GaspacoZanis's Profile
Send a PMJoined on: May 20, 2017
Bio:
I am just a random guy who like to play IWBTG fangames ! If you want, you can read my reviews and ratings for every game, which I have cleared! If you want, you can ask my some questions too, and I will be happy to answer to them! Have a nice day! ^-^
Link to my clear list, wishlist, plans and what I am currently playing: https://sheet.zoho.eu/sheet/published.do?rid=0rgpa2003c0dd491040fea02d5e1879dfb68d
Most of fangames which I have cleared are on delicious-fruit, however, 2 are non delicious-fruit fangames.
Link to my K2 challenge progress: http://k2.fangam.es/progress.php?u=352
Link to my K3 challenge progress: http://k3.fangam.es/progress.php?u=352
P.S. I don't count mod clears to my main game clear list.
I've submitted:
490 Ratings!
490 Reviews!
2633 Screenshots!
490 Games
490 Reviews
For: I wanna ZJD
To sum up this whole game, I will quote Lilly from one of the game's Readmes: 右を押しっぱなしにすると良いことがあるかも. DeepL translates this as 'If you keep pressing the right button, something good might happen.'
Yes, you basically have 4 different short sections, and your goal is to keep holding right. 75% of the game consists from fruits that moves, spikes and some traps. The last section consists from gravity arrows. And if you wish, near the end you can actually stop on one of upside down gravity switches, since there are no more moving fruits.
The experience literally lasts for about 10 seconds or so. However, it was a bit entertaining watching what crazy stuff is timed around this whole thing. You kind of feel like Needle god for about 10 seconds. And also traps being included definitely made the experience even better.
The hardest thing will be understanding what you need to do, so this is why I am giving rating 2.
I do like the idea here, but I am not sure if I necessarily like the execution. There is non-restarting music, aesthetics and ideas. But this experience is way too short-lived. And yet it is a bit innovative in its own way.
I do not wanna heavily underrate this game, but be aware that there is not much to play here.
Also, why is the title screen 'I wanna be the ZJD' and the actual .exe 'I wanna ZJD'? What is up with that?
Anyway, would not recommend.
For: かるいなにかお手手つなぎor対決用012
We are continuing with a new era of needle games, and with the first game created on December 25th, 2012.
This time the game has pretty much the same concept as the previous game - the same visuals ; the same music bug ; the same difficulty settings and etc. However, the game is significantly more generic.
As for the difficulty, here are my average ratings:
Medium: 6
Hard: 7
Very Hard: 16
Impossible: 35 (the rating I am giving on DF)
Both Medium and Hard modes felt like one of the easiest needle screens in the whole series, having basically only 2 spike jump as the hardest jump, and having most of the spikes not making much difference in the gameplay (except for that one spike that creates diagonal, which is why Hard mode is harder).
However, the thing that surprised me was Very Hard mode. You have a lot of new spikes that barely make any difference. Why is there a diagonal jump that you do not have to do? I do see why is there on 2nd save 2 additional spikes, but you can still maneuver yourself to not do any crazy drops and just holding to the left in the right moment. 3rd save does buff diagonal in a significant way, so that I rated it more on the higher end. It is hard to compare that, but I guess that diagonal jump followed by half M-jump is harder than stuff in 4th game's hard mode and easier than 2nd game's hard mode. The last save has a real F jump, which might be tricky fr beginners, but other than that barely noticable changes.
Impossible mode felt easier than the impossible mode in the previous game. However, there are few noticeable things. First of all, while I am not an expert of aligns, I felt like that game gives you bad align upon spawning. Take any of 2 walls on the ground level (I preferred the right wall) and it makes 3rd jump much easier. Also penultimate jump isn't necessarily hard. You can see that very hard mode changes were adjusted for impossible mode, but, I think the changes could have been more clever. 2nd save is pretty fine, might be a bit tricky, but it is very short. 3rd save is the hardest save in the game. You need to do T-bone, a bit tricky drop, generic diagonal, setup diagonal and M-jump. Doable, but might be a bit hard for those not aligned with the needle genre. Also last save buffs do not change much in the grand scheme of things. F-jump is the hardest jump there.
