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 Vonia
Few elements of what makes this game experimental, and, in my opinion, it was intentional:
1.Song – 'Ai Nov' by Feryquitous involves mix of different elements, which make music sound whimsical, like instrumentation or melody. However, when you get until the main part – vocal part – you will notice that style changes to more traditional harmonies, although you will still notice the weirdness from beginning. Is it pleasant to listen? It is hard to say – I cannot say I was the intended circle of people who would like this soundtrack, however, it is not bad – it is unusual and cleverly composed.
2.Visuals of bullets – oh my... Let's start with the fact that projectile colour scheme is very non-typical – bright colour contrasts between the main colour and outline colour – red and grey ; blue and red ; red and green ; orange and red and etc, and etc... Moreover, the sprite used there are very specific type of orbs, which make avoidance bullets look even brighter than they are. And after all of this it is quite weird that avoidance never gets visually challenging, at least, in my opinion. Yes, it looks extremely whimsical and sometimes you will feel dizzy just by looking on it. However, it does give some weird energy, if we can say so. It just feels that author intentionally made it...
3.Other kind of visuals – background effects, tileset and others. Gray background with standard cross blocks?? This is just perfect combination to make macabre mood on player in addition with bullet design. And, still, there are pats where we have really interesting design of things – infinity jump warning looks really fitting. Another thing which makes it look special is when vocals came in. You can see on right side of the screen new female sprite. Moreover, in addition we have quite aesthetic kind of bullets – red and white combination – which does not look bad. However, you can still see old colour scheme bullets too. So it feels like it is a mix of harmony and dissonance – similarly like the song itself. It is really genius move, I would say.
4.Gameplay – this is where things get tricky. I have heard some people complaining of instagibs and broken hitboxes, but I am not expert of these, so I will not cover that. What I have see is that we have many really interesting choices of gameplay, especially, in the beginning. It even kind of fits with the song. Sure, patterns may seem very weird to dodge – sometimes it looks way tight than it is. So you will always be in pressure. I know that people also complained about pattern when purple and orange bullets are in addition of green and red. In my first playthrough it was scary, but re-playing game after 2 years I can say that I even like that attack. The only thing which I did not like in second playthrough is that it is not clearly obvious that you have infinity jump up until the end of fight, when you acquire it. Sure, balance wise I would say that on vocal part there are way harder RNG attacks, but it is not something unbearable. For average avoidance player avoidance should take around 20-40 minutes.
To sum up, avoidance has many things to offer and it is better made than many other avoidances made under the creator's main name. However, the main issue is that this game is avant-garde, which basically opposes against the main culture values and makes everything in a more experimental way. I am not a big fan of such a style, and this is why I could not enjoy it very much, and on my second playthrough I think I liked it even less. The only reason I played it is because it was added in FSR avoidance.
Despite this, I cannot say that avoidance is atrocious or something. I cannot say for sure for whom this game is meant, but if someone liked it enough to recommend it for FSR avoidance, then there must have been something people noticed. Sure, it could have been effect of new game, because it was few months old when FSR avoidance games were chosen. However, I appreciate this experience. Gameplay resembles song quite well, which is surprising. Maybe I and others would enjoy more if it had more traditional style, however, I still like that creator tried to find new ways to express ideas.
This game definitely is not for everyone, including myself, however, if you like experimental style of avoidances and if you do not mind some mid-difficulty patterns and RNG mix, then maybe you will even enjoy this game. I personally suggest to look up videos of this game to get what this game is about.
Long story short, if you are similarly like me an enjoyer of more traditional things rather than experimental ones then I would not recommend this game though.
For: I wanna Diamond is Unbreakable
However, the main part of the game is avoidance with another 'JoJo' opening song – 'Great Days'. Avoidance, therefore, is not very long and should not take a long time to beat. It is mainly pattern-based, however, there are several RNG attacks, which you need to read well enough to clear them. The main difficulty is to perform some patterns, but it is still more or less intuitive enough to be able to clear it without big problems. First time 2 years ago it took me around 40 minutes and now it took me around 30 minutes. Emotions remained pretty much the same – positive. Gameplay is pretty simple, however, as usually, afoth knows what to do with gameplay to make it entertaining. Visuals are extremely simplistic, but they work perfectly fine for the avoidance! The most generic warping attack looks good with colour changes of fruits and timings.
I remember that in my first playthrough I had some issues in performing some patterns, but if you take good strats and if you have enough experience in pattern avoidance genre, then it should not be a big deal.
I would not say that this avoidance is necessarily 50+ difficulty, in my opinion. It is managable to clear it without investing too much time, in my opinion. Even if you are on beginner side skill-wise.
Extra looks curious, and I might one day try it.
