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 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.
For: I wanna be the TARO Trap easy mode
This game's structure is the same, and I would assume author did want to make game more accessible, maybe due to critics or something else. It is interesting to note that this game had different test players as well in comparison with the original game.
I have beaten this game back in April of 2024, and now I have re-beaten. I actually have forgotten that this easy version is not much better than the original.
The main changes are in the fact that leeks do not change direction ; dark blue attack does not exist ; Locus / LoveTrap attack is nerfed ; final attack is nerfed and maybe the attack after Locus attack is nerfed? Not sure about the last one.
However, everything else is pretty much what it was in the original. And while you will get until Locus attack much faster, you will also notice more issues as well. Bouncing attack is actually annoying, and I noticed it very well now. In the original game I was more annoyed from the changing direction of fruits and dark blue, so that bouncing attack's issue was not the primary issue.
Locus is easier but also it is not obvious when big fruit is gonna out now, so you need get used to that. All instagibs are there, but at least final attack is not as awkward as it was.
You could say that if 'you're a beginner and have played all the good beginner avoidances' then you could play this game, but like, let's be honest, there are better avoidances out there in 2025 for beginners.
This game's RNG balance is better than it was, but the core issues are still there.
It is certainly better to play this game than the original one. But it is even better idea to not play either at all.
Would not recommend.
For: I wanna be the TARO Trap
As you can tell from the title screen that says 'I wanna be the TAROCHI Trap' and is in the design of 'I wanna be the LoveTrap' - this is a game that was heavily inspired of it.
As author says in the readme, they were influenced a lot of different authors, and they mention these creators from 2010-2011: ねころん (author of LoveTrap) ;、ていく (author of 'I wanna be the Device') ; 、オーオオ (author of 'I wanna WI' and 'I wanna be the Miku Trap') ;、poroniumu (author of bunch of stuff)、; ゆううつ (author of Yuuutu engine). And you can see these influences here.
The game itself starts just as if you were in 'I wanna be the LoveTrap' and you go into BossRush portal, but you get only Leek so you need to be Miku avoidance (does remind of 'I wanna be the Miku Trap' design). Your sprite has 2 fruits near the head as an ornament (pink and orange), and if you die, you see custom death effect of fruits instead. Pretty cool stuff.
What is less cool is the gameplay itself. You just see your typical LoveTrap-inspired Miku avoidance from 2010 and early 2011 era. Bad RNG balance that can give you walls (in this case the very first attack) ; bouncing that can throw into your face (and goes back the same way while you are dodging other stuff) ; stuff like aiming attacks, or horizontal / vertical leeks ; extremely nerfed LoveTrap / Locus attack ; several instagibs (especially in the very end).
I kind of liked the aiming attack and a bit Locus and what comes after it, but I would not call it as a masterpiece.
The beginning until you get to to the Locus / LoveTrap attack is what takes a lot of time. You will need to get lucky or read some questionable things.
Also while Locus stuff is not hard here, you still need to develop strategy, and right after getting to the centre to dodge RNG and not to die on all the instagibs. Final few bursts are not necessary easy as well.
I am not sure what to add more. I have cleared this game back in April of 2024, and right now after my second clear I think I liked a little bit more. But I will put the rating that I wanted to give originally. After all I did remember several things about this game now and it went easier. But it is just your average thing from 2011. It is typical for its time and it does not hold up very well nowadays.
My mood fluctuated for it to give rating from 4.2 to like 4.9, but I will stick to my original feelings. I did not hate it as much now, but it is still not a good game in itself. Like it is bearable, and not necessarily very annoying (besides when RNG gives you bad situations), but there is very little that this game can offer you.
Would not recommend.
For: I Wanna Ascend The Christmas Tree
The game consists from 13 gimmick needle saves and an avoidance in the very end. The main theme is to use 'Z' key for grappling candies and 'X' for dash.
And while the first 6 saves are quite easy, considering it feels like a tutorial stage, the more you go on, the more complicated it is gonna get. And, honestly, it gets also vary counter-intuitive, at least for me. Especially last few saves, I started to even write on what key presses I should do. There is so much action, that I just could not react what I should do, it really felt over-stimulating.
From what I remember Save 11 and Save 13 in particular felt extremely unfun to do. There is also 1 trap on Save 13, that is cute, but ultimately does result gameplay getting more complicated.
If you get stuck, then grinding this game out is just so painful.
And you will get stuck, because the game will not give any breathe at all. You just have those long saves with millions of inputs with no room for error. It just gets tedious and at some point my brain just could not process what was I even doing at that point.
When I got until avoidance, I was already planning to give this game difficulty rating around 55-60, and pretty low general rating. But it was at least bearable enough. The avoidance is what made this experience from unpleasant to straight hell for me.
Avoidance has funny cutscene that you can skip and cool concept of it in general, but, oh boy, is the gameplay not intuitive at all. This is how I would describe this avoidance: 3 second intro of climbing up followed by 1st sequence of 'rhythm button pressing' ; 10 seconds of filler RNG attacks that are not very hard ; 2nd rhythm section ; 10 seconds of other filler RNG attacks ; 3rd rhythm section ; finale.
The avoidance itself is less than a minute long, but it is so painful to learn. The rhythm sections felt like I was once again learning which buttons to press with some weird rhythm rather than me logically pressing right along. And the reason is because you just do not have time to process what to do, just like in the platforming, but now you need to do some weirdly timed music.
The filler is kind of fun, but when you do it for so long, you just wish to get until rhythm section, because if you are not very good at gimmicks, then you will get stuck while learning what to do.
On top of that, while I do love the sudden ending, here is a funny thing that can happen that will 100% ruin your day: https://youtu.be/2DHymAb_E3w?t=137
I am fairly certain that the game does not want you to use dash jump when you are up there. And I really did not want to rely just on candies, because it is really scary and makes it feel very claustrophobic. The design of the final in itself is bad, and this bug just made me completely rage quit. -0.1 for the final rating.
While playing this, I really had a feeling that this was made by someone who is into needle games, and thought that you could put the same concept in an avoidance. And it just does not work, in my opinion.
Maybe, if you are really good at getting into unusual combo of gimmicks, then it will be fun for you. But for me it was just too much, and it did not feel fun. I just wanted some space to breathe, and this constant contrast between hard and easy stuff in an avoidance was just too much. I felt like it was not balanced well enough between attacks - rhythm parts are way harder than the rest for no reason. And I am not even talking about how painful it is to learn all inputs for the last section, because every section is unique, and you really have little space to make an error.
The needle at the very least was short, but even there it was definitely not for my taste.
The rating I am giving is specifically for the avoidance, which is the worst and the hardest part of the game.
Again, I do understand that this game was made in a short amount of time, just as a small present. But I am honestly disappointed from this experience, I really hoped to have better time with this, since this seemed fun from videos. And also, the bug in avoidance definitely left me very frustrated.
Don't underestimate this game. Play it only if you are really confident in your gimmick skills to not get frustrated.
Highly would not recommend otherwise.
61 Favorite Games
544 Cleared Games
Delicious Fruit