I do not know, I really felt like all difficulty settings were really arbitrary. The only 'real' thing was the impossible mode, and feels like other things were made after that. In the previous game I kind of felt like the difficulty did raise up, but here I could beat any of the lower 3 difficulty modes in 1 minute each. The impossible mode is what took me 3 minutes and around 100 deaths.
It felt really generic. And while it is definitely not the worst thing in these series, I did not feel like I liked this. Difficulty changes could have been much more original. In this game it was not very satisfying replaying on harder difficulties, because it felt like it was better to start with the hardest setting from the start. Also the music absence is also a bit annoying, I would say.
None of the games so far could survive being on their own, and this game, unfortunately, is not an exception.
Would not recommend.
For: かるいなにかお手手つなぎor対決用011
This game was created on 24/12/2012, and surprisingly this was the only game made that day for these series. And this is also the start of the 2nd half of the available games from these series.
Interestingly enough, although we do return back to the needle game formula (with new visuals), this time the author did decide to give more variety here. This time we are having 4 different difficulty settings, and each of them adds additional layer of difficulty. Hard mode adds orange spikes, as it was before. The very hard adds teal spikes alongside with orange ones, and the impossible mode adds light green ones.
The medium mode I am rating as 14, being easier than 4th part's hard mode, but also harder than 8th or 9th part's hard modes. Mainly because of the first save, having a diagonal that you need to setup and then additional jump over the spikes.
Every other setting felt much harder than everything else in these series, so I am a bit unsure how to properly rate stuff.
My idea is to give Hard mode 20 ; Very Hard mode 37 and Impossible 41. The Hard mode felt harder than anything else because of the first save, where you need to do the diagonal and also a bit tricky following jump. Yes, you can skip in all modes 2 saves if you do a plane, but that will also higher up the difficulty, so I never did it. Other than that Hard mode is pretty fine.
However, the game does not have save blockers, so you do not have a choke gate at the end of the first save.
Very Hard mode heavily buffs first and last save, requiring you to do a bit harder diagonal variants, doing diamond jump and some other jumps.
Impossible mode does make you to do more diagonal jump variants and some gate jump things.
Still, the balance of saves was a bit all over the place. 2nd save was always the easiest, and shortest one. 3rd save barely is different in the Very Hard mode and impossible mode, so after Very Hard mode it is very much doable.
I did, however, liked how there are several different ways how you could go. If you use this game for the race, then you can flex with your needle skills or decide what seems the best route for you. However, I did expect that on impossible mode you would be required to go through several diagonals at the end of save 3.
The music similarly like in game 9 does not restart, in fact, you will play the game in silence. That is a bit odd, I wish there was at least something.
The gameplay itself is not necessarily very original. However, I did appreciate the game having different variants of needle. It was a bit fun to replay and seeing what changes. The different colours for different spikes is indeed pretty cool. I am not sure why would you choose teal / blue for very hard and then green for impossible - I think there could be some more contrasting choice, but whatever.
I will rate this higher than any other game in the series because of the innovation and because beating everything will take like 10 minutes in total.
However, it is still a mediocre game in itself, so meh.
Would not recommend.
For: かるいなにかお手手つなぎor対決用010
Now, this is the 5th and last game made on 22/12/2012. Here is the timeline for all 10 games so far (using my local timezone):
Game 1: 08/12/2012 20:09
Game 2: 21/12/2012 17:28
Game 3: 21/12/2012 19:11
Game 4: 21/12/2012 22:43
Game 5: 21/12/2012 22:59
Game 6: 22/12/2012 15:19
Game 7: 22/12/2012 15:44
Game 8: 22/12/2012 16:04
Game 9: 22/12/2012 16:25
Game 10: 22/12/2012 17:14
As you can see, 9 out of 10 games were made in the span of less than 24 hours.
