage of gravity is really well-done here to where figuring out the route isn't directly obvious on first glance. It actually requires some thinking to figure out the route. There's a few fried jumps here, mainly ones revolving around hitting certain spots of the flippers. It's good, cool visuals aswell. Sadly this area is a bit short, only lasting for 3 saves. After this there's a stage that seems to be inspired by liminal spaces judging by the background and bgm. It's kinda cool, I think it's visually weaker than other spots in the game, but it's not that much of a problem. Needle-wise, it's a bit concerning, the 3rd save here starts with an insane platform jump that's vastly more difficult than everything else, and has a pretty awkward final jump aswell. 2nd save of this area also has some pretty questionable movements. It's not that much of a biggie, and it's still enjoyable to play but it does show that this game didn't really pull off proper jump balance well. I'm kind of skimming through these areas and repeating myself, but everything up to this point is overall quite well-made, even though there's some concerning jumps, it's still really enjoyable to play and the amount of different visuals make it pretty refreshing too, as there's not more then 3 saves per area. It's flawed, and it definitely could've used some proper balance (& that the areas don't really curve up in difficulty to this point, as i found the gravity one quite a lot easier than prior ones). I noticed that whilst playing this there was a blue glow around the screen borders in these areas past the first. I'm not sure what's up with that but that's another thing that truthfully should've been noticed before release. Now onto what I call the "tower". It's a multi-screen long room with a camera that follows the player, visually it's very neat, albeit i'd prefer if there was some more interesting designs done on screen borders instead of being filled in with blocks, i can understand the logic behind this as it's the tower walls, but I think it would've been cooler to see some decay in a sense. The needle is structured pretty interestingly, the first 2 saves don't immediately progress upwards, and it looks pretty damn cool. Sadly, this part has pretty awful jumps scattered around in almost every single save. For instance, the first save ends in a vine jump that's downright ridiculous, and it looks visually silly, many of these problematic jumps don't look fun either, which poses the question of why they were included. I can understand the mindset of creating needle that is rough around the edges, maybe there's a jump that's intimidating, difficult yet rewarding. But every save in this stage has a jump that's usually really awkward and vastly harder than the jumps around it- and it becomes exceptionally problematic when said jump is midway through, or towards the end of a save. It makes the needle more frustrating than rewarding in the end. I will give it some points for intimidation, these jumps look scary and don't hold back, so it's easy to see what youre getting into, but also pulling this off so deep into the game could be questioned aswell. I won't complain about everything in detail but this stage has a lot of small vine movements in quick succession, extremely tight and out of place jumps, downright demonic platform grabs, etc. A problem I noticed is that the 2nd save has a drop at the end to get to the 3rd, it's offscreen but isn't that problematic as you can see it on the first save- but the problem here is that the camera will suddenly stop in place as it gets to the bottom of the room, which I found to be really jarring and caused a few deaths at the very end (which got a bit frustrating, as it's a hard save). There's some fun to be had in this stage, but I do believe that it's considerably the worst of what this game has to offer. It's also extremely hard, some saves are a decent bit above stages prior to this. Afterwards there's a similarly vertically long room, although different colours and background, and also only one save. This save (also the final save of a normal clear) is really good, I loved it. It's pretty long, stretching to over 1 minute even while playing it quite fast, I'm not sure how long it is in terms of screen-length but it's certainly a few screens. This save utilizes everything prior in the game, and I think it does so really well and flowed amazingly. Nothing is too tight in this save, everything is pretty lenient and it mainly is about learning the save and execution. Gravity flippers are used really well here, alongside catharsis water, there's a few vine jumps that are decently concerning, especially one at the middle where the jump off the vine is somewhat tight, but I didn't find it to be much concern. This save is honestly extremely good, it's also the hardest save in the base game, which is good as it works tremendously as a climax. I like how this tower doesn't have any filler blocks around the edges comparing to the blue tower, it makes it feel more special and rewarding after that section, maybe i'm looking into it too deep, but i think it's honestly exceptional as a combination of everything before.

That's it for the normal clear of this. It's honestly a very good game and interesting experience to play through. It's rough at times, mainly the blue tower's saves, but overall I still really enjoyed it. There's something about the themeing and atmosphere in this game that really nails it, it might be personal preference, or just me being illogical, but even through it's flaws and frustrating I really enjoyed going through it. Seeing each new area and clearing saves felt really rewarding and engaging and it's some of the most fun i've had with needle. I don't know why, it could be the structuring, maybe the jump design or flow, I know for the final save it certainly was so, but this really just hooked me. I think putting a well-designed climax save after a good few saves of frustrating needle helped exemplify the feeling of relief and the "I did it" that comes with it.

