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:
488 Ratings!
488 Reviews!
2631 Screenshots!
488 Games
488 Reviews
For: I wanna be the sashimi of gorilla
This is presumably the first avoidance made by NN, and it was unreleased. I am not sure what was the context of its creation.
The earliest public information of this game was Toshi's YouTube video: https://www.youtube.com/watch?v=go6FFbggvA4, published on July 5th, 2018. However, the .exe of the game is December 30th, 2017, which I assume is the correct date of this game.
My best guess is that this game was made for Toshi, but I might be wrong.
It is also interesting looking on the history of this game, considering that NN also made 'I wanna be the sashimi of gollira returns', and the video of Toshi (https://www.youtube.com/watch?v=1VSHOVmMJew) was published the same day as the normal version. However, the sequel does have better production value, so maybe it was made later on.
It is also peculiar how the title of the game is actually different for the sequel. For the sequel it does have an error and is 'I wanna be the sashimi of gollira returns', but the original game is, in fact, 'I wanna be the sashimi of gorilla'.
For long time people did, however, think that the original game also had an error, which was caused because of the Toshi's video containing error for long time (you can still see re-posts of the video having this error: https://x.com/y9kitami/status/1148501272380628993).
I thought that maybe NN named the sequel in such a way after Toshi's video, but the date's of the video suggests otherwise. So I am not sure if error was actually intentional or not.
However, the story does not end there. There are also 2 kind of remake games from 2019 made by Toshi called 'I wanna be the gorisashi' and 'I wanna be the gorisashi omake'. The first is based on the 'I wanna be the sashimi of gorilla' and the 2nd one on 'I wanna be the sashimi of gollira returns'. You can notice that the ideas are very similar, the design is the same, but you can also see that there are changes.
The original game has white background, classic platform design and no infinite jump. It also has fake blocks under the difficulty portal on loading screen for some reason.
Toshi has beaten this game 1st time in 05:01:12 and 3861 deaths. 2nd clear took less than 100 deaths and less than 10 minutes.
I have played 1st time this game in July of 2021, and this took me 1744 deaths and 02:20:47 time wise. 2nd clear took me around 260 deaths and 20 minutes.
Now, I am fairly certain I know what caused both of us playing this game for so long.
The game is not easy, and you do need to do quite a lot of good dodges, along with being lucky. But a lot of the attacks are quite straight-forward. The biggest issue is literally the last attack. The aiming is what took me the most.
Jumping in the way so that fruits do not kill you is surprisingly hard. You need to be quick, but not too quick. And also not too slow.
However, you also really need to hope that there won't be any fruits above you, otherwise you will get sniped by them.
On my 2nd playthrough (now in 2025) I had like 2 final deaths and I got lucky on my 3rd time. I really did not have anything nearby the wall so I could freely jump over all fruits and getting on top of the platform.
I am not even sure if there are better strats than that, honestly.
So, yeah, this little gorilla avoidance is sweet and silly, but the finale is quite annoying from what I remember.
I do not know how I would rate this thing nowadays, but I will stick to my original ratings, since I think it is the closest to the actual difficulty. There is a reason why both me and Toshi had trouble with this game.
The sequel is really much more easier than this one and better as well. This one is just meh. It is not the worst thing ever, it is a bit funny, and I might be a bit too generous with my rating, but even then it is not worth it.
Just skip this one even if you have it.
Would not recommend.
For: I wanna Happiness Rabbit
My biggest worry, when returning back to the this game was that this game would not feel as good as it was when I tried it back in 2021. To my big surprise, I think I did enjoy this experience more than in 2021.
If I had pinpoint when did ゆず湯 style of avoidances shifted towards concentration on visual design then I would probably say that it was 2021, and 'I wanna Upapa!' along with his area in 'Etude 02 - I wanna sound s e p.' has started this tendency. 'I wanna Happiness Rabbit' was next such attempt, but dedicated towards beginner / intermediate avoidance players.
You can see a lot of really cool visuals throughout the whole avoidances ; smooth transitions and really well-done camera work.
Gameplay is simple enough: you start with a lot of simple barrage ; then you have quite several patterns that are scary when you first look at, but which are not that bad. https://youtu.be/xkSGDJ0aIas?t=31 - this attack does require to spam the button a bit, but also you do not need to change the side afterwards like I did it in 2021, you can actually just repeat the pattern. I find this good on memorizing the pattern.
https://youtu.be/xkSGDJ0aIas?t=36 this aiming is a bit tricky, but I found it to be satisfying to perform and you can get quickly a grasp on what to do. And after that getting inside the ring is nice: you can wait for a bit or just rush into it, depending on how confident you are.
https://youtu.be/xkSGDJ0aIas?t=42 here time the fall along the music and rush to the right where you dodge easy pattern and easy enough RNG.