If you are fan of pattern avoidances or if you like 'JoJo' anime universe soundtracks, then you might find this a fun little experience. Not the best afoth avoidance indeed, however, it is not bad either.
Not much more to add – would recommend indeed!
For: I wanna NewGame
Avoidance is pretty short and rather simplistic, however, it achieves some kind of perfection in its design. Patterns are on the easier side. Yes, some of them might take a little bit more time for the performance if you are not very experienced in this genre of endurances. RNG can give interesting situations, especially, on pre-finale and finale. On my first playthrough RNG and some RNG pattern combinations seemed unfair, however, on my second playthrough I cannot say that it is very unfair. It is not perfect balance, but it does not annoy player. I had fun on my first playthrough and I had fun time on my second playthrough too.
This avoidance predates avoidances like I wanna Romanesque (also made by Marimario) and you clearly can see that I wanna NewGame does not have any kind of fancy visuals. However, visuals used here work. Gameplay maybe is simple, but it is fun to perform and to listen to the soundtrack. You can relax playing this avoidance and just enjoy fun time. This is the element which lacks in some of the ~2017-ish Marimario avoidances – good visuals, but gameplay goes in the background. Simple, but effective!
I played this avoidance originally in 2020, since it was used in FSR Avoidance, and I can say that this was one of the best choices in gold tier. This is a very good representation of anime avoidances. It is totally worth of trying this classic!
Would recommend.
For: I wanna Kakachick
This time we have a very special game – I wanna Kakachick – publicly unreleased game made by Korean author Dengol, which nowadays is famous for his I wanna be the I WANNA Star series, especially, for the fourth entry. The series were made somewhere around 2019-2020 period. However, this creator has made games long time before that. You might recognize some titles like I wanna escape the world series, which were publicly available in 2015. Yet the creator alongside with these games has also made several games which has never seen light of day publicly, or which were available to be played by very few – chosen ones.
Probably you have seen this title, as well as, I wanna ToTo needle, in I wanna break the Series Z 2. And once again yet irony – I wanna ToTo needle was publicly available. Well, kind of. See, that game (version 0.4 specifically) was available on The SavePoint Cafe Naver for some time before getting deleted. On Cafe Naver the release date is 22nd of May, 2014. Since having access to the Cafe Naver is extremely complicated for non-Korean people, you can say that this game was made as Korean community exclusive. And even then – not the latest version. Because if you check Archive – to ty it, then you are gonna see that version 0.5 is available. Why am I mentioning this? You'll see that the existence of version 0.5 of I wanna ToTo needle is also closely related to the I wanna Kakachick case.
I wanna Kakachick has never seen the light of day. In fact, if you are gonna try to find any information about this game, then you won't find it, even through Naver. There were many unreleased projects of Dengol which were at least mentioned, for example, on his old blog, which by now (as far as I know) is deleted (or does not have anymore of the old posts) . As an examples, you could find information about I Wanna Kill The Leehee (exe date suggests that it was made somewhere around September 2015), as well as, mentioning of I wanna ToTo needle 2 being made, and I believe there was also mentioning of I wanna get the fostropi (which video showcase is available on Cafe Naver), but I might be wrong, it was somewhere around 2017-2018 when blog was still up.
The issue is that I wanna Kakachick was not mentioned as far as I know. So this game was a huge mystery. In fact, when I wanna ToTo needle was shared on Archive first time, it was told that game was not originally shared because author said that game was unreleased despite it being public (even if versions were different) – this was the moment when I thought that I wanna Kakachick could have also been in possession of particular group of people, but was not shared because author did not want it.
This game was shortly leaked on Archive for few hours somewhere around middle of May 2020. And guess what – this game was made in 1st July, 2013, which means that game was made even before I wanna ToTo needle. As you can guess, this is probably Dengol's first ever made game. I would suppose that he has started to make game, but was not very satisfied with the result. However, I suppose he sent the game's exe to Mr PDplayer, who thought it would great opportunity to use the game in the medley after a year. Why? Good question – I guess advertisement of his friends work? Or maybe Dengol himself requested it? Who knows at this point...
However, it is quite weird that game, which was never publicly available had resurfaced. After all, there were more trouble finding I Wanna Break Through Unlock Trials, although there were some public information about it, unlike I wanna Kakachick.
As it turns out, one member of Russian community actually contacted Dengol long time ago (I would suppose that it was somewhere in 2016?) back in Skype days. Author refused sharing but after long discussions, the person persuaded to receive I wanna ToTo needle v0.5 and I wanna Kakachick, however, creator said that games were unreleased, and he would be glad if games wouldn't be shared around.
The mystery is solved, however, does it really matter – maybe the game still sucks? After all the rating it has right now is 2 – do I try to prove something with this?
