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.
I've submitted:
814 Ratings!
233 Reviews!
3500 Screenshots!
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814 Games
233 Reviews
For: I Wanna Find a Cure
I Wanna Find A Cure is the third game in the Marathon series, following up on 2 massive successes the prior 2 years. However, after those, we get this game, which unfortunately doesn't stack up to what we got in the past, instead giving us a lot of issues that are very hard to look past.
-After the introduction telling us why we're even going on this adventure, the game immediately starts into another Mario stage, this time based on Super Mario Bros. 3. This stage actually brings over a lot of mechanics from that game, from the slide, to more kicking enemies into blocks, to even the powerups. Unfortunately, the Tanooki leaf isn't used well at all, it's just used to slowly kick Spinies around. At least the rest of the level design is fun, with some more well laid-out cycle segments, not to mention actually making good use of the slide, despite that being a finnicky mechanic to use from what I remember, since it's been a while since I last played this game. And we can't forget about all the traps, especially that one trap on the white platform. The stage ends with a boss against...Princess Peach? And apparently she's a ghost, like Yoshi in the previous game. Whatever, the point is, the boss itself takes a bit of learning on some attacks, while others require you to be careful to not let the screen get too crowded. It is kind of a complicated boss, but I still like it.
-The next stage is based on Mega Man X, which also gives you a new ability, that being the dash. This is mapped to the control key and unfortunately not remappable, but control is still a good enough spot to put it. This being a Mega Man stage, there's also more enemies to fight, but unlike I Wanna Run The Marathon, you actually get to shoot them this time. The combat is the fun part of the stage, but there's also another mechanic to this stage, that being the minecarts you ride on. This is another part I don't like, since the movement of the minecarts is so erratic that even with the rail visuals, you can't calculate where you're gonna go on it, possibly leading you into an enemy or spike. The boss fight against Armored Armadillo also takes place on the minecart, but luckily it only moves forward in a straight line, letting you focus on only the attacks. Despite taking place on such a small minecart, it never feels too crowded, although I did pull off some absolutely stupid dodges during the clear attempt, including one abusing the semi-solid properties of the minecart.
-After that is a Cuphead stage, this game's major showcase of production value. All the old sprites are there in their hand-drawn glory, but also some new sprites drawn by RandomErik, based directly on popular fangames. Aside from the outlines looking really big by Cuphead standards, they look great and really fit into the world. As for the stage itself, it of course has some enemies to shoot at, but they also fire pink projectiles sometimes which you're able to parry. The mechanic did feel kind of hard to use mainly when it's a killer projectile instead of a regular non-killer parry object, but luckily it's rarely forced to use anywhere. Just shoot at the enemies from far away and you should be fine. As for the bosses, there are actually 2. The first one is Geezer, who throws a set of 3 other bosses at you, those being Kermit, HungryTag, and the Bread. They're all easy on their own, and Kermit even makes use of more parries, but the last one of these adds the Geezer virus on top of it which messed me up sometimes, and then you get a choke phase at the end which I thought was manageable. The second boss is Rubicante from I Wanna Be The Crimson, who can summon and turn into other かーにばる bosses, but also Demon Lord Biff for some reason. This one is more unpredictable than Geezer, since he can turn into any boss at any time, but aside from Scarmiglione bringing back parries again (which did feel more responsive than before) and Barbariccia being potentially bullshit at some points, it's a fun phase. There is a second part of this phase, mostly involving enemies filling the screen that you need to clean out, and more projectiles to parry if there's no other way through. Overall, great production value and great stage.
-The next stage is based on The End is Nigh, another precision platformer. It's one of the longer stages in the game, at just over 60 screens. Despite being based on such a notoriously difficult game, it's not actually that hard of a stage. The main gimmick here is that you can grab onto ledges to cross distances you wouldn't normally be able to, though other gimmicks like moving spikes, poison gas, and even moving ledges get added later. I feel like it is a bit too long, but at least it comes up with a lot of uses of these gimmicks during this time, while not being frustrating either. This stage doesn't have a proper boss, instead ending in a chase sequence against a giant wall. It's basically more of the same, but this time under a time limit, meaning it's just as much fun.
