Fruitless's Profile
Send a PMJoined on: Mar 16, 2020
Bio:
Hi everyone, I'm Fruitless, that guy you're probably familiar with by now for some reason or another. I'm just here trying to have some fun and hopefully not cause any problems.
My rating scale works in intervals of 2 points, and my difficulty scale works in intervals of 5.
-10/10: absolute must play, reserved for only the highest quality fangames out there
-8/10: high recommendation, but not quite among the best of the best
-6/10: a perfectly fine and well-made game, but with some flaws holding it back
-4/10: an ok game, but I can't guarantee you'll enjoy it
-2/10: outright bad and unfun, and an experience that I just can't recommend to most people
-0/10: absolute garbage, reserved for only the lowest quality fangames out there
Additionally, my favorites list is reserved for games I felt were an 8/10 or higher.
I try not to be too harsh of a critic, although I do tend to internalize a game's flaws more than its strengths, especially with higher difficulty fangames, so that likely affects my reviews. I've tried to adjust my ratings to get around this problem, but keep in mind that this is a thing that does happen.
I'm also not good with words in general, so if there is something I liked or didn't like about a game, I might not be able to explain it well or why I felt the way I did. I still try to explain if you would like the game or not, but it's still something I struggle to get across, so keep that in mind too.
One of my goals as a reviewer is to be consistent in what I find fun between games, although other factors or biases may creep in sometimes. I try to avoid that happening, but just keep in mind that it is a thing that happens sometimes.
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814 Ratings!
233 Reviews!
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814 Games
233 Reviews
For: I wanna Diminish the Colors
Thenader2 has become famous over the years for the games he's made, but not all of them are of that high quality when looked at today, including this one. Only recommended if the difficulty balance doesn't bother you, or if you're going through all of Nader's needle games.
For: I Wanna Celebrate Monad's Birthday
Inmu memes aside, the game is 7 screens of ok needle with wildly inconsistent balancing. It starts out easy, but by the time you reach screen 3, the difficulty ramps up a lot, especially the fifth save of that screen. Luckily, every save past that point has no saveblockers for some unfathomable reason (it's only a surprise because of the sudden lack of them compared to before), but I'm not complaining, it makes the game much easier. What I am complaining about, however, is the amount of corner jumps everywhere, as the game likes to use these a lot. The visuals are also not great, as stage 1's grid-like sprites are hard to see against the background, and stage 2's background is also way too dark to see the spikes. Oh yeah, they also reference the GB screen at the end, that's something.
So yeah, not the best birthday present in the world, and not really a game I would recommend unless you're curious.
For: WannaFest 22
WannaFest 22 is currently the latest game in the Marathon series, brought to you by the Cherry Treehouse team who previously brought us I Wanna Be The Guy Remastered. However, in terms of original games of this scale, they're no slouch either, and looking at all the effort put into every detail of this game, you can absolutely see that.
The game comes with a bit of a story: the Kid hears of the eponymous game show, WannaFest 22, which actually has a poster for it located in the game folder. Hosted by the Man, who is definitely not the Father in a disguise, the event offers a free car as a reward for getting a high score in a specific set of games, a challenge the Kid gladly accepts. The way the game works is very similar to the original PowerFest 94 that this game was based on: you go through stages based on existing games, aiming to beat the stage as quickly as possible while collecting score in the process. Your score is counted up at the end of the game and used to determine what car you win in the end. This is already a huge plus for me, as anyone that knows my opinion on I Wanna Be The Concept will already know I love a game with replay value. What I don't like so much, however, is if the game gets lazy with how little it differs from the source material. Yeah, you probably saw a couple people complain about this game for being too close to the original games, a complaint I can honestly agree with if the game is like that. But then again, it's still possible to follow the design of something closely while still making it your own thing, and even if it is very close, I'm still willing to look past it to some degree if the thing in question is difficult to recreate, which it definitely was in this game's case. Not to say I can completely excuse it in that case, but I'll still give credit where it's due.