The game definitely is not the greatest fangame ever, and definitely not among Dengol's other projects. However, I personally think that this game has gotten way too harsh reception.
Let's take a look:
This game is basically something like Adventure, consisting from 5 stages and 4 bosses. When you start the game you will see very weird title screen in Korean. What does Kakachick means I am not sure though. Then even weirder save select screen, which reminds of "YoSniper's" engine (Simple Engine). And then the game starts with some intro screen which is nothing special. However, right after that though... You already meet with infamous "Z2 screen" . I wonder why, PDplayer... Also it uses 498 Tokio soundtrack, but don't forget – this game was made before "K3" was a thing. Anyway, short stage – nothing special. Restarting music kind of ruins the point of music, however, visuals I personally found quite appealing, especially background choice in this game is more original than in some public games... Gameplay does not annoy, it is pretty straight forward. The first boss shares similar vibes – whimsical crocodile which most likely you are gonna beat in few attempts.
Second stage reminds a lot of I wanna be the rainbow MIKU screen from I Wanna Kill The Kamilia 2, except more saves and not as hard. It is also in the colour green. Starting from this stage I felt in both playthroughs that this game definitely has very unique vibes, even if it is not excellent. Soundtrack, the colour choice, the kid's sprite... It all looks different than what you would expect. Maybe platform jumps might seem a bit difficult, but nothing catastrophic. It was still... enjoyable? I guess? Anyway, time to the second boss.
You know, when you hear 'Science is Fun' soundtrack, you have flashbacks of the original I wanna kill the Kamilia. And it definitely worked for me – it looks weird, especially, what the hell is going on with GIFs in the bottom of the screen??? It is so whimsical. Gameplay wise it is a bit precise, but luckily you can spam boss without getting to the later attacks. It is not excellent, but somehow it did not annoy me even on my 2nd playthrough (before writing review).
3rd stage is definitely something – I would even say that it is highlight of the game. The 'Bach-like' (I actually cannot remember the name of soundtrack, my apologies) soundtrack, ice needle (I did not notice ice gimmick up until my second playthrough) and, in my opinion, quite good visual aesthetics of needle, really sticks in your mind. Gameplay is not something revolutionary, but it is not necessarily bad though. I liked the skip option through diagonals on one screen – it was a bit funny for me. And then the boss... Avoidance... Big hamburger! What? You did not expect big drawing of Hamburger, shooting projectiles (some of them extremely weird) and the same Bach-like soundtrack? I think it is just something. The only issue is that Dengol missed to place portal after beating avoidance. Whoops... I guess PDplayer did not play this boss, huh.
However, as user FruitlessWasabi already mentioned in their review – this game has debug keys. Unfortunately, I did not know about their existence, so after some time after getting stuck, I received unofficial modification with the fix. In the first playthrough I was definitely annoyed from not understanding why I could not beat the avoidance. In the second time, when I already knew details, and having fix, it was fun boss. Definitely best boss in the game. It definitely made me smile.
What did not make me smile, especially, on second playthrough was stage 4. I mean, I liked visuals – this fog is just something! And also visuals quite appealing. But, come on, the gameplay is just annoying. First of all, this stage implements 'Shoot saves' at some point along with touch saves which are in other parts of the game. Second of all, gameplay is based on trap needle. And it is annoying. You do not understand where to go, nor what you should do. Should I jump up? Well, no, you need to jump down.... In my first playthrough, I did not notice it being so annoying, but on my second playthrough I was heavily annoyed. I just could not understand why it was there. It was the point where I was losing hope that I am gonna give this game rating 6, which I wanted to give originally in 2020. Now I was thinking about lower rating.
On final boss of the game you see big Teletubby and the avoidance is based around other avoidances of the game! So game literally summarizes what was in the game like many Adventure games do. I liked the boss on my first playthrough, however, it lost its charm of being whimsical on my second playthrough. I also found it to be harder than I remember of it being... And rather it felt being annoying a bit. I still liked it, and I appreciated for author of trying to make logical end to his first project!
Well, almost. The thing is that there is additional stage, which is black & white stage needle without music. Why? I do not know. But it is there. It is quite short and involves some skips and also gimmick of 'Shoot save'. I am not sure why there was such a necessity, but whatever. Anyway, the game ends up with epic ride on platform up (with different colour blocks from all stages – reference to what you have seen before) and with 'Thanks for playing!!! ' pronounced with blocks but in a very nice manner.
With that being said, this game definitely stick in my mind – and I definitely wanted to write special review on it. I was glad of it being my 250th clear. I am glad that finally in 2022 I got motivation to look back on this.
Yes, I am definitely more disappointed with this game than I was in the past, so I got a bit more 'sober'. However, it does not mean that I think that it is terrible. This game is a very unique view on fangames of a new creator which would leave his mark with other games in fangame history.