-Speaking of constantly moving forward, BIT.TRIP RUNNER is the next stage. Here, you're constantly running forward, and need to react to what's in front of you. You only get a single jump at first (you get a second one later), but you can also kick enemies when they're in your path, or just slide under them. Learning the movements is definitely the hardest part, as the camera is so zoomed in that you get very little time to react. Actually pulling them off is a lot better once you've already learned them, except for some moments like some screens just ending with a gate jump you have to do with an extended sliding hitbox. This stage doesn't end with a proper boss either, instead having an extended auto-run segment based on I Wanna Classic, also with the song "WINNING COME BACK!" by the pillows. The layout is unfortunately lifted directly from that game, but it's still a lot more readable than the rest of the stage, due to the camera being more zoomed out. Makes sense, since it is the longest part of the stage, after all.
-The next stage is another one with non-standard physics, based on Celeste. Here, you get the movement abilities from that game, mostly dashing and wall-jumps. For some of the least vanilla physics in this game, it feels surprisingly fluid, which is the most important part of a movement-based stage like this. As for the actual levels you go through with these physics, they're also fun. It starts out easier to help lean you into these new physics, before getting into actual challenges later. The levels use a lot of moving cycle objects in more intuitive places, but also a couple of other gimmicks like walls and floors that grow killers on them when you touch them. Combined with the dash mechanic, it's a stage with some really fun platforming to navigate around. The boss is yet another platforming stage instead of a proper boss for the third time in a row, just do more platforming like before but with Mr. Oshiro chasing you the whole time. He basically never appears in an unfair spot, making him a fun addition rather than a frustrating one.
-SUPER. FUCKING. METROID. You all knew this part was coming, it's the most infamous part of the game, to the point where the next game in the series, I Wanna Stop The Simulation, even added a line in the readme saying "No metroidvanias!" There's a very good reason for that: this is easily the longest stage in the game, taking up about half of the length of the game, compared to the other 7 areas. As for the stage itself, it's a Metroidvania, so you obviously go around collecting stuff to unlock more of the stage and make traversing through it easier. The map you travel through is also giant, so the saves you have to play through are also super long. Luckily, you also get HP to deal with it easier, and some of the upgrades even give you more of it. Good thing too, since some of the enemies can be annoying to deal with if there are too many of them in a single room, since a big cluster of enemies is really hard to dodge, especially with some enemies absolutely not being designed around group encounters like this. As for how the stage works as a Metroidvania, it definitely feels like one, since you start out feeling helpless and lost and eventually learn to get through the map more easily. However, I did get lost and have to consult a video sometimes, especially due to all the fake blocks all around the map. Plus, as the stage went on, I got tired of the map being so big after a while. Something that could have helped with this is a teleport item somewhat into the stage that makes it so you can warp between checkpoints you've already unlocked. This would come with the consequence of reducing re-exploration through old areas and making it easier to miss items, unless you're smart enough to look at the old rooms yourself. After that marathon of a stage (no pun intended), we finally get to the boss, Security Robot B.O.X. Assuming you collected all the items in the stage that will help here (increased damage, speed dash, and max HP, along with required ones like Ice Beam), it's a fun boss for the most part, with a lot of creative attacks that are rarely unfair, although bad RNG moments do pop up sometimes. Without all these upgrades, I'm not sure, but from what Plasma told me, it's not a very good experience. Even if you do get hit at some point in the fight, there is one attack that can spawn enemies, which are still capable of dropping health. There's also some intermission attacks, but they're mostly fair, assuming the previous attack doesn't decide to randomly screw you over. Finally, the last attack is really RNG-based, which is kind of a problem when you realize this attack is at the end of the fight.
