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 be the son of a witch
Unfortunately, this game is not as popular as it could be. And I wouldn't have played it if I hadn't seen it on RNG_Guy's Friday Fangame Roulette (shoutouts to cryflake who requested it). I was very impressed by the game and on the same day I downloaded it. It was a very sudden decision, since at that time I tried to play new games as rarely as possible. I don't know, maybe it was an effect of the COVID-19 pandemics in my country, because it was the first day, when all facilities were closed and started staying-at-home period. I had more time to play and probably wanted to play something that could make me in a better mood.
Anyway, it is not so important. More important is the fact that game seemed fun from video, and it was fun when I tried it. Maybe I was not a fan of the needle loading screen at the time, because I wanted to get to the avoidance as fast as possible, and I am not a good needle player, as you probably can tell. Now when I tried to clear it second time, it felt more fun. It looks pretty generic, but for some reason music helps to bring unique magical, I guess, atmosphere to this needle. I was mainly not a fan of the last water drop, but it is even nerfed to not be precise at all. I don't know why it was made for the load screen, but fine. After what I have seen in I wanna be JITTER DOLL, I think this is much better and much more fitting for the aesthetics.
Yes, I have played this game for more than 3 months (and originally, I wanted for it to be my first clear of 2020, and to beat it in 1 month) and yet it took me 13 hours, which is 2 hours less than I wanna be JITTER DOLL (I don't know how much needle took in I wanna be the son of a witch, because there is no timer there, because it is 'not a part of the game', but I think no more than 1 hour?), which I have beaten in one week or so? The reason is because I didn't play I wanna be the son of a witch much. I just played when I had time and the mood. It is even pretty funny, how I almost didn't play this game for a month (or maybe a little bit less?) and then randomly after playing for 20 minutes or even less I have beaten the game. And yet I progressed in this game through these months.
As genesis1987 already said, this avoidance is pretty fun even despite its shortness (around 90 seconds) . Of course, I was a little bit unaware, when I saw the difficulty 78 (which was changed to 69 later on) , but I didn't care much of it, as far as I had fun with the gameplay.
Gameplay basically consists from 3 main parts:
1) From the beginning until the 'active part' – [url]https://youtu.be/Q4zcVh33s1U?t=53[/url].
2) From 'active part' – [url]https://youtu.be/Q4zcVh33s1U?t=53[/url] – until the start of repeating of the first attacks – [url]https://youtu.be/Q4zcVh33s1U?t=79[/url] .
3) From the 'reminiscence of the beginning' until the end.
When I was watching RNG_Guy's stream it was told that the main difficulty is the section 2, and everything else is pretty much easier. I wouldn't agree with that. I think that first and second section are pretty equal in difficulty. Third section is a little bit easier, but since it is at th very end of hard avoidance, it is not easy at all.
As you can tell from the first section, this avoidance has very fast attacks and is almost purely RNG. It does not really make it RNG-dependant, since avoidance is very fair, yet it is hard. Avoidance requires the player to learn attacks and get used to different kind of RNG. Maybe at first the short break before the start of avoidance may feel annoying, but with time I didn't really notice it. In first section the whole difficulty is in the speed. At first it is hard to get used to it, but when you understand it and get used to it, then many attacks get a lot easier. I think it is still problematic to get used to black & white zigzags, since they give sometimes very hard situations, but nothing too serious. I had fun with the very start and with water section. Very original and fun to play. And I was very surprised of well-used shaking effect in water section, which is extremely fitting. And I really liked the black rings before the section 2, however they are very hard. It is probably the hardest attack to be consistent on, because it requires good reading and understanding how the attack works. You just should understand the movement which is easier for you, and then it will be much more easier. And it is very important, because at some point it is actually hard to get until this part through many RNG attacks. I think it took me several hours to get consistency.
And then starts section 2. I would divide it into 2 parts: everything before and after bouncing attack. The first part consists from 'reading-test' . At first it is actually pretty easy, because fruits are spawning on the right side. I didn't have problems to read it. Most of time it is not too hard to read it. The problems starts with the black ring, which is hard to read due to its speed and following attack where fruits spawn at the right side and on the top. It is extremely fun, but also very difficult to read. And yet I always knew what I have done wrong, when I died. With good reads, it shouldn't be too much of a problem. You just have to read extremely well. It also reminded a little bit of I wanna bye the Bye, but easier, I guess. Also there is another black ring before bouncing, be aware of it, it is also troublesome to read it.