The change of the scene might seem a bit odd, but I found it charming and not that much distracting. The rings can give sometimes a bit harder RNG, but you can always find the way out.
The hardest part is probably this jump: https://youtu.be/xkSGDJ0aIas?t=66 , I do agree with Pluto, that it is a bit awkward. I recommend jumping a bit more than you would expect, and it should work out. After that I actually did manage to 1st try everything on my 2nd playthrough. The fall of fruits is a bit scary but I did not have that many issues. After that you need to be in the centre but you do have time to react to that.
And after that you do have a barrage finale, which is probably the hardest RNG attack in this avoidance. I never died on it though.
Now, let's get to the elephant in the room... optimization.
This game has 2 crucial issues:
a) Once you restart, this game does stutter for 1 second. If you die a lot, you will notice that. I believe it is because of the change of the room, since this is older game of this author, and it is not author's engine yet.
b) https://youtu.be/xkSGDJ0aIas?t=65 this moment is lagging. Especially if you are playing with video recording. Now, why does it happen? The answer is: the trails of 5 bigger fruits. The density of the trail is what causes the lag. If it was to be fixed, then the density needs to be lowered. Yeah, the optimization is actually pretty good when it comes to the surfaces. The problem is just that author did not account that there were too many fruits on the screen.
Now, does this all mean, that this is a bad avoidance?
No.
I do think that this avoidance is really fun to play and fun to learn. It is pretty intuitive to find the strats, and the only issue both gameplay and visual wise is the lagging part, because you cannot react to that pattern, and because it laggs.
Other than that I was glad to re-play this game. I did find it much easier than back in 2021, despite not remembering anything. I was thinking on giving this game 49, but now my rating is much lower. However, quality rating is a bit higher than what I would give back then.
You do need some good control of the kid for this infinite jump avoidance. I believe this was my main issue back then. So this might be a bit challenging if you a beginner.
But I would say that do not be afraid trying this game blind, because it is actually pretty reasonable to learn, especially for those who do have already some experience in avoidances.
I love this avoidance, despite few issues it has. It is one of the best avoidances in this range of difficulty, providing good amount of RNG and simple, but not generic patterns. And also visuals are really pretty.
I did notice that nowadays there are even more ground-breaking visuals in avoidances, and also I did find this attack being a bit slower than the music when I tried this game 2nd time: https://youtu.be/xkSGDJ0aIas?t=16. But I still think that this game holds up really well after the release.
If you do not mind learning a bit for 30-60 minutes, or if you are beginner wanting some challenge, then I think this is worth trying (if you can close your eyes to the flaws that I have mentioned earlier).
All in all - I would highly recommend this game!
For: Collections-(-1)
Unlike all other entries in the series, this game uses quite slow ballad, and the style of the game is adjusted to fit it, just like it was done with 'Collections-7'. The game is also more simplistic, but it has several moments where it shines.
The beginning is quite unusual, you hearing rain sounds and you dodging and easy RNG for 15 seconds, and then everything stops for 2 seconds and you have several anti-aiming rings, that are quite creative. Then you once again have 3 seconds of free time, but you need to get up on the platforms to not die. Yes, to get to an actual vocal part, you need to survive 25 seconds. We will get to this.
After that there are several reasonably easy RNG attacks, that starts as pure barrage, then trying to figure out where they go and then you have stars that will spawn random fruits, and you will need to find space to get to the central platform to the right or one above it.
I especially liked this attack: https://youtu.be/haWWVKEruvE?t=30, since you need to predict where fruits are gonna go, and the whole attack is timed not with the vocals but instead with the piano part. It is really cool. You can get weird situations, but I did not mind that.