Of course, all that is only talking about hypotheticals. Let's look at how the actual game is and then judge it based on that:
-After an intro cutscene which sets the bar very high for the game already, we get a stage based on Ganbare! Goemon 2. This is one of the more vanilla stages in the game in terms of physics alterations, but there's still a lot to take in. The way you get score from this stage is by collecting coins which are either just lying around the stage or dropped by enemies. The enemies themselves are unique and fun to fight, except for the annoying fish that come out of nowhere. However, they randomly drop a lucky neko upon dying, which kills you when you touch it. I see really no reason to do this other than to be funny, but it loses the humor really quickly, just becoming very annoying. Aside from that, there are a lot of gimmicks to this stage, like moving platforms, mouse karts you're able to ride like Yoshi, even a big water dragon you ride on top of as the screen scrolls forward. These gimmicks are all used really well, especially in combination with the enemies which add to the stage a lot. At the end of the stage is a boss fight against Marble Red, who uses a sumo mech and who you're expected to fight likewise, but it's much easier if you don't do that and just spam the gun instead. That's not even close to all though, since the real fight is against Senshuraku, the Yokozuna, in which you also get your own armor, Guy Impact. This is unfortunately the first moment that is basically just the original game with no differences, but it's still cool enough to be deserving of a spot here. Here, you aim a cursor at the boss and either press shoot to heavy punch or jump to light punch, or you can press both to block. It sounds moderately difficult to learn, but the tutorial given by Miku should make it more clear if you're confused. The fight is mostly a reaction time test as you need to punch Senshuraku at the right time, but some attacks require you to aim the cursor to parry the cherries being shot at you, or just block them. You're still encouraged to parry them, though, since they give you coins when you do that, giving you a choice of whether you want to be more greedy or play it safe. I like that they incorporated the score system into the boss fight too, since it gives you more to do than just beat the boss normally.
-Speaking of greed, the next stage is based on Wario Land 4, which obviously means your goal here is to collect as many goodies as possible, just like in the last stage. In terms of similarity to the original game, basically the only issue is some of the outside areas being too similar, although there are some things added to make it more distinct. Just like in that game, you get a lot of movement options to move around and fight enemies with, and they are a lot of fun to play around with. The enemies themselves don't just stand around waiting for you to attack them, though, as some of them also give you status effects which you can use to access new areas. This stage doesn't encourage exploration quite as thoroughly as the original game, as most collectibles are just out in the open for you to find, but secrets do still exist. After that, you get a boss fight with Catbat, which you have to beat under a time limit, like in the original. Its pattern is basically the same as the original, you wait for it to spawn a wave, and use that to get up to either dash into it or ground pound onto it later, and avoid the enemies the boss breathes at you on the way down. The difference is that the arena is much bigger, but spikes are on the ceiling to compensate, so if you do get inflated by the enemies, you have to dodge those. As for the fight itself, the time limit is really generous, unless you want to beat it fast enough to get all 3 chests, in which case you have to rely a bit on luck to get the enemy spawns you want. After that, you know what time it is: IT'S PIZZA TIME! Now you have to escape from the stage you just beat before time runs out, and while the time limit was really generous, it still felt very hectic, especially with the new collectibles on the way back you have to watch out for.
-And now for Klonoa: Door to Phantomile, a stage I'm very conflicted on. On one hand, this stage has some of the best visuals in the game, even displaying 3D graphics. However, as for the actual stage, it's more of a disappointment, as a lot of the rooms are just taken directly from the original game, probably even more of them that I failed to find. Whatever, let's actually talk about how the stage plays. Again, you get score from collecting stuff in the stage, most just being on the main path, but some of them are hidden or require some extra effort. The main gimmick is that you can pick up enemies and throw them in another direction, whether to attack other enemies or to gain a vertical boost. It's not just in 2 dimensions either, as like I said earlier, you can also grab and throw enemies into the foreground and background too. It starts out pretty basic, but by the end, the stage leans much farther into the platforming aspect of the mechanic. I really like the way this gimmick is used, as the movements you're intended to pull off here feel really smooth, especially with the Tetons that make you fly upwards when you grab them. However, then we get the boss fight against Gelg Bolm, which also uses this gimmick. It walks around the screen and forces you to jump over it, throwing an enemy into its mouth in the process. The problem is that the window to do this is so small that you often just miss your target entirely and just hit its lips instead. This can cause the fight to go on for a while, but with some practice, it is possible to end the fight quickly and not have that happen.
