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 Little Cry
This was one of the games that I really did not want to re-play again. You know that it is not necessarily that hard, but, oh boy, it is an awkward avoidance.
My rating is much lower than all others, and while I originally thought of giving 6.4, my rating has significantly decreased.
On the one hand, you have unusual Sugar's avoidance made on Sephie's engine, featuring a lot of unusual attack designs and simple but effective visuals (Miku sprite and her changes are really cool here). However, on the other hand you have questionable RNG balance, very awkward final few patterns (that are followed by awkward RNG attack), and it all abruptly finishes, or rather, music continues playing but you can go into the portal to the clear screen.
These are few attacks that sometimes can give weird RNG (at least it seemed like that):
https://youtu.be/M2-G_TiVDxA?t=40
https://youtu.be/M2-G_TiVDxA?t=48
https://youtu.be/M2-G_TiVDxA?t=64 (might be still fair, but with the screen getting black it surely gets awkward sometimes)
https://youtu.be/M2-G_TiVDxA?t=96
The final pattern section is just unpleasant, and does require really good control of the kid. And the final RNG requires some good dodges. I would say that the ending section has the hardest pack of attacks in this avoidance.
Everything else is not very hard - patterns are fine and other RNG attacks are readable enough.
But just doing that weird infinity jump section and RNG in the end is just not fun. You get there and just hope to not die, otherwise you will have to replay everything all over again. And I will say that the beginning section of patterns are not necessarily interesting to re-play millions of times.
I have cleared this game in 20 minutes both times. And I will say that it is not a chill avoidance to play in your free time. If you are beginner you are just gonna hate the final section, and it is probably gonna take a really long time to adjust, since some of the jumps required to do are quite precise and quite small. If you are better at avoidances, then you might hate it less. But it does not change the fact that the design is just not there.
And also why is there such a weird abrupt ending? You could not make a fade-out? It just seems unfinished in this case. It is not a particularly satisfying ending to the avoidance, in my opinion.
I see potentially amazing beginner avoidance here, but as of now this ends up in its own potential. It is really not clear for whom was this game made. You cannot just make sudden difficulty spike in the end, and hope that beginners are gonna be fine with that.
There are better balanced beginner avoidaces out there. So skip this one. It does not offer as much to cover up its downside.
Would not recommend.
P.S. The readme tells that this game was supposed to be in some collab or something, but due to release date issues, this was released as its own thing with the permission. And its also mentioned that author planned to release in the collab the remake of this avoidance. I have no clues what are they talking about, so I would assume that whatever it was meant for, did not get a proper release. I guess?
For: I wanna be the fire
This what we know about these 3 games:
a) 'i wanna be the kanntann.exe' - .exe date is 12/June/2011 06:15
b) 'i wanna be the fire.exe' - .exe date is 12/June/2011 07:12
c) 'i wanna be the 弾幕やべえwww' - .exe date is 12/June/2011 08:38
The only information that there is available about these series is literally one Niconico live stream for the first game (and it was literally on 12/06/2011): https://live.nicovideo.jp/watch/lv53096456
While we do not know who made these as of now (since none of these were published on wiki), I am pretty sure that all 3 are made by the same person (and maybe even by the person who made 'I wanna be the easy 耐久'.
But anyway, these games do feel like testing games, rather than fully fledged games. 'I wanna be the fire' is the easiest of them all, 'i wanna be the kanntann' is like a hard version, and 'i wanna be the 弾幕やべえwww' is the most unique one, but also the hardest one if I recall correctly.
This game has very simple avoidance (that seems like all pattern maybe?). You can choose where you want to dodge, but it seems like nearby the left wall is the easiest place to survive.
You can immediately see the portal but the passage is blocked by the blocks, so you need to survive. It is not very hard, even if you need to concentrate just a bit.
After you beat the avoidance you get back to the portal room.
This game literally has the title screen as in 'I wanna make the Barrage', so yeah.
Do not expect too much here. You can easily see that the game was meant just as a testing of the tool.
Would not recommend.
For: I wanna R
While it originally is his 21st work, and also the commemorative game dedicated to らき, for being 1 year in community back in the days (if I understood correctly the premise), it was never released publicly, and was kept as private game for a very long time, with very limited showcase of the footage.
The game was made in early 2013. According to 'readme' it was on 20th February of 2013, although the version of the game I received has different information regarding files included in the .zip file. Exe of the game and one of the text documents are from 12/03/2013, but other 'readme' with general information about the game from April 7th, 2013.
I doubt game got much updated, but who knows at this point.
As far as I can guess, らき had live-stream of the game, as well as しろさくらんぼ, who also posted highlight of the avoidance from the stream on 2013/05/24. Video was available for several years, and then got deleted, getting back in obscurity.
In mid-2020 there was once again available footage of the final boss on zero's channel, but since as of August, 2023 all of his videos are private, it is unwatchable there.
However, after such a long time, I did also play this game on live stream in early 2022, to see what this game was all about. And I have to say that I did expect something different.
Video of full playthrough is available here: https://www.youtube.com/watch?v=8cCA7C5goGI
This game is very short experience for around 30 minute playthrough, consisting from 3 differently designed short stages and final avoidance. My review is based on 2 playthroughs of the game, and my experience from both of them.