The part where you need to go to the centre is also allowing for player to find their way, and I liked that. It did not feel unfair, but rather quite creative in its simplicity.
https://youtu.be/haWWVKEruvE?t=47 this is one of the coolest parts in this avoidance, since music does get a bit more intense, and also the gameplay is adjusted to that. While this part will instagib you several times during learning process, I still found it incredibly fun. It is not easy to find the correct path, and you can have questionable situations. But it is good-looking with the colour scheme (different shades of green and blue look really dope) and also gameplay wise, even if jump to the ground is quite scary and is not necessarily beginner friendly. In my video I dodged in the centre, but in my 2nd playthrough I tried the platform to the left, and I think it is actually easier to time it.
https://youtu.be/haWWVKEruvE?t=58 the vertical RNG here is probably the hardest part since you need to time your jumps while dealing with RNG of the blue attack. But also: https://youtu.be/haWWVKEruvE?t=64 - this moment is so cool. I love the reflection thing done here. It looks so appealing and is really creative.
This whole section does remind a lot of the style choices from 'Collections-7' even if designs are different. And that is amazing.
After that there is a slow section, which is actually really fun. You have fast action along with the slow music and it does fit quite well. You need to actively make choices and see what is happening with your movement to not get fruits spawn into you. It is not necessarily very hard, but it is not an easy task, because you also need to pay attention. Also slow pulsation of colourful stars is a nice little touch!
https://youtu.be/haWWVKEruvE?t=95 these few attacks are probably my least favourite in this avoidance. You can get so weird RNG here, and honestly having bunch of different strats for the long lines is really hard. I always did this strategy from the video, and sometimes I just could not get up on time, or I had to make risks to not get late. I think it is a bit counter-intuitive for an attack so late in this type of an avoidance.
https://youtu.be/haWWVKEruvE?t=106 this is also a scary attack, but I found to be really fun! I had once situation on my 2nd playthrough when I could not get through the gap though, that was the only thing I did not like. But luckily I never had such a situation again. Maybe you can also be a bit slower, but I did like to do the fast strategy, even if it is always scary to perform it. Also the attack right after looks scary but it is not that hard if you are in the centre of the platform.
https://youtu.be/haWWVKEruvE?t=117 now this is also one of my least favourite sections in this avoidance. Blue lines are kind of aiming attacks but it is more like around the area where is kid. And then it seems like gets on the whole board. Add all other attacks and the fact that you need to get up right after, and you can get really sketchy situations. Or you can just accidentally die because of bad read. It is quite hard, and doing blind it is especially bad, since you need to figure out where to even go. Oh, yeah, also: https://youtu.be/haWWVKEruvE?t=135 - this burst can give walls or just very unreasonable RNG. If you die on it, it is not gonna feel good.
Visual wise this moment is gorgeous: https://youtu.be/haWWVKEruvE?t=144 . The visual effect is done in such a clever way that it fits to the whole culmination of the music that changes its vibe on that moment (since you have additional support in the instrument part). All the mixes of the colours are really beautiful and I do not recall seeing such an effect in other avoidance, so it did surprise me when I saw it the first time.
The attacks are not necessarily hard, the hardest thing is the first pattern, which I was doing not in the most optimal way. https://youtu.be/haWWVKEruvE?t=144 for this moment I recommend dodging near the centre, unless the lines do actually require you to be near the ledge. Then just go down one platform and read until the end RNG and few aimings. It is scarier than it actually is. But it fits to the whole vibe.
And the way portal shows up is also fitting end to this whole song, and I guess to the Collections- series as a whole?
Avoidance is almost 3 minutes long, so while this game has so many cool ideas, it is hard to argue that a lot of things will make your experience longer than maybe you anticipated. It took me around 3 hours the first time and around 2 hours the second time. However, death wise I had less than 250 deaths the first time and less than 170 deaths the second time.
The intro is very long, and if you die the late game, then you will be replaying the more boring parts of the game. And it will happen, because the avoidance does get harder the further you go.
However, I will put the rating as I initially wanted to. This game is beautiful, and it is quite unfortunate to hear that author did not feel satisfied with their work. In my opinion, Collections- series was quite a crazy project for this author. They released 7 games in a such a short span of time. 'Collections-1' released on 22/06/2023. Literally, 78 days between the first and the last entry. 7 avoidances in less than 3 months. Crazy, right?
And, honestly, I do feel fascinated about the different aspects these series taken the number wise. You started with 'Collections-1' , then it was 'Collections-2', then there was a jump to 'Collections-5', another jump to 'Collections-7', then suddenly you have a decimal part of 'Collections-7.5', then seemingly the series ends with the completely extreme of 'Collections-1024', except it is not true. And in the very end you return back from the start and go one step behind and you have 'Collections-(-1)'.