-Now for That One Stage™ yet again, this time being Parappa the Rapper. This one is kind of hard to make distinct from its original game, due to being a completely different genre than I Wanna Be The Guy, but at least the inputs are unique here. It also uses the song "Kick! Punch!" from that game, but the lyrics are changed to be more fangame-themed, reflected in the new inputs and the voice lines too. Oh yeah, I forgot to mention, this game has voice acting, and not just any voice acting, but the original voice actors from IWBTG, which is just incredible. As for how the stage plays, it's a rhythm game, so just hit the buttons as they come on screen to win. The more accurate you are, the more score you earn. It's an easy stage, again due to being a completely different genre, and the actual buttons you're supposed to press are well-charted, with basically none of it being weird to input. If I had one thing to complain about, though, it would be that knowing when the lines start is a problem at first, since they just catch you off-guard. I would suggest to have something like the second Parappa game where you see your icon running on your track before your notes actually start, so you can more easily recognize when you're supposed to start pressing buttons. The input delay was also kind of long for me, but maybe that's just my keyboard, and it's easy to adjust to anyway. Aside from that, another well-made stage with great visuals (in 3D again) and great references.
-After a short interlude with the host of the competition completely failing to keep up that disguise that he definitely isn't wearing, we get the next stage, based on Sonic CD. And don't worry, they actually take the Japanese soundtrack from that game. Anyway, the stage itself is surprisingly less focused on speed than you would expect from Sonic the Hedgehog, instead focusing on gimmicky platforming and collecting rings to gain score. Some of these are hidden in walls, meaning you'll need to watch out for secrets in order to collect them. As for the gimmicks in this stage, there's a lot again. Moving sawblades, springs that bounce you up, walking platforms, even DotKid gets brought in near the end of the first act, and even more. I like the way all these gimmicks are used, except for maybe the springs, with them bouncing you way too high so that you can't see what's coming, not to mention taking way too much control away from you. This stage also has a couple traps, which this game has surprisingly few of, and the ones it does have work very well. Now, if you were disappointed by the lack of speed in this stage, don't worry, because the boss fight against Metal Sonic has got you covered. Unfortunately, this is another direct rip from the original game, with a layout taken directly from Stardust Speedway in that game, but at least that was a fun stage to take. The boost pads mean you go really fast here, but the camera is set up in a way that you can see everything coming, so it's not too fast. Metal Sonic himself sometimes charges at you or forms an electric shield, but he gives a tell before doing so, so it's not a cheap shot either. Plus, this race has some secrets in it too, as jumping while speeding on a ramp gives you a bunch of height, which can be used to find these secrets.
-And suddenly Super Monkey Ball. This stage only runs in 2 dimensions as opposed to 3, despite more 3D graphics, so that already means it's gonna be different from the original by default. Anyway, this is probably the most non-standard physics seen in the game (excluding Parappa for obvious reasons), as you roll around in a ball with physics that knock you all over the place when you hit something. You're under a time limit, so the objective is to reach the stage goal before that time runs out, while collecting as many bananas as you can in the process. Some of these bananas are super hard to collect, as you risk falling off of the edge and having to retry the whole level. If you're just going for any%, though, a lot of the levels may seem daunting at first, but there are usually tricks to make them easier. That's not to say they're free though, levels like Corkscrew absolutely require some execution on your part, but it definitely becomes simpler with these strats. Some rooms even let you hold right the entire way forward to just win, that's how much they help. Of course, the real challenge (and fun) is in collecting all the bananas, so if you want a high score, the game still incentivizes you to play well. There's also bonus stages which lean even further into this aspect, being full of bananas which are even harder to collect, giving you only a single chance to collect all of them. One of these even references the room from I Wanna Be The GB, which I thought was really funny. It does go on for a little while, but there's still no shortage of creative ideas in that time.
