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 drink chocolate milk
As you can guess from screenshots and other people reviews - this is fairly new Hastune Miku avoidance, which is on the lower end of the difficulty spectrum.
Mostly it seems that people enjoyed this game, which cannot be said about my experience.
This felt like potentially really good debut work from the author with really good ideas. The issue it that it really lacks in execution of said ideas.
Playing blind this avoidance feels more like a torture, unless you are complete god of avoidances, which can clear it in few attempts - blind or not. Like from the start - this avoidance for the most part is just pure pattern avoidance with few RNG minor attacks thrown in. Then near the end it suddenly decides to test your skill, and just continuously throws RNG stuff, for no apparent reason, than just because why not.
The very beginning could have been much more enjoyable if it gave more space for player to breathe. You have fairly OK first few patterns, followed by black ring which has to be dodged exclusively in the centre, which will take time to figure out how author intended for it to be done.
Then you have clock attack which on video might seem very easy, but it is actually quite tight. You can jump off or jump to the left, but all of these strats feel as if they are too artifical and over-complicated for their own good.
Weird bouncing and black pattern, which is fine once you get used to it. First chorus is a bit awkward but probably one of the easier parts of the whole game, since on the second part you literally have to jump 3 times in the corner.
2nd verse I will assume has something to do with lyrics, since it just repeats itself in the beginning of it, except black ring goes up. Luckily, you do not need to go up second time, although you can survive there, and it is not obvious that there is easier strat down.
Then avoidance decides to throw bunch of questionable patterns which timing is not obvious at all. And also execution is not fun at all. Repeating clock, fruit which suddenly goes bigger... it is all fun on paper, until you realize you need to learn all of that nonsense.
Oh and then avoidance suddenly turns into RNG avoidance, which seems so cheap and uninspired, that it is just sad. It also suddenly gets a lot easier, until you get to the last black circle, where you might die and ask what you should do. You get infinite jump but you cannot go off too early and fruits still kill you. So it just ends up there with awkward timing.
Infinite part itself is very stressful and with several questionable aiming moments, which can be dodged but are not really fun.
Also why the ending is so lengthy? It feels as if you should have ended much earlier...
I do not know what to add. This really seemed as an interesting avoidance, but it just is not fun to play at all.
I do respect that author referenced original lyrics (if it is true). However, I wish that gameplay would have been more polished.
I cannot recommend this game. It is just not worth it, in my opinion.
Disappointing.
For: I Wanna 1116
This one is more on the easier side, but it still has several a bit challenging attacks. I had fun performing attacks and I liked aesthetic choices both sprite and attack wise. Sometimes bullets might be a bit too dark though, but not a big deal.
Balance is pretty good, although few attacks seemed to have possibility to give funny situations. Beginning is also one of the harder sections of the avoidance. Second part looks pretty intense, and I was lucky to first try everything around the part when 'cat' spawns.
All in all - I had fun with this game. It is not something outstanding, but it still manages to give decent challenge for the player and I think those newer to avoidance genre will appreciate this avoidance.
Would recommend.
For: うちでアイワナやろう
I would say the only frustrating thing in blind playthrough were these 2 attacks before bouncing: https://youtu.be/h5vvHJp-y0o?t=71 . I just could not find good strategy and I was dying a lot. I got there in less than 10 minutes, and then spent another hour getting there, and then beaten rest of the game in 20 minute time span.
Still, the hardest part is near the end, since you have relatively high density barrage. But it is still very fair, and this is what I enjoyed a lot in this game.
You can also choose Hard difficulty if you go to the right on the loading screen, but I have no ideas what are differences in avoidance, if there are any at all.
Anyway, really good game. Would recommend if you have some spare hour to play!
Edit: I was told that there are some minor differences in gameplay in Hard, however, the main difference apparently is that in Hard mode you have to beat without jumping lol. If you do not know how to access Hard mode, here is a hint: Check carefully loading screen
For: I wanna be the Colorful Adventure
The gameplay both in needle and avoidance is really lacking. You can see that this was early creator's work, and they did not know what they wanted to create or how to execute it.
Needle's difficulty balance is all over the place. The very first save gives you challenging jump with a vine, which might be annoying. Then you have tons of generic jumps, weird triggers, which sometimes you need to touch, other times no... Difficulty of jumps is also all over the place. At one point game expects you to know what nine jump is or that you need to perform it, but on other screen you can skip save if you do nine jump. But why if you already had to do it? It is obvious that player is gonna skip if you taught to do it.
Some visual choices for triggers are also very confusing for player to guess what is the intended route. A lot of times you question if you did skip or intended route.
I did enjoy vine jumps, but I wish jumps would have been more original.
Music choice is decent, and I enjoyed it.
Avoidance starts very promising - dynamic and colourful sprites, background which finally makes sense... and then you get until first 'meow' part and you see all of those weird lines shooting... followed by horizontal fruits. This is such a weird design choice.
And then it does not get better. You see a lot of weird figures which can instagib you.
RNG continues to be decent and probably even better. It is not something outstanding or what, but it more or less fits to what I hear.
Then suddenly at around 1st minute you get a save. Why? This avoidance absolutely has no need for saves. This is good for beginners, but you did not do such generous choices for needle? And also this is really lame reason just for beginners to play this. First attack on 2nd checkpoint is probably the hardest. RNG is nice. All patterns give you big sense of doubting whether you are doing stuff right or not. You just cannot predict what is gonna happen. And it is so old-fashioned, that it is even sad.
3rd checkpoint I first-tried, but basically after few RNG attacks and more than 2.5 minutes of gameplay author remembered that there were several platforms, and he gave you pattern with random triangles to dodge... wow. So creative.
And then you just stay near the corner and pray that you won't die, because that platform section is really awkward.
And then it ends.
Cool.
This game has a lot of potential, and I think revival of this avoidance would have been cool. But in its current state this avoidance and game in general does not have anything special for you to play it. It is very outdated and designs are very lacking, since this was early work of the author.
It does not hold up well nowadays.
It has good ideas and vibe, but it is not enough for me to like this game. It annoyed me with its lost potential a lot, and it is genuinely unforgiving. I genuinely hoped that avoidance would give something fun to play but it was just nothing special, thrown with some random checkpoints just because why not?
Play something else.
Highly would not recommend.
For: Tiny Fantazm
Well, it certainly is one of author's better works. Is it one of the best? I do not know, maybe?
But to be real, I am not sure why there is hype regarding this avoidance. I think the only part of this avoidance which I liked was the 2nd part of avoidance, when there is a reference to original 'Happy Fantazma'.
Up until that the only decent part was the beginning curving attack which fits quite well to the calm nature. After that you have a lot of filler. Waiting for quite some time, unfitting blue RNG and very weird lines as well as other RNG, which all you have to dodge near center, otherwise you will be killed by other stuff.
Also what the hell is that climbing up blindly? Why would you even put that? I know kid does not die off-camera, but it is still a very silly idea, in my opinion.
2nd part of avoidance is more fun, and more straight-forward. Although I would say beginning of it might be challenging to read due to visual design. The ending can give a surprise, but I enjoyed it.
Overall, I genuinely cannot say that I enjoyed this game. It was OK at best, for me. I know other people do enjoy it, so maybe don't necessarily skip this one. You can learn some basic-reading attacks, which might be fun challenge for beginners.
But as for me this is just another 'I would not recommend'.
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