Everything started uplifting and the ending is an actual ballad, the slower and more simple in its design, but still eye-pleasing and very emotional in the very end.
2023 was this author's most productive year, and I am glad that these games exist.
I do acknowledge the issues this avoidance has, but I really hope author will eventually release this game publicly. It is more calm avoidance (but not too easy if you are a complete beginner though), but it does not make it being bad with that. This avoidance does show that you can use slow songs but can manage to make good gameplay if you think out of the box. It will not appeal to everyone, but is that the objective though?
Would recommend if you have it.
P.S. Oh yeah, inter allia, the death sound in this avoidance is so funny to me, and I do not know why lol.
For: I Wanna Defeat The Karribus
The game is designed in a quite of a joke manner, and you can notice that from the title screen that suggests that you are playing 'The Legend Of Karribus', but it is just an image. Then you get to the boss room where the portal is a Karribus sprite. And then starts the fight itself with a Karribus sprite with a white background, non-typical lava blocks, while the song itself is literally BGM from 'RPG Maker VX Ace'.
The avoidance itself, similarly like other avoidances of this author, is designed in a very dense barrage way with a lot of smaller bullets. The attacks are unusual, and you do have a variety.
In the beginning you have quite straight-forward barrage, then you need to look on the green line above (https://youtu.be/_soC7fBrGzg?t=6), and to see where is the save-zone. However, you still need to dodge everything. Then Karribus goes down and you need to go to the left or right. You can choose whichever side you wanna, but from what I have noticed, the right side is a bit easier overall. Attacks do continue to be very claustrophobic, however, try to not overreact, since bullets will eventually go up and won't be in a range to kill you.
The you have some generic spiral, and you need to go to the centre where blocks spawn. Not very hard attack, but you need to read it correctly, and sometimes you need to risk to go to the blocks as soon as possible.
Then starts 2nd hardest attack in this avoidance: https://youtu.be/_soC7fBrGzg?t=24. It is probably my favourite attack in this avoidance as well. You cannot look on just one side of the screen, but instead look on all sides. My recommendation is to concentrate on gray bullets the most. The curving can be quite unexpected, so you need to be prepared to jump. It is not easy though, and you need good concentration and a bit of reacting.
While this attack is easy in concept https://youtu.be/_soC7fBrGzg?t=35, I actually found it to be the hardest. It is not necessary easy to figure out immediately how it works, but basically you need to look out for purple orbs that spawn gray rings. In concept it is easy, but when you actually play, you need to pay good attention and need to react on everything on time.
Then there is a finale, that is a reason why I am giving the tag 'Taisa'. You have a shooting phase, and bunch of platforms start to go up. And you need to dodge quite dense RNG, but which is quite straight forward. It is scary, but I actually never died on it on both of my playthroughs. It is still not an easy attack, but I am not sure if it is the hardest attack or not, since I have never died on it at all.
And then you have quite funny clear screen which fits to this whole theme of the game.
When you start playing this, it is a bit annoying to get used to the high density of attacks, but I did find this avoidance to be a bit fun the further you go.
It initially took me a bit less than 1.5 hours, and 30 minutes 2nd time. The ending is the hardest part, and you need to be prepared for it. The beginning is just hard to decide where to go and situations can be quite tight sometimes.
I will leave my initial ratings for this game, since I think it fits to this game.
If you have enough skill to beat 50-60 difficulty games, then I think you might enjoy this game, if you don't mind some barrage in your free time.
The game is quite simple in its core, but I do like the original things put in it, it is pretty cool and is a fun experience overall.
Would probably recommend if you have an access to this game.
For: I wanna achieve my dream
'I wanna achieve my dream' is Bric's attempt in making Adventure game with a lot of different gimmicks and features. The game is unfinished, although it has quite a lot of content, that is enough for 1-2 hour playthrough. There are 3 difficulties: 'Esay' ; 'Normal' ; 'difficult'. It seems like 'Esay' is the intended way to play, since 'Normal' adds additional Red spikes to make gameplay harder. So my rating is based on 'Esay'. I have originally played this game in 2023, and now I have re-played in 2025 to revise my memories on what was going on here.
Bric has a lot of different ideas, but he does not know what he exactly wants to achieve, and the game ends up being very incoherent.
There are so many different genres that you will notice here, and so many different gimmicks, bunch of which do not go longer for than 1 or 2 screens max. And the order on how they go do not make any sense at all.