But it is not the end of section 2. The next few attacks before section 3 are pretty hard too. I am not exactly sure how fair or unfair it is, because at first I couldn't read it at all, but then I got somehow used to the different RNG. The problem is when bouncing fruits stop and go to the centre. You have to read splashes from fruits, big splash after then, and short before section 3 jump and go the right to avoid the aiming.
If you got passed it, then starts the last section. I probably got to it like 10 times or so. 4 times I got to the very last attack. Basically it consists from the repeating of the first few attacks and then the last attack in which you have to get through ton of small fruits. I am not sure how much attacks are different from the beginning, but I think they are buffed? If no, then I just had very tough RNG for the most of time. But it is not exactly the biggest problem. I found that the last attack is very hard for the finale and it makes the difficulty higher. Getting to it is a problem, and getting passed it too.
Just look on how often I got to the last attack:
1) 5:26:05 (1169 deaths) (18/03/2020 (night) )
2) 9:50:13 (1950 deaths) (07/04/2020)
3) 11:17:49 (2174 deaths) (19/04/2020)
4) 13:11:12 (2521 deaths) - clear (28/06/2020 (night) )
Moreover, take in mind that I died even to the very last fruit on second or third attempt. At first, I was very against this attack, but on the last attempt it actually didn't feel so unreasonable as I have thought. Maybe it is too much for the hard avoidance, but it somehow fits for the whole avoidance, I guess.
It is a real adventure to learn this avoidance, and I am actually surprised how well-done it is. It looks good and is fun to learn. I do not think that there are unreadable attacks. Everything is fine as far as you are ready for them. It is a challenge, without doubts, but as I was told, it is still easier than avoidances like I wanna bye the Bye. Still, I had great time with it. It is even unbelievable that I changed my mind, because I really thought that it is unlearnable and requires luck. I was surprised that I could learn them and play this avoidance with a good consistency on attacks. I am returning to my original rating, because I think this is a good example how to make RNG avoidance, in my opinion.
Long story short – if you are a decent avoidance player and if you feel that you want to try this avoidance, then you should try it. Needle section shouldn't take too much even if you are horrible in needles, like me. But I think it is worth to try because beating this avoidance is like receiving an award. And I do not regret trying this avoidance. I am proud of beating it and having it as my 70+ difficulty clear this year. Well, it is hard to say how hard it is, and probably I will change my difficulty with time, but overall it feels like low 70 avoidance, I guess?
Anyway, in very short: I would recommend this game, unless you like to complain all the time about 'having bad RNG' .
P.S. Not sure why this game is called 'I wanna be the son of a witch' . I guess it was an intention to not say swear word in English, because it is the first impression of the title, when someone says it. Or the used sprite on avoidance is some 'witch' ? I don't know, just guessing.
P.S.S.If someone does not want to beat this game, but is interested what happens when you beat this game and go to right, where is an empty block, then I can tell that you got this kind of image, not sure what is written on it though –[url]https://prnt.sc/tf8r9s[/url].
P.S.S.S. I don't know is it important for someone, but sprite does not kill you if you try to touch it in water section.
For: I wanna be the whoknows
But there is also a second kind of journey. It is when player needs to 'set up' everything on the device to have the best adventure in the game.
In I wanna be the whoknows I had to deal with both kind of 'journeys' .
I am laptop user, and to explain what exactly I had to get rid of, I will quote what I said in review for Sun Flower: 'It is YoYoYo engine (as far as I know) , which is very widely used in Western community. I just noticed it by the fact that on first attack I felt that it is lagging, even though it didn't. It just wasn't smooth enough. I have this problem on several games made on this engine. Luckily, I didn't notice this problem anywhere else, except the beginning.'
Unfortunately, this time, literally, almost every attack was lacking of smoothness. I was very upset, at first. Yet I found a solution. I decided to make a recording (in Bandicam) of avoidance to see what is actually wrong. Because I had feeling that everything is fine, but I was just thinking up.
When I started the recording everything suddenly was OK. I could play the game without any problems. And it was very essential, otherwise attacks like aiming was almost impossible to play.
I mean, I have heard before that it could solve the problem, but since on my previous laptop this method didn't work at all, I thought that here it wouldn't work too at all.
But that is not all.