-Finally, after all that, we get the final boss against the Bow. It's a 2-phase fight, with the first one taking place on solid ground, and the second one on a downward descent. Here, you have to dodge the red shots it shoots at you, while also redirecting its green shots back at it. The issue is when it decides to spawn green shots in the first place, not to mention if you're able to even react to it. In between that, there's some intermission attacks with a mini-boss you have to shoot at. There are all mostly fine, except for the snowman that can just spawn whatever whenever, resulting in bad RNG sometimes. As for the second phase, this is where the RNG starts to really become a problem. Here, you have to dodge some attacks from the boss on some rising platforms, as well as shoot a button to drive a stake into it when it's lined up with it. The problem is that the platforms are so small and move so fast as the fight goes on that some of the RNG attacks just become unfair on them. That's not to mention the fight just destroying your platforms at a later point, forcing you to roll the dice with the spawn location of the next ones. Finally, hitting the boss is also such a tight window that you can easily miss it, dragging this fight on for even longer. So yeah, overall not a very well-balanced fight to end the game on.
In theory, this game should have been something amazing, due to the production value and variety of mechanics being super high. However, the game we ended up getting just has too many flaws to be able to reach that level, whether those be janky mechanics, RNG garbage, horribly uneven pacing, you name it. Similarly to I Wanna Warp The Worlds, that doesn't make the game as a whole outright bad, just not as good as what came before. It's still a good game, but don't come in unless you're not expecting absolute perfection, or if you're already going through the Marathon games and made it up to here.
For: I wanna be the ULTRAGUY
A sort of fake ultra-private fangame made by CocoaKitteh, and while it does match the style well enough, that doesn't necessarily make it the most interesting thing in the world. It has some stages, but they're mostly pretty basic, either just being a straight line or ending with an annoying spike drop. There's also traps, but they're nothing interesting either, mostly just being flying spikes.
So far, this game doesn't seem very promising, but there's also a couple of bosses, which are the most interesting part of the game.
-The first boss is Mario, a rather short boss with only 4 attacks, most of which are easy. The exception is the fireballs that come from the ceiling—which fun fact, this attack was actually later re-used for I Wanna Animal, which was made around the same time—with a gap that passes incredibly quickly and you have to get through. Luigi can also catch you off-guard if you're not careful.
-Herobrine is a much better boss, with some fast-paced attacks that are fun to dodge and not unfair (the only potential exception to this is the spikes from the floor attack, but only the first time you get there). I especially liked the attack where the TNT lands on the floor, it just feel really epic for some reason.
And after that, and a single other screen, the game just...ends. Yep, as part of the ultra-private fangame tradition, it just ends on a demo screen.
So uh, it's certainly a game that exists, to say the least. It definitely managed to pass as an ultra-private from the time, but as a game, it's just ok. Really only recommended if a fake ultra-private fangame sounds interesting to you, or if you really like this old style of fangame for some reason.
For: i wanna na
The big problem with this game, though, is the difficulty balance. The patterns may be fun, but that doesn't mean their difficulty is always evenly distributed. It's mostly easy at first, except for the infamous orange circle (which there is ways to make easier, but it's still a mess to get through most of the time), but past that point the difficulty ramps up a ton. There is no better example of this than the final attack, which requires such precise movement throughout very specific points on the screen, navigating around cherries that come from outside the screen borders, and let me remind you this is at the very end of the fight, meaning have fun replaying everything again to get to here.
Despite all that, it's still a fun game, even if the balance could be much better. I'd recommend it if you want to experience the start(?) of Hasi's modern era as a maker.
For: I wanna warp the worlds
I Wanna Warp The Worlds is the second game in the Marathon series, and the sequel to I Wanna Run The Marathon. Naturally as a sequel, it bumps up the production value, something you can easily see from the intro screen, and it only keeps going from there. But production isn't everything, let's look at if the gameplay is at the same level.
-Unlike the previous game, this game jumps headfirst into the Mario stage, this time being based on Super Mario World. This stage also deals with using enemies to get across, but this time, you can't do it on foot, so you have to rely on everyone's favorite dinosaur, Yoshi. The game comes up with a lot of ways to use this mechanic, from using him to jump across moving enemies, to doing regular platforming with him and escorting him to a point where you need him, to even killing a bunch of Yoshis on top of a platform to open a path. Even besides the gimmick, the rest of the stage is still fun, with some fun cycle movements, especially in the tower climb at the end which felt pretty tense with the lava. Of course, all these Yoshis you're killing can't possibly be happy with you, which is why the boss of this stage is the Ghost of Yoshi's Past. This is a fight with multiple phases, and just like in Super Mario World, you attack the boss by using the enemies he throws at you against him. He also sometimes throws multiple attacks at you at once, but it's still fairly designed, plus the attacks themselves are also fun, making this a great first boss for this game.