-The next stage is based on Gunstar Heroes, and unfortunately yet another one where more layouts are just directly taken. As for what it took, though, you get more weapons here, and the ability to shoot in 8 directions again, I just love it when fangames let you do this. You need these weapons to earn points by plowing through a horde of enemies coming your way, as there are a fuck ton of them you need to kill, and they also throw bombs that can kill you if you're too in their face. This is especially hard for me, since the weapon I like using the most is the flamethrower, which has the shortest range. However, the game does just give you certain weapons, in which case I just took what it gave me. Once you learn the right distance to keep from the enemies, and also the blind spot behind the miniboss, it's not that bad. That's not all, though, since there's also a board game section! You shoot a die to see how many spaces you move, and whatever space you land on, you get one chance to play what that space says before rolling again. Sometimes you can get lucky and roll a space to get some free score and a free weapon, other times you have to play some platforming or a boss. Some of these are references to other fangames, but most of them are just taken from Gunstar Heroes. There are a lot of these you can get, and they're mostly balanced, except for some spaces like Timeron which are much harder than the others. However, the fact that it is so random is already an issue, since the aim of this game is to get a faster time and a higher score, so having that just be up to luck, in a stage so close to the end of the game, is such a backwards decision. On that note, whatever you do, DO NOT LAND ON THE WAY BACK SPACE, unless you want to deal with even more gambling. Following that, and some more enemies, we get the boss fight against Smash Daisaku, easily the boss I struggled with the most. You get your choice of weapon here, and at least if you choose the flamethrower like me, he has the same issue as the regular enemies where he has attacks that can just kill you at close range, including one where he just chucks you into the sky. There are some things you can do to read what attacks he does, but the reaction time required is still really short. He also spawns a couple of enemies to shoot bullets at you, giving you even more of a headache to deal with. I guess you could just pick a different weapon like the aimed green arrows, but I'm impatient and want to end the fight faster. This is a fight with a lot of unfair moments, but it's the kind of unfair I can enjoy, at least. Oh yeah, there's also a second phase where Smash flies around the room dropping bombs everywhere, it's thankfully much easier than the first one.
-Now all the main games are finished, and the Man finally announces we won the car, time to go backstage to collect it. This stage is based on the Hall of Former The Guys, with a bunch of mini-sections referencing other games. This stage has the most variety out of all of them, with each room having its own gimmick. Some of these are even references back to the original stage, for example Opa-Opa from Fantasy Zone taking the place of Gradius, or the error message being represented by Bubsy 3D. The screens themselves are also really fun, either taking what made the original games so fun or putting their own spin on it entirely. Oh, there's a couple more traps thrown in here too, one of them is pretty cool, the other is kinda eh. After that, and a suspiciously familiar elevator segment, there's one more boss fight against the Man, who it turns out was actually the Father this whole time! Who could have ever seen such an unpredictable series of events coming—aaaaaaand the wine glass trap comes back, this time as a microphone. Whatever, in the actual fight, you get the big gun again, to shoot the Father in the background as he spins a wheel to determine what attack you get. Going through all the attacks quickly: the laser attack is easy to dodge if you don't miss the indicator at first; the punching gloves are unpredictable at first but easy to memorize; the spike walls are kind of random but still fair; the Dumb Bugz can be really annoying depending on how they decide to move, especially since you can only shoot up; Break The Targets can also take forever depending on their movement; Crimson works basically like the original boss but much shorter, making it fun to breeze through quickly; the cash blaster is much harder if you don't jump ahead of time, but the attack in case of failure is dodgeable anyway; the quiz is easy if you've been paying attention to the rest of the game; Schwarlitz always has the platforms spawn at angles that don't take forever to reach; Geezer has just the right amount going on to be hectic without being overwhelming; Solgryn is only a problem if you stand on the wrong part of the screen; and the anvils require you to keep moving around to not make them spawn in a way that you can't survive. After all that, there's one final phase you're guaranteed to get with the floor getting destroyed, featuring some regular fireballs and also the glass orbs too, it's a great finale to the fight. Finally, the building starts collapsing, but thankfully Opa-Opa returns to help you escape. I'm pretty sure it's entirely possible to beat this without ever stopping moving forward, but even if you don't, it's a generous enough time limit, while still being a climactic finish to this adventure.
What an incredible game. So much effort was put into every aspect of the game, from the way it looks, sounds, and especially feels to play, and I didn't even mention all the achievements and extra modes this game has, which are also great additions for people wanting more. Whether or not you're disappointed by the direct rips from the original games, one thing we can both agree on is that it's extremely well put-together as a game, and a ton of fun to play, and also to replay to grind for high scores. Another strong recommendation from this series, especially if you like the previous games in said series, retro games, or just adventure fangames in general.
For: iwannabethe Rei
Hasi has definitely come a long way as a maker, shown here with this game. I can't wait to see what else he comes out with in the future, as both this game and Happinespell are signs of great things to come. Definitely recommended to people with some avoidance experience already who want something to play.
For: I wanna stop the Simulation
I Wanna Stop The Simulation was the final game in the Marathon series, before WannaFest 22 came in and continued it. It has some pretty big shoes to fill following the rest of the series, and I'd say it fills those shoes very well, and then some.