Here is the structure just to picture everything (there is no indication where starts one stage or another, it is just relative groups that I have matched):
Needle screen ('Stage 1') -> Needle screen with killer blocks -> Transition screen -> Needle screen with green spikes and option to skip the screen through platforms ('Stage 2-1') -> Needle screen with snow gimmick ('Stage 2-2') -> Water needle screen ('Stage 2-3' ->) -> Upside down needle screen with 'Bad apple' song, even if it is not black & white design'('Stage 2-4') -> needle screen with conveyor belts ('Stage 2-5') -> Boss room that has snow design again -> Star Boss with different background image but with snow gimmick -> 2 Black screens that transitions to the next stage -> Medley stage ('Stage 3'), consisting of 8 different screens taken from other games -> Strange Star Avoidance -> 2 screens transitioning to the next stage -> Trap stage ('Stage 4-1'), consisting from 2 screens filled with traps -> Screen where you cannot move but need to use mouse to move the kid, while having snow aesthetics ('Stage 4-2') -> Return to the trap stage design, but this time just 1 screen ('Stage 4-1' / 'Stage 4-3') -> Screen transition to the next stage -> Small room with needle screen, reminding of 'I wanna Sunspike' ('Stage 5') -> Same aesthetics, but this time 3 screens with different gravity pools (low and high gravity) -> Same aesthetics, but 1 screen with mouse gimmick again -> Boss room -> Boss-Kid with vines -> Snow needle screen with 1 trigger, but this time with no snow gimmicks ('Stage 6-1'), so it is just needle -> Change of aesthetics, just a small room with needle ('Stage 6-2') -> Same aesthetics, but this time screen with different gravity pools -> Same aesthetics, but this time needle with weird water -> Boss room, where you have high gravity blocks to get to the portal -> Boss with 2 phases - Avoidance Phase 1 and Boss-Shooting Phase 2 -> Transition to the next stage -> x_Floor Stage ('Stage 7-1') Floor 1 with moving spikes -> Floor 2 with Double kid gimmick -> Floor 3 with moving spikes, button and platforms -> Transition screen where you need to find correct exit, while platform goes up to the spike -> Additional transition screen where you fall, then you change gravity, just to get normal gravity back -> Next transition screen where stage is in the red colour -> Screen with 1 platform and beginning of the stage where you see '? floor' instead of floor numbers ('Stage 8-1') -> 2nd screen which is just buffed previous screen with needle and water -> Different screen with platforms and button and a trap -> 2 Screens with align markers and jump refreshers (that go away when you use them) -> 'Floor 1' section with no red filter, but this is just a screen with jump refreshers and 1 fast platform ('Stage 8-2' I guess) -> Transition with rain background -> Long needle save ('Stage 9') -> Demo block
If this seems coherent to you, here are some additional details and observations of me, that will probably make you think otherwise:
1. This game has story, but it seems like Chinese characters are not even showing up in the text boxes. These text boxes are annoying, since you need to press Enter, but they trigger on specific Kid's positions. So if you cannot save outside of where they trigger you will have to press Enter every time you restart. In some cases it is extremely annoying like on the 1st mouse screen and the very first snow gimmick screen.
2. Why Stage 2 has so many different contrasting stages? And why the song choices make no sense? The green screen uses the same song as Stage 1. Then you have different song only on Snow stage and on Water stage. But then you have 'Bad apple' for both upside down stage and conveyor belts.
3. Why is snow stage having that one awkward jump ? It is one of the hardest jumps in the game and it is so annoying doing it with the snow gimmick.
4. Why is the block design the same for water stage and upside down water, with the only difference being re-coloured? Oh yeah, also why does 'Bad apple' stages have abundance of generic jumps, like gate jumps?
5. Why boss 1 has only 2 attacks and why do you return back to the snow stage?
6. You get transition to the Stage 3, and why does it have again the same song as Boss 1? And also why out of a sudden Medley stage? And why is Medley stage so much easier than everything else in this game? I am also not even talking about the fact how much game choice makes no sense visually and even theme wise since you have both Chinese exclusive releases and both Japanese games in the mix.
7. What the hell is going on with the avoidance?? You have way too many aimings. And then at one point avoidance makes all bullets go to the right that are at certain height. This makes you waiting and seeing how bullets aim towards you but go to the right eventually. But do not be too relaxed, since at the end this condition will be removed and all bullets will fall down, so do not be on the right side of the screen. Also why is avoidance song restarting and going all over again while avoidance not being even finished? What is the point? Where was the test-play? Also, this is theoretically the same star that you were fighting as the previous boss.