-After that comes the Terraria stage, which is where I unfortunately have to start making some complaints. Here, you start without a gun or even a double jump, locking you out of some paths at first and forcing you to collect some new weapons in order to make progress. The problem isn't the level design—it's actually designed well around the abilities you're expected to have. No, the issue is the weapons themselves, which are kind of annoying to use. The sword is only a mild issue, since the only problem is the swing speed being kind of slow, otherwise it works well enough as a short-range weapon. The bow, however, is the real problem, since it's rather cumbersome to aim, and even though you can spam arrows to make up for this, that doesn't mean much when half of them aren't even hitting the thing you're trying to hit. Back to the stage itself though, you also encounter multiple bosses along the way, the first one being the Big Slime. Just whack it with your sword and watch out for the mini-clones it spawns of itself, and you should be fine. Eye of Cthulhu, on the other hand, makes you use the bow, which comes with the aiming problems I just mentioned. Once you get used to that, the fight is fine for the most part, except for a potentially really bad transition on the last phase.
-Next comes a stage based on Shovel Knight, once again including the original weapon from that game, which lets you stab at enemies or even pogo-jump off of them. It's not just enemies though, as there are also bubbles that you can jump on, sometimes even being multi-use. This stage again finds a lot of uses for this gimmick, including having to jump on every enemy in the room to progress, or timing your jumps to navigate around moving enemies. The pathing is a bit hard to figure out at first, but once you do, the movement is really smooth. After that is the boss with Black Knight, who uses the shovel just like you. He also uses some other attacks with a lot of projectiles, but you can actually parry them with the shovel and redirect them back towards him, which is a great way to reward skilled shovel-wielding. Even besides that though, the attacks are still fun, with you trying to get hits in as he flies around the room.
-And now DOOM! And yes, I mean it, this game actually has DOOM in it, 3D graphics and all. Unfortunately it is just the unmodified E1M1 layout, but it's still crazy that this exists. The stage itself is also fun, with relatively simple enemies, but a lot of them. Luckily, it doesn't get too crowded, so the regular gun should be enough to deal with them. The fact that the enemies are resprited to look like fangame bosses/characters is also a nice touch, especially with the sort of hellish/evil twist added to them, since this is DOOM after all. Overall a very surprising stage, but one that works surprisingly well on a lot of different levels, not to mention this fangame now has the honor of being able to say it can run DOOM.
-The next stage is based on Super Meat Boy, a rather simple stage mechanically, since all you get to work with here is a slightly more slippery wall jump. Being based on Meat Boy, however, it ends up being one of the more difficult stages in the game, due to the precision required in your movements. This is mainly due to the sawblades which require you to pass by them when they spin at a specific angle, but besides that, the stage is still difficult yet fun. I also like the attention to detail, with the use of squash and stretch on the Kid's sprite, or the meat stains that stay on the blocks. The boss of this stage isn't exactly a proper boss, more of a race against a clone of yourself called Brownie 2.0. It's much more open and empty than the rest of the platforming, but that makes sense due to the speed you need to win the race. It's still fun, just like the rest of this stage.
-And now another production marvel stage, Undertale! It starts out pretty boring, with some empty hallways and a puzzle that takes a long time to get through, but after that, the actual gameplay begins. This stage pits you against 2 bosses: the button and the gate jump. They both use the Undertale system where you have to use diplomatic solutions rather than resorting to violence right away, and the dialogue they came up with for these moments was pretty nice. The button's attacks are only really a problem if you rush forward through them, and the gate jump is a much longer fight, starting out slower in phase 1 before you regain regular physics and the pace gets faster again. It did feel kind of unfair sometimes, but it was fine for the most part, especially since you get HP to breeze through the fight if you do get walled.