Literally, on the day when I downloaded the game and played like an hour or so, I had another surprise. When I decided to turn off my laptop, I needed to download big update of windows 10. And on the next day I found out that I don't have a save for I wanna be the whoknows anymore. I was extremely upset. Luckily, I found out about folder 'Windows.old' in which under hidden files I found a missing save. I really don't know the reason why this was only game which had this weird glitch, but it was very unpleasant, I have to say.
So, I would suggest to be ready for everything regarding this game, seriously.
=====================================================
Anyway, here is the actual review of the game:
This is avoidance game by Sudnep, which I would describe as an attempt to make good 'Western Miku avoidance' with cool visual effects. And surely it has very good ideas in it.
I would like to start that game has a very cool and inventive idea. Everything starts with kid being in I wanna be the LoveTrap Miku room and then very short after intro there is transition to the different room. It is differently designed and has other Miku sprite. Now kid has to leave this 'cute' world and get back.
And while kid is away from 'home' , everything collapse and change pretty quickly. The layout rotates to 90 degrees as the song progresses and kid has to get used to it. At one moment kid gets even to another room in which there is a clock and ton of small Mikus. Suddenly, Miku makes a sound of sneeze and kid is being teleported to the room with only one platform and in which everything mixes up from what he has seen before. And the grand finale is the returning to the first colourful layout and kid being sent very soon as Miku sneezes again to his 'home' , yet without Miku.
Moreover, I cannot say that the gameplay is boring. Sudnep is very creative in combining so many interesting and unusual attacks. You have zoom-in, infinity jump section and unusual patterns. And yet, although it has potential to be better than I wanna be the Twinkle Days, it manages to ruin on several attacks.
First of all, first and second chorus is very inconvenient for dodging and, moreover, I am not exactly sure about how fair it is. I mean, second chorus have potential to be fair, yet hard. But the first one felt very annoying for me. Not only the last orange pattern, which actually gives random angle and thus can give very 'cool' situations, but also RNG falling down is very questionable.
Second of all, I have questions in second couplet. Mainly, about this attack [url]https://youtu.be/Ah3LS1eho_I?t=82[/url] and bouncing before second chorus. Uhm, why these attacks exist? They look horrible in the context, because they are way more unreadable than everything else. Even pattern before bouncing, which seemed hard for some people, is acceptable (it is actually very easy to find your own strats without video) . But this RNG is so fast that I am not fully sure that it is actually 'fair' .
I would also say that aiming attack looks a little bit out of place, but comparing with some other attacks, I won't judge this attack much, although I was not exactly sure why author decided to put it here. Also I think final phase could be designed more originally, because it feels something missing, but I am not exactly sure, what could be done better (I guess more visual effects could actually help, maybe?) .
No, do not get me wrong. This avoidance has TON of fun stuff. As a good example is everything starting from the 'clock' attack. I died once on the very ending of the avoidance after first-trying everything from the clock attack to the end, because I was too nervous, and I thought that I got lucky and won't beat avoidance soon enough. I had big surprise when I had literally on the next attempt to the clock attack and have beaten the avoidance.
Avoidance is actually very fair and readable starting from the clock attack. It requires some knowledge what to do, but most of the attacks are readable (even on this moment – [url]https://youtu.be/Ah3LS1eho_I?t=165[/url] – you actually cannot be killed? Or at least it is not as precise as I thought) . And then I was perplexed, why author could make enjoyable beginning and ending but not the middle part? Just for the difficulty or why? I don't know.
Of course I had played in non-blind playthrough, yet I used many my own strategies. But I don't think that my opinion would change much. Yes, I wouldn't beat it in 4 hours, but still. This avoidance has very interesting ideas. I even liked bizarre ones like the infinite jump part, which is designed very originally, in my opinion.
I have feeling that author tried to make something like I wanna be the Twinkle Days. Even the difficulty is more or less very similar. And yes, visual effects I surely liked in I wanna be the whoknows more than in I wanna be the Twinkle Days, but gameplay has its problems in Sudnep's game. It makes avoidance harder, although it was unnecessary, and makes everything more frustrating. Dealing with chorus parts is really a stressful task.