The game starts with title-screen, which was known for a very long time, but which did confuse me a lot, back in the days. It looks very fancy, but you cannot be sure what to expect from the game, with such title screen.
First stage consists from 1 screen of pure needle. You will notice that visually it reminds a little bit of dagger's other works. It reminded me of 'I wanna be the Prism', although the way you save only by pressing 'S', and the fact it is pure needle, does give feeling of other dagger's needle games.
Needle is pretty OK. Nothing special, really. Some jumps feel a bit awkward, especially 2 consecutive F jumps, but it is not anything that bad, if you know how to do basic needle. Music is pretty whimsical and does not restart, which is pretty cool, must say. Also, for some reason this stage is called 'Fake'. I guess, it is connected to the idea that 2nd stage is the main stage. Yeah about that!
When you arrive until the end, you will notice how suddenly the whole scene changes to horror theme with no preparation at all. It was quite effective, must say.
And this stage is a bit longer. Its main premise is trap theme with horror music and horror visuals, like light jumpscares, 'creepy' sprites and etc. Also since it is trap stage, you will notice how music restarts. This is just dagger's point of view on trap genre. Not that I agree about it, but whatever.
It has few weird jumps, but nothing that hard. I liked some traps, which also did not kill the player, and overall it was very curious experience.
The transition to the next stage is weird though. It has 2 very random jumpscares, which feel more funny than scary, but they do exist. And then kid falls down to the final stage, which in credits is called 'Calc.', although it refers specifically to the song used in avoidance. But OK.
3rd stage was personally my least favorite. It is again needle stage, but is a bit longer and you need to think where to exactly go. It has some very weird transitions, like F jump going on to next screen, as well as few a bit precise jumps. Some jumps I personally found tedious like jumping in corner in one of the last saves, and I especially disliked the very last save, which has very awkward jump with a vine on to which it is a bit hard to get on.
It is manageable, but it brings the fun value down, for sure.
And then you have avoidance, which, as someone on my comment section said, feels like remake of 'I wanna be the Ultramarine'. And you know what? I totally agree! I have not played but from what I have seen, it does feel like enhanced version of the game, but with different theme and songs.
Avoidance itself is not very hard, in fact, I 2nd tried it on my 1st playthrough. The only harder part is regarding leeks and bouncing, but most of other attacks are patterns, which can be read blindly with no issues at all. Minimalistic visuals and overall OK experience. It was not unfun, and was not like VERY fun. It was just OK.
And then you have credits and that is it. GG – you have beaten the game.
For a private game, and the game which was dagger's last game to be shown fully to the public after so many years, I think it was fine. It lacks its own originality, but it did surprise me when I tried it. It won't do a harm for you, but some needle saves might be annoying if you are not particularly well accustomed to needle physics. But other than that, I had fine time playing it first time and second time.
Not sure why dagger kept this game in secrecy, since I think there were worse games by him out there.
Getting your hands on dagger's possessions is really hard, but if you do have this game, and if you have nothing to do for 30 minutes, then you can try it out. It is not outstanding quality product, but for a commemorative game made more than 10 years ago... it has some content which might be interesting to try out.
I do not know if I would or would not recommend this. Really, decide yourself.
P.S. As of 2025, there is another clear video of an avoidance, that is available on IanBoy's YouTube channel.
For: I wanna 수능
As for game's description refer to NightShark's review. The only thing I can add is that this game is an example of technically 1 difficulty game. You can literally stay and not do anything for 3/4 stages. The only one where you actually need to move is the green stage. And if you die there, then you need to shoot 50 times.
The whole point is about the high scores. And I would say that the game has aspects to be fun to re-play. It does not necessarily provide anything out of ordinary though.
If you want to mess up without any self-imposed challenges, it is pretty fun. The game is oriented to Korean-speaking people, which can be easily see in the Quiz Stage (even if it is still based on Math).
Fail sounds are kind of funny, and avoidance gives interesting challenges. Needle is your standard generic needle from 2013.
I wonder how hard would be to get the highest score possible here though.
Anyway would recommend maybe?
For: I Wanna Be The Double Diamond Jump
You have your common traits from these games - engine, readme, visuals, final screen (this time nothing is crossed out, but instead just written 'double diamond' as if it was like that all along). However, here are some curious stats:
I wanna be the Gate jump - 0 deaths ; 5 second playthrough
I wanna be the Diamond Jump - 5 deaths ; 28 second playthrough
I Wanna Be The Double Diamond Jump - 8 deaths ; 13 second playthrough
Now you might be wondering, how it is possible that I had the most deaths here, but the playthrough still took less than doing Diamond jump.
And the reason is that author actually gives starting position of the kid literally nearby the double diamond. You already have a good align for what it seems, so you just need to perform this jump.
Don't get me wrong, this game is still the hardest one, due to the very nature of double diamond itself. However, this small change made the gameplay much more enjoyable in comparison with other games. You can fail but you can just restart and immediately try again without wasting time to cross over the whole room. I was anticipating to have a bad align as well.
I have no clues how to rate this difficulty wise, so I am giving approximately what other users have rated. Rating wise the starting position changed everything. Yes, the game is still not worth your time in itself. But at the very least this game did not make you waste your time as much as I have anticipated.
Small things do make a difference indeed.
Anyway, if you want to get better with this jump, it is probably better to use 'Jtool'.
Would not recommend.
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