-Up next is Kirby Super Star, which gives you 4 copy abilities you can collect to give you new abilities. It doesn't start out very promising, but the moment you pick up the Fire ability at the start, that all changes. Some of the more agility-focused abilities like Fire or Fighter get the best segments, but that doesn't mean the others aren't fun to mess around with too. This is also another stage that makes use of clever routing throughout the screen, due to having to go through the screen with one ability to be able to reach another and access another route you can now take. The abilities even get carried over to the boss fight against Meta Knight, a fight that requires a bit of learning, but is definitely fun when you get the hang of it. One thing I will say, though, is the way you get the abilities in this fight in the first place is kind of weird, since they're just on the sides of the screen, making it easy to collect by accident, but also hard to collect if you're on the wrong side of the screen. Then again, what else were they supposed to do for this, so whatever.
-Onto the final stage, which takes from previous stages this time. This time. though, everything is all glitchy and messed up, causing a lot of weirdness with the music and visuals, but also with the gameplay. There's rooms featuring some of the gimmicks from the original stages, but with certain spots which teleport you to another part of the map. This is mostly done well, aside from one part of the Kirby Super Star screen with a rather stupid cycle to figure out. Finally, there's the last boss, the Delicious Fruit. While it might seem underwhelming to have a cherry as the final boss, the boss itself proves that suspicion wrong very well. It incorporates a lot of the glitchiness from before, whether that be skipping backwards in time a couple seconds, teleporting all the small cherries up a bit, or even teleporting you to a room with Miku, this boss throws a lot at you. While this might seem like a lot, it never feels unfair, due to the game being generous with open space when the glitchiness is at its worse. The error message was way too unconvincing though, unfortunate on that part.
Another great game, but it unfortunately doesn't hold up to the first one. I don't know what it is, maybe it is that cloud of nostalgia I've been trying to avoid, but I guess this is just less my type of game than the other one. That doesn't make it a bad game in the slightest though, I still loved it, just not as much as Marathon. Still a very high recommendation, especially if you liked the first one and want more.
For: I wanna run the Marathon
I Wanna Run The Marathon is the first game in the, well, Fangame Marathon series, meant to be played blindly by 4 people at the yearly event. I have a lot of nostalgia for this game, but even besides that, the game more than holds up on its own merits.
-First of all is the intro stage, loosely based on IWBTG, which means this is the main trap stage of the game. This stage absolutely nails the humor aspect, from the movement of the traps, to the sound design, to the mental gymnastics it uses to get you to fall for them, this stage gets it all right. Even besides that, the rest of the movements in the stage are still fun, but the traps are the main thing that make this stage as good as it is. The stage ends with a boss against a big cherry that moves back and forth, and you have to aim your shots at it with an upward-facing spike, but be careful not to shoot the green cherry above it, otherwise it will heal. The attack here aren't very complex, but it's still a fun fight, due to the pace of the fight being exciting, but not too fast to the point of being unfair.
-After that, plus some brief exposition with the game's antagonist, we get the Super Mario Bros. stage. It uses a lot of gimmicks from the game (and from Super Mario Maker as well), like note blocks and enemies to jump on. Far from the most interesting stage in the game, but it's still a lot of fun, especially with some of the saves that combine the mechanics together to force you to work with both of them. The enemies even get carried into the boss fight with Bowser, forcing you to micromanage between dodging the attacks and shooting the Bullet Bill that comes your way, while also kicking Koopa shells his way. The micromanagement isn't too much of an issue if you're paying attention, but the attacks themselves are still interesting besides that, some even integrating more enemies for you to jump on.
-Up next is a Mega Man 2 stage, and you know what that means—a lot of enemies. There's surprisingly few that you need to shoot, though, since most of them you just need to maneuver around to survive. Most of these are placed underwater, but despite this, their cycles are laid out in a way that don't force you to wait for very long, so you can speed through easily. While you're on land, the main gimmick is platforms that fall when you land on them, but only for a couple of saves. At the end of this stage is a boss fight with Bubble Man, who always does the same attacks in the same order, and they're not very hard to dodge, so learning them is really the only issue here.