-The first stage is quite an unusual stage for this series, based on RunMan: Race Around the World. Here, you can't actually die, so instead you just dash forward through all the enemies in your path. You can also bounce off the walls, which you'll need to do to reach certain parts of the stage. It's a lot of fun to just bounce around without a care in the world, and it's a very easy stage overall, until the end where you face off against Chompy. This isn't an actual boss, though, since you're just supposed to reach the end before he eats you. This one actually requires to learn the layout of the stage, resulting in an actual challenge this time, but it's still easy to learn.
-And now for yet another Mario stage, this time based on Super Mario Bros. 2. As is usual for the Mario stage in this series, this stage brings out the most traps out of any stage in the game, and this time it goes all out with them. This stage never stops with the creativity of the traps, containing much more variety than the series has shown before. As for the gameplay besides that, you have the usual mechanic of picking things out of the ground to throw at enemies, or picking up the enemies themselves. However, I'd say more of the stage is spent just doing regular platforming, which I thought was fun too, dealing with moving platforms and Beezos flying at you from the sides. The stage ends with a boss fight against Birdo, who is the exact same as her original SMB2 version...until you enter phase 2, at which point Mecha Birdo suddenly appears, in a direct reference to I Wanna Be The Guy. It's similar to the original fight from that game, but with enough differences to stand out as its own thing. The biggest difference being the last phase, where you pluck bombs out of the giant egg platforms she shoots at you and shoot them back at her. Great reference to the original, and great fight.
-Following that is a stage based on Baba is You, and anyone who's played that game knows exactly what that means. There are words dictating the behavior of everything—yes, everything—in the screen, but you can rearrange these words to change how the map works. At first, this stage doesn't really focus on mind-bending puzzles as much as it does the platforming itself, and while some Baba fans might see this as a disappointment, I still thought it was a fine take on that game. However, by the second half, it leans far more into the puzzle aspect, requiring a lot more back and forth with the various rules of the screens. If you're looking for actual focus on puzzles all the way through, then there was actually a recent release, I Wanna Be The Baba, which I've heard does exactly that, so maybe check that out if this stage doesn't sound like enough to you. Back to this game, surprisingly for a puzzle stage, there's a boss at the end...or more accurately, a "boos", since Ghost is Boos, I guess. Anyway, the boss, or uh, "boos", mostly stays at the top of the screen, forcing you to jump on other things it shoots out to get enough height to reach it. It's generally a pretty open fight despite the smaller arena, so the attacks are challenging but fair, not to mention creative.
-Onto the main alternate physics stage for this game, based on The Binding of Isaac: Rebirth. This stage is top-down instead of the usual view, and sees you going through a bunch of rooms in a row shooting tears at enemies and collecting upgrades. Unfortunately, the rooms aren't randomized like in the original game, although supposedly the items you get are, unless it's just a difference between versions. Being based on The Binding of Isaac, obviously the physics are kind of slippery, but generally the rooms aren't precise enough that this would be an issue. The enemies you fight against are pretty basic, just moving around and occasionally shooting projectiles at you, but the way they're laid out makes for varied and interesting level design. There's also more references to other fangames here, whether in the items you collect, or the bosses of the stage, and even some of the secret enemies you can encounter in some of the rooms. Oh right, the bosses of this stage. Well, I got the upgrades earlier, so I didn't get to experience much of what these have to offer, but they also looked pretty basic. Biff just jumps around the room and fires off random bursts of bullets, and The Elephant Crew is more interesting, due to each boss having their own attack pattern and YoYoYoDude even turning invisible, but it's still easy with the scrMakeCircle upgrade.
-And next comes Spelunky, a game I had basically no interest in checking out in the past, so it was interesting to play through this. Here, you have a whip instead of a gun, and can pick things up off the ground, which can both be used to defeat enemies or bait traps, which can also be picked up and used. Given the arrow traps being more visible and all the same thing, I was expecting to not enjoy this, but I actually did, due to them being placed in areas that aren't too far in the way, or that are fun to bait from afar. That's not all, though, since while you lose your regular gun, you get an even bigger one instead! Unfortunately only in some screens, and not all of them, but it's still fun to use, since not only does it hit hard, but it's also a great movement tool thanks to the knockback. Watch out, though, since this knockback is so strong that it could end up killing you if you aren't careful. After that is the boss fight with Mr. Ribbit, which also makes use of this gun. Both uses of the gun are showcased here, as you can't damage him unless you're on the same part of the screen as him, and some attacks are harder to dodge on certain parts of the screen too. Said attacks are also fun, and make use of the unusual arena and choice of weapon well. Except surprise, there's a second phase! You get to bring the gun into here too, but not to shoot the boss, since it's an avoidance. The attacks here are also well-designed, and there's even some extra indicators in some attacks like the bouncing bubbles to keep you from getting caught off-guard in an unfair situation.