I do not really want this time to dig more in the actual gameplay, because I do not think that it is necessary. I just want to say that this is surely potentially good avoidance, but it could be better if everything was better balanced. I can recommend this if you can deal with avoidances in difficulty like I wanna be the Twinkle Days, but I am not sure that you will be fully satisfied. It is surely something different than average avoidance, but I feel that it has some questionable parts and unnecessary stuff in, which you may dislike. I had good time, but it could be even better if avoidance was more polished. So I am gonna say that I would recommend this avoidance if you feel that you really want to try it out and you are ready to stay in for several hours. If you feel trying random avoidances just for a short while, then maybe check for something different, because I doubt that everyone can beat this avoidance in 1 hour or faster even in non-blind playthrough.
Anyway, when I wanna be the whoknows 2, Sudnep?
For: I wanna DBG
This review is for those who want to defy and clear avoidance faster than plynq (42 minutes) or pyuw 30 minutes). Because I thought I will be able to do it. And I was wrong...
Basically this one of the earlier afoth avoidances, which looks like some kind of prequel to I wanna Determination, which continues idea of Undertale avoidances. This one in particular is mostly pattern avoidance, yet has some RNG parts.
In short, I tried to memorize by heart all attacks and then to perform them. At first it does not seem very hard, it is mostly pretty fair and bearable RNG. You can use any clear video, most of those have similar route. After this aiming pattern –[url]https://youtu.be/bfxqWXQv_Qw?t=39[/url]– avoidance gets a little bit harder, yet if you have good strats, then it shouldn't bring a lot of problems. My problem was that I used hard strategies. I recommend on this RNG attack –[url]https://youtu.be/bfxqWXQv_Qw?t=40[/url]– to stay at the right corner. This way it gives almost all the time good RNG. Otherwise, sometimes situations can be harder than usual and may cost some deaths. And it does not make this pattern a lot harder –[url]https://youtu.be/bfxqWXQv_Qw?t=44[/url]– because you can just hold left, once red pattern starts to move. This purple attack –[url]https://youtu.be/bfxqWXQv_Qw?t=47[/url]– as well as the next red attack are patterns, and I recommend using this strategy, which you can see in the video, it isn't hard to remember.
Then you have to get up in the centre or left platform and read pretty easy purple RNG (never actually died on it) . Following pattern is actually very easy if you do it like this –[url]https://youtu.be/IvDYTrWhdfk?t=57[/url]. Yet after it is a little bit unfair (or no?) purple RNG, which you have to dodge in the centre. I died quite a lot on it, and some situations were pretty tough, I have to say. Also it is hard to time right after RNG these pattern rings –[url]https://youtu.be/IvDYTrWhdfk?t=61[/url]– but at least those are not as precise as they look.
And then starts the catchy part and the hardest part of the avoidance, which is actually pretty tricky. If until it I was sure that I can beat avoidance pretty fast, then literally the beginning of the dynamic part took me some time to figure out. I did something like this –[url]https://youtu.be/vTP86kKx-No?t=69[/url]. And yet I didn't understand why I failed quite a lot. Unfortunately, I don't even know understand what you have to actually do to do it consistently. All I can say that you have jump once, and then go to left and try to go down. You shouldn't jump immediately, however you have to make sure that you don't bump into these 4 fruits –[url]https://prnt.sc/t6wpyr[/url]–, as well as to the star itself. I guess using pyuw strat can be beneficial –[url]https://youtu.be/InBiO6tqwmI?t=64[/url]– , but since I didn't use it, I am not sure. Maybe it is more consistent.
After that pattern up until second green fruit (from –[url]https://youtu.be/vTP86kKx-No?t=71[/url]– to –[url]https://youtu.be/vTP86kKx-No?t=86[/url]) I used たく strats. Most of them are pretty obvious if you watch video carefully enough, but I will retell briefly about them anyway. Basically, when you are down, make sure to jump pretty soon to the first platform (however, time your jump correctly, because it is both easy to jump early or too late), then jump to the green fruit and rejump in it. And then jump rejump immediately third time. If you are going to be too slow, then you will die momentarily.
Then align to the right block of the platform and fall down. After heart attack go left and stop somewhere near the left side like in video. It seemed pretty precise, but I never actually died on it. I just made sure that purple fruit is not going to kill me and that it is somewhere nearby. After crazyness has stopped, rush to the right and stop on the platform. You have enough time to get there. And then run momentarily up before star has closed the pathway.