8. Why are there 2 black screens of transition? I guess it is a story thing, but huh?
9. This game had no Save blockers, but the first save of Stage 4 has save blocker. Why??? Was it intended then to not have save blockers in this game???
10. Stage 4 structure makes no sense. You have Trap stage that is interrupted by one screen of the mouse gimmick, that is not even designed in the same way. Why?
11. Mouse gimmick is annoying with the text box and with the fact that you cannot touch other blocks. It kind of reminds me of 'Bubble gimmick' from 'I wanna enjoy the Excursion', in the sense that you just need to take all of your time to go through the needle. Except you cannot touch the blocks as well. Cool.
12. Having abundance of fake Saves is weird.
13. Stage 5 has the most consistent aesthetics, and gravity pools at least had more than 1 screen. But why is here Mouse gimmick again??? At the very least you can touch some blocks, so I guess thanks for that.
14. Boss of Stage 5 makes no sense. Attacks are going towards the kid, not based on HP dealt, but the time spent... Why? You can just go up the vines and time the jumps. Also it will make your life scarier if you cleared boss quickly enough because attacks will all go towards you even after boss is dead, and if you had bunch of aimings instead of bursts, then go quickly in the portal. Oh, yeah, also why do you have phase with nothing going on, while still having long i-Frames? And why so many aimings??? And why do you fight against the Kid that is slightly bigger??
15. Why Stage 6 has 1 screen of Snow visual needle screen with a random hidden trigger... and no snow gimmicks??? Why such a change??
16. I can see why the rest of Stage 6 has same aesthetics and kind of same idea, but why is the water stage so weird?
17. Why boss room has gravity pools? Just because why not?
18. Why do you have weird effect around the kid on the Avoidance / Boss thing?
19. Why is there a shooting phase after this avoidance? The boss phase literally has nothing at the beginning and after that it literally adds nothing of value. Also, you literally shoot just a random orb...
20. I like the idea behind Stage 7, but it is so odd to see x_Floor genre out of nowhere.
21. Yeah, why is Floor 2 having Double kid gimmick, again? You see this gimmick only here...
22. Why do you have that weird set of many transitions after Floor 3? It is interesting, but it is so out of nowhere.
23. So what is the point of Stage 8, again? You have 2 same screens but with buffs and then 3 random ones.
24. Why are jump refreshers not refreshing back?
25. Why do you have 2nd Floor 1 at the end of the tower? That makes no sense. It is not even designed in a similar way. How does this whole Floor system even works here? I really do not get it.
26. What was the point of align markers? You do not do any auto jumps, you just get the best aligns, but not that these markers teach you some cool techniques.
27. Why do you have at the end a random Long needle screen with a rain design?
28. Demo moment makes this whole experience so abrupt...
29. Why is this game used 'Kamilia 3' death effect? The music does not restart so the death effect goes over the music, and you do notice at some stages this, especially in the very first stage. It is very odd.
This game has some cool moments and cool details, like the fact that in the upside down world you have death screen being upside down as well ; such as several gimmick saves that were executed in a fun way (I kind of liked gravity pool saves, especially near the end) ; the tower thing in itself is a cool idea, and maybe even mouse gimmick would make sense on its own.
But the problem is that this is way too random for an adventure game. Author had so many ideas, but he had no specific goal. He could not elaborate one stage in a more coherent way. Stage 5 is probably the closest one to that.
The game is not like very difficult (lack of save blockers help a lot), although some saves might be a bit harder than the rest. Notably the snow gimmick screen, gravity pool with ledge jumps on Stage 5 and the gravity pool screen on Stage 6.
I am gonna leave my original rating, since I feel like nothing has changed in how I look on this game. However, I would change the difficulty a bit (my original rating was 44) nowadays. But still some jumps are annoying, so if you are completely inexperienced with needle, then some saves might a bit tough.
If you are really curious on what this game looks like, you can just watch my clear video: https://www.youtube.com/watch?v=dzaAZU-DOpk
But I really do not think that this game is worth playing. It is unfinished, so it also kind of leaves sour taste in my mouth.
This game had a potential, it really just needed a bit better organization in the structure and less amount of ideas. But as it stands, it is just a mess with a lot of generic stuff.
You won't miss much if you skip this one.
Would not recommend.
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537 Cleared Games
Delicious Fruit