-Next is Cave Story, where the main gimmick is fans that can push you upwards. This results in some light pathing elements to the screens, but the movements themselves are also really smooth thanks to the way the fans push you, with some more enemy cycles thrown in too. This stage doesn't have very many traps (nor do most of the rest of them), but this stage's ones with the giant crushers are both funny and add to the gameplay, forcing you to rethink your route through the screen. The boss fight with Balrog is next, a rather unpredictable fight compared to everything so far, due to the attacks being randomly chosen. Even in the worst case scenario, though, you can still survive, since his sprite is small enough to jump over, and some of the more screen-covering attacks are telegraphed, so you have more than enough time to get out of the way.
-Now comes the infamous part, Kirby's Dream Course. This one has far different controls than the rest of the game, since you can't move normally, you need to aim with the arrow keys and hold the jump key to determine how hard you want to propel yourself forward. You get a limited number of shots to beat each course, but the limit is still pretty generous. Not too generous though, since it does require a bit of memorization of the whole course's layout, especially since some of the enemies move around and you have to plan your route around them. It's still a fun stage, and really satisfying to get really low under par, especially in the final course.
-Sonic 2 comes after that, another one of the highlights of the game. Here, you're tasked with collecting all the rings on a screen to open a gate, kind of like the Red Coin Mania series. Sometimes the challenge is in collecting them while avoiding the enemies in the way, often using springs which give you very little control if pointed diagonally. Other times you need to collect them in a certain order, otherwise a big Gohla will cover them and make them inaccessible. There's overall a lot of creativity in the routes here, plus one trap with the background which you absolutely won't see coming. Then there's a boss fight with Dr. Robotnik, where you try to attack him with a bunch of enemies getting thrown your way. It can get pretty chaotic at first, but it's no big deal, especially since you can shoot the enemies in phase 1.
-The next stage is based on VVVVVV, featuring that game's main mechanic of gravity flipping on every jump. However, you can also collect coins to enable and disable this ability, so expect some cool routing through the screens. While flipping around through complex routes is fun on its own, the gameplay itself is also fun, not being too tightly made for such quick physics. The boss fight against Victoria also uses this gimmick, forcing you to flip up and down in order to hit her while dodging her attacks. The attacks themselves are fun, especially the beginning attacks which forces you to move around a lot to dodge it.
-And now Pokémon! Again! This is another one of the best stages in the game, there's just so much to it. The world map is super well-made and has a bunch of easter eggs hidden throughout. But now to the main part of the stage, fighting the actual Pokémon. You get multiple HP to fight against them, and there are a lot of these that you can randomly find in grass patches, with a lot of variety in the attacks they can give you. Too much variety to talk about here, in fact, so let's just move on the boss, which is also a boss rush against multiple Pokémon in a row. Poltoed's attacks aren't too hard on their own, but he can reverse your controls to throw you off, and Octillery can get crowded sometimes, but it's still manageable. Alakazam, meanwhile, is the most annoying thing in the game, due to weird and Leehetic bullet movements and sudden physics changes, followed by Lapras who is more fair and fun. Finally, Arcanine has really creative attacks, Magikarp is a literal joke as expected, and Victreebel is an exciting and intense finale to this stage, despite another sudden status effect.
-Finally is the original stage, the hardest part of the game (which the boss does warn you of at first, to be fair), and another one of the best. This stage's gimmick is crystals you can collect, to gain the ability to propel yourself upward, forward, or in any direction. Obviously this results in more fun routing, but also some of the most fun movements in the game. What's also fun is the final boss, the Glitch Kid. This fight shows off by far the most creative attacks in the game, including alternate ways of hitting the boss besides directly shooting. It does get crowded sometimes with some close encounters, but it's never outright unfair. It's also one of the longer fights in the game, but thankfully they give you a checkpoint in between the 2 phases, even bringing back the crystals for a short while for the transition in between them. Overall, a great finale to a great game.
Another game I struggle to rate properly, since while the game itself is super fun and well-made, I question whether it is worthy of a 10 or not due to not being the most complex game ever, especially since I have a lot of nostalgia for this game that I don't want to cloud my judgement. However, I decided to just say "fuck it" and give it a 10 anyway, since there's nothing outright bad about it, plus it's also great for speedruns due to how accessible it is. It's an all-time classic, and a game I will always hold dear to me. Definitely recommended for beginners looking to advance their skills, or to anyone really.
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