On the next pattern I actually am troubling to suggest the best strategy, but たく strat seemed OK. The strat is to stay and to long jump to the right, when you see that this purple spiral – [url]https://prnt.sc/t6zl6h[/url]– is near the central platform. Well, at least I tried like that, and it worked for me 3 times. First time I was too slow and didn't get up. Yes, it requires for player to rush up, otherwise star is not going to let you go up. Then you have to jump 2 times in green fruit area, but you have to pause a little bit before the third jump. Everything from third jump in the –[url]https://youtu.be/hflnIhgEv_g?t=83[/url] – until the end I used Chevin's strategies.
That means that I stayed in the same spot, but I double jumped and bumped into the ceiling of the platform above. Then you have to rush and go down and make a second jump before these purple fruits –[url]https://prnt.sc/t6zrli[/url]. After that go to the centre and make a small jump. Then there is following sequence of gimmick from Undertale, where you have to stay still when blue fruit wall goes down, and do opposite, when is orange fruit wall. My only suggestion is to move left and right instead of jumping, because it isn't as easy as it may look. I actually died once, when I tried to jump.
And then goes the finale phase. As I get you can both jump and stay still at the beginning, although I still jumped, because I am not entirely sure. Anyway the actual phase is entirely RNG, except for these 3 walls –[url]https://youtu.be/hflnIhgEv_g?t=103[/url]– on which you have to jump. I jumped once and on the last wall I moved to the left. The ending is a little bit intense, but it is fair at least. Moreoevr, I liked the last attack, which directly references to the Undertale, I found it fun. Also I am glad that I managed to first try this whole phase, although it was a little bit stressful for me.
Now about the quality of avoidance. When I saw avoidance at first in 2018 or so, I was not really impressed by it. And when I made my list of avoidances, I wanted to play, I added this avoidance just in case I have an appropriate mood for it.
I actually do not regret for trying it. I am actually shocked about high production value and how fun and well-designed attacks are. Especially, the main (catchy) part is so dynamic that I love it. And visuals are so fitting, that I actually do not have words. It is fabulous. Of course, attacks are a little bit confusing sometimes, and RNG could be more fair. Yet I do not think that it is much of an issue.
Overall, it is not a masterpiece, but it is very well-made avoidance by afoth. If you are not against some RNG or fast-paced gameplay, then you may actually like the actual avoidance. I think the final result was very pleasing. Gameplay and visuals fits to the song, and you can have a fun for some time. It is not exactly 30 difficulty avoidance, but it is not extremely hard either.
If you are into upper-average avoidances, then you should try this one.
Highly would recommend!
For: I wanna sunxipu
Why almost? No, it is not because the game's structure is almost the same as in I wanna Sunspike. The reason is about execution at some point of the game. Game is built as a needle + avoidance adventure-like fangame. At some points game does better than original I wanna Sunspike, on others it does the opposite.
Sheep made a needle section. And it looks like Sheep wanted to remake I wanna Sunspike, but totally in his own style. Basically, imagine candy and a candy wrapper. The structure of the game is this candy wrapper, but the actual gameplay is candy itself. Sheep uses the same candy wrapper, but instead of Sunspike's offered 'candy', he offers different one to the player.
And it actually feels a little bit awkward, because it is exactly as if Sunspike offered a candy with a taste of a orange in orange candy wrapper, however, Sheep would pick this orange candy wrapper and put in it a peppermint. Yes, I like peppermint more than orange, but it is whimsical when instead of green candy wrapper you see an orange one.
With that I want to say that Sheep literally do everything as Sunbla. He picks 6 stages, from which each stage except the last one has a screen in which tileset is changed. Stage 1-3 is pretty eay and then on fourth level difficulty bumps slightly up, until its peak on the last 2 stages. Moreover, stage designs are also similar, for example, Stage 3 in I wanna sunxipu is very similar to Stage 3 in I wanna Sunspike. Stage 4 is not exactly the same, but has same sunspike vibes. Stage 5 is designed as small room with few jumps, differently styled saves and kid with an outline. Stage 5 momentarily goes to Stage 6 and to new soundtrack. And although Stage 6 has different style than I wanna Sunspike, you can still notice that many screens remind a little bit of original I wanna Sunspike (for instance, this screen –[url]https://youtu.be/4uMTa0rEIYs?t=493[/url]– reminds this screen from I wanna Sunspike –[url]https://youtu.be/KUeuUncswFw?t=506[/url]) . After all even the title's are similar – I wanna Sunspike and I wanna sunxipu. And