-And now Contra! Although your hitbox is bigger in this stage to match that game, your physics are the same (I think), except for the ability to shoot in 8 directions. This was the best part of the Metroid stage in the last game, so I'm glad they brought it back here. It's not just the regular gun, though, as you also get some upgrades in the stage that you can collect to increase your power. The curving shot is the only one that is worse to use, but other than that, the rest of these upgrades really increase your power to kick some ass. As for the enemies themselves, they're placed well, being fun to plow through without being too overwhelming. However, I do remember it getting kind of crowded near the end, it's been a while since I played this so I might be remembering this wrong too. Anyway, the boss is the Tower of Death, which throws a bunch of attacks at you at once, including some enemies from the stage too. The first phase is just a warm-up, though, as the second phase throws even more at you, including chasing after you and making you go backwards through the stage. Even though the time limit isn't particularly tight, it's still a tense fight, while not being unfair.
-Up next is Super Castlevania 4, easily the best stage in the game, and one of the best stages in the series overall. The reason for this is the stage's main gimmick: the whip. This is a stronger weapon than the whip you got back in the Spelunky stage, since you can aim it in multiple directions, which I'm glad this game does for 2 stages in a row. Still, the whip is the only thing you get here, meaning all the enemies can be fought from close range, and all the attacks are designed around this fact to ensure you're able to do this. But that's not all the whip can do, as there are blue orb things around the stage that you can grab with the whip to go flying towards them. I know this is gonna be a controversial opinion, but this is another gimmick this game does super well, as the routes you get led through with this are always super satisfying. After that stage is the boss fight against Simon Belmont, meaning a battle of whip versus whip. He does have a couple of other attacks using his other weapons, but it's mostly close-range combat and knowing when not to be in his face. Wherever you are on the screen, though, it's still a fun fight. This fight also has a phase 2, where you fall down a pit and have to ride a platform back up while dodging a bunch of enemies coming at you. It might seem like a lot, but it's actually more simple than you would think, I got it on my first try. Overall fantastic stage, now I'm tempted to check out the Christmas Deliveries series of games from this same maker.
-And now for the last stage, which takes a bunch of gimmicks from the previous Marathon games and makes new screens out of them. These are generally the same design as the original stages, so if you liked those stages, you'll like this one too. If you don't, though...let's just say you will feel likewise here too. I say this because one of the stages chosen is the Mega Man X stage from I Wanna Find A Cure, janky minecarts and all. The rest of the choices here are good though, I like them just as much as I liked the originals. It's not just the stage that takes from the previous games though, as this also happens in the boss fight against...the games themselves. These fights take from the final bosses of their respective games, with some status effects added by the command prompt in the corner. It's a fun spin on the original bosses, although Glitch Kid's platform attack did feel kind of messy sometimes. The Bow was at least easier to reliably hit than before, so there's that. After that is the true final boss of this game, Bonzi. He's similar to the Bow in that you have to shoot at his bullets to hit him, but far more of his bullets will work for that than with that boss. It's overall a very random fight, but the randomness was very balanced, since you can just shoot directly through the bullets that would otherwise wall you. The fight ends with the Marathon games coming back again, and this part was also designed well, apart from a really bad transition to the I Wanna Run The Marathon attack.
And that's the main series done! Obviously WannaFest 22 exists, but that's by a different team, so that's a different thing, I guess. For this series, though, this was a great game to end it on. Great gameplay, great production value, great creativity, and I didn't even mention all the easter eggs hiding in the game. It's definitely worthy of being the finale to this series, and I would absolutely recommend it along with that series, or just on its own too.
3 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I Wanna Be The Blast | 49.8 | 7.2 | 9 |
| I Wanna Eat The Macaron | 71.0 | 7.6 | 4 |
| I Wanna Be The Unlimited | 75.0 | 9.0 | 4 |
49 Favorite Games
747 Cleared Games
Delicious Fruit