The clear screen of this game has two 4.5 spikes on the edges. You can jump over them to get to the secret screen, or whatever you call it. It's absurdly difficult and makes the rest of the game pale in comparison. I like how this screen has it's own tileset & theme. It has care and effort designed into it, and it stands out in that regard. The needle of this screen is unforgiving and not extremely well balanced. Some jumps are insanely difficult, namely the first 2 jumps, and the last 2 jumps (Not counting the corner before the final jump). The first 2 jumps are a bit absurd, the plane gets decently consistent but it has a pretty awkward entrance and is just a raw plane with a mean enter, and the invert jump is incredibly hard and inconsistent. Both of these 2 jumps lined up at the start kill 80% of deaths in this save. It's a next level meatgrinder, albeit they do get somewhat consistent but never to the point where they're insignificant or on the same level as most other jumps in this save. Especially the invert, with every single input both jumpheight and movement related being frame-perfect. It's really easy to get suddenly inconsistent at one of these jumps (usually the 2nd) and then the rest of the save feels like an unreachable mess. It's real rough, and I can't say I really like it. I'm glad these jumps are at the start and not anywhere else but i do have to question their inclusion at all. Now on the topic of having sudden difficulty-spike jumps, the final jump in this save is Insane. It looks as intimidating as it is hard, and it's absurdly difficult. It's one thing to have this type of jump at the start or maybe mid-way through a save, but as the final jump is a whole new level. It's inconsistent by nature, and is less 'setup-y' than most other jumps in this whole save, it's basically a raw plane-corner. The starting jumpheight isn't frame perfect, nor is most inputs in this jump, but nevertheless is it something that's extremely easy to choke. I didn't die here, somehow, but that's a blessing and an insane stroke of luck. It's insane. The jump before this (ignoring the fj corner, which is pretty easy compared to everything else in this screen) is the jump over from the ledge, and it's kind of nasty. The turnaround and jump to the ledge is also a bit evil, being a frame-perfect djump press (albeit not that bad, pretty intuitive) and a decently difficult turnaround that I found was really easy to mess up the execution of when that deep into the save. The jump from the ledge is also quite difficult as the diagonal is honestly harder than it seems. It's likely not as messed up as the final jump (can't tell too well, as i didn't die to final) but I found it extremely easy to mess up considering how deep it is into the save. The rest of the save has a few turnarounds that are a bit awkward and inconsistent at first, but feel pretty okay for the most part. There's some neat setups and jumps such as the jump to the corner on the top left, and the drop in the middle I quite like, and felt really good to pull off. There's a fj fj that has a surprisingly easy to mess up timing in the middle aswell, but also some fine setup jumps that aren't anything too crazy but not bothersome either. I'm not a fan of the 4th jump, especially with the movements to jump up after doing the turnaround, it can feel pretty awkward at times. My main problem playing this outside of the needle is that a lot of jumps here are 'setup-focused', and usually that involves looking at the kid's feet positioning to line up standing in the right spot. A good few jumps (namely the start) this isn't possible, as the kid's feet is legitimately almost the exact same colour as the background. It's a devastating oversight which heavily impacted playing this. Because of this, I had to turn my brightness all the way up, making the screen pretty ugly visually and also being rough on the eyes to even see the kid's feet so that I could stand in the right spots without memorizing the body. It's really frustrating and could've been prevented easily, I think it's likely just an error that comes from lack of playtesting.
Overall this screen is a bit odd. The middle is for the most part pretty good, consistent, and not that challenging when compared to the start and end of this save. I like it though. It's certainly frustrating to play at times, especially when playing from the start of the save just feels like throwing yourself at a brick wall to get a proper attempt past the start, but it has identity. It's unique in a sense, visually and in it's needle aswell. When I first looked at this screen I thought it would be somewhat reminiscent of Close the World's final extra save, or play somewhat similarly to that & it's related needle saves. But I don't think this does, it has it's own more unique thing going on. And I'll give it some damn good points for that, is it intentional? Don't know. But i believe it is executed as such. And I actually am really fond of how this Screen looks visually, I like stuff being on the darker side such as this. After this, there's the 'clearscreen' of the secret screen. It's just nothing, only a black screen, with the kid in the corner, and wind playing. That's it, there isn't even a save to keep your progress here. I don't really mind this clearscreen, it's a shame that there isn't more considering the amount of effort required to get to it, but I presume that it wasn't really expected that anyone would. My real problem here is that there's no save, I don't know if that's an oversight or not, but it's a pretty big one if so.

Overall this game is an experience. It's got the good and the bad. The secret screen also helped give this game more of an identity to me, and made me care about it quite a lot. It's one of my favourite fangames for many reasons, it's not near perfect, but it brought something exclusive to the table & it just feels special. I wouldn't recommend playing for true clear unless you're ready for a rough time. I'm very proud of this clear.

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Rating: N/A       Difficulty: 95 95
Jun 5, 2026
64superman
For: I wanna be the CLT
Wait 3 seconds to face the luck-based gravity bomb.Not funny.

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Rating: 0.5 5       Difficulty: 42 42
Jun 5, 2026
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