10th game feels like a celebratory game for the whole series, since this is one of the games that has completely different genre and some other differences.
Usually Betty made some needle games. This time we have a boss fight game, and more interestingly - we once again are having the same aesthetics as for the 3rd game. We have 'I wanna enjoy the game' written in the game window, and the game's title screen says 'かるいなにか', which means 'something easy'. Also final screen is in the gray filters rather than the usual colourful ones.
However, there is something different here, that I did not realize immediately. You have same difficulty selection as in 3rd game, but there is a text this time saying '全難易度変わります'. I translated it after I have beaten the Medium and Hard modes of the game. This means 'All difficulty settings will change'. Yes, unlike the 3rd part where the difficulty does not change, this time we are first time having 4 difficulty options.
The funny thing is that Hard mode is not much more difficult than the Medium and you might actually not notice any changes. But Very Hard and Impossible mode changes are more noticeable indeed.
Here is how I would rate difficulty wise:
Medium: 11
Hard: 12
Very Hard: 18
Impossible: 28
It is hard to compare with other games in the series, but I am pretty certain that the Impossible mode here is the hardest thing in the whole series so far. And probably even the hardest needle so far (Hard mode of 7th part) is on par with the Very Hard mode.
Quality wise I initially wanted to give 2.3, since the Medium mode is a bit boring. But I did higher up the rating after beating all 4 modes.
The design here is that you need to beat 2 bosses in the same time from the left and right. One boss shoots at you aiming red fruits and other shoots RNG orbs. The harder difficulty the faster projectiles are. The hardest thing is to control Red Fruits and on last 2 difficulties it will be more obvious. However, it is pretty cool playing all the difficulty settings. You do have a variety, and I do appreciate that. It does make the experience longer than it is.
The music is the standard Guy Rock. Meh.
Anyway, this is still pretty raw for a game. It is definitely one of the best games in these series, but the standard is pretty low. I will still rate this lower than the 3rd part, but this is still better than your average needle game in these series.
Entertainment is pretty short lived, so there is not much more to say. Still lacking as a game on its own. However, if you do play, then probably better to play on the higher difficulty settings, and this is why I am leaving rating specifically for the Impossible mode.
Realistically I Would not recommend.
For: かるいなにかお手手つなぎor対決用009
Hey, this is yet another game made on December 22, 2012! If you wonder here is a timeline (my timezone, I guess) of games made on December 22, 2012:
Part 6: 22/12/2012 15:19
Part 7: 22/12/2012 15:44
Part 8: 22/12/2012 16:04
Part 9: 22/12/2012 16:25
This game took 1 minute longer than the previous game! And my overall rating is 0.1 higher.
Game uses the same tileset as in the previous part. The difference here is in the use of mini-spikes. And, also, for some unknown reason to me, this is the first time where the music disappears once you press restart. I do not know if it was intentional, but it certainly weird.
The gameplay difficulty wise I would rate identical to the very 1st game. Medium mode 12, and Hard mode 13. The gameplay is very non-substantial, the only kind of hard thing could be reverse diagonal. Sure, you have some additional generic diagonals and some small additional jumps for the hard mode, which makes it a bit harder. But the buffs are very insignificant. A lot of the spikes you won't even touch, especially those nearby the wall, so the buffs are really odd in some places.
Mini-spikes makes gameplay slightly more interesting than in the last part. But the music disappearance did make it feel a bit weird. And overall gameplay was not really great either.
Maybe you could say that the very first games were worse, but honestly this is already the 9th game. I kind of wish we were closer to what the 3rd game, instead of sticking to what was already done. It feels repetitive and the 'innovations' are not enough to justify anything.
I mean, GuyRock is not even restarting, although it does re-appear in the final room, making it look even more like a weird bug.
I do not know. Boring at best.
Would not recommend as usual.
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