Did he make better games? Absolutely, yes! I wanna be the I WANNA Star series is enough to say that he achieved good fame.
And yet this does not make his first project extremely bad. It is outdated, in fact, however, it has its own charm. I enjoyed it and I felt that author definitely tried his best, and I absolutely love the history behind this game. Yes, my second impression is worse, but it is only just by little, to be honest.
Difficulty is not very hard, but it is not 20 difficulty as some people claimed it to be. Hamburger and final boss can give you some time.
To sum up, I would recommend this game to anyone who is ready for unique Korean Sudoku-ish experience. Also be prepared for questionable moments and restarting music. If you are not a fan of such type of so-called 'low quality' games, then better avoid, even if you have gotten access to it.
P.S. Hopefully, there are gonna be more reviews and I am not gonna disappear for yet another year! At least, let's hope for that.
For: I wanna Aimai
I am not entirely sure who exactly made this game, but I personally believe that this is author's first and final (so far) game. Judging by test player I guess this is Japanese community fangame. Surprisingly, unlike many other Japanese fangames which are made on Game Maker 8, I wanna Aimai is made on Game Maker Studio. You rarely see this, so it already makes interest on what is this fangame.
Before main review, I would like to start with fun fact that while fixing Game Maker Studio lagging issue I have found out that interestingly enough this game has alternative title – I wanna be Ambiguous. It is still left if you look on exe's archive. I have seen on Youtube that song of this avoidance has alternative title – ambiguous, or something like that. Fun fact.
Main review:
This is avoidance game showing variety of creative attacks, questionable attacks, generic attacks and unfair attacks.
When you start avoidance you feel like that avoidance is not that bad – few easy-ish patterns, not too bad RNG attacks. Problems start to arise once you have gotten to the part when background changes its colour to blue. If you play blindly then there is a high chance that you may get stuck on patterns. If you are not in the centre and playing everything in the corner then you are risking to have bad RNG. And if you do not get in the corner when screen starts zooming effects, then you will die without understanding what did kill you.
But if you think that non-blind playthrough will help you, then you are mistaking.
When you return back to regular to intial background, you will have to meet with many questionable attacks. Sure, some of them are quite original, for instance, the "figure" attack, however, when there are pure RNG throwing attacks, it will be very stressful. And even "figure" attack can give you some very questionable situations. Moreover, situations can be very different – sometimes you can just stay in corner and everything will be fine and sometimes you have to do very unpleasant maneuvers. Patterns are also far from being "friendly" – you actually have to react fast or to know very explicitly clearly what you need to do.
And then after "heart" attack there is attack when you need to constantly be in motion to avoid very sudden aiming-like attack. But in the same time you need to avoid RNG. Idea is very creative, but realisation could be better. Even if you get passed that attack you need to be ready for final patterns of regular background – tight, unpleasant and causing a huge stress for the player.
Finale itself is not very bad – it returns to the blue background and difficulty is tolerable. However, after getting to it I can guarantee that you will feel very anxious to beat avoidance after struggling through previous attacks. Easily first-tryable but you definitely need to pay attention on your dodges.
Also I am glad that final burst does not kill you.
What about visuals?
Whimsical and definitely not for my taste. I mean minimalistic style looks amazing at the beginning. However, when colour of background changes, I am really questioning the choice of colours and trails. You can notice small details, but all of them look out of place for me. Blue bakcground colour does not fit for this song, in my opinion. Delicious fruit trails and colour choice is also unfitting for me to appreciate. Especially, final phase has many visual effects but it all looks like it was taken from different avoidance. I am not sure I am the only one who dislike it, but aesthetics definitely are not my cup of tea.
Of course, there are some cool designs like zooming effect and overall I like choice of the first background and regular delicious fruit design for it. Yet good and bad features for my taste are making mix of uncertain feelings.
And these uncertain feelings you can say both about visuals and attacks. And thus it is hard to say how much I liked or disliked this avoidance. Also I would like to warn you that I have heard that people also kind of dislike the song. I cannot agree on this, since I actually quite like this style of soundtracks. However, you should be ready that this can also affect your experience a lot.
Overall, I am really unsure how to feel about this endurance. It has potential and great ideas. However, author did leave also very poor choices too. Moreover, difficulty is above average, so be ready that you can easily get stuck for several hours. I have beaten avoidance twice and my 2nd attempt took more than 2 hours, while 1st one only around 1 hour. Not sure is it because I had bad RNG or me being bad, yet my experience did not really different. I would not call this game as a catastrophe, but it is not a masterpiece either.
I guess I would rather not recommend this avoidance, unless you are sure that you can beat it quickly and not be frustrated from it. But do not expect too much, really.
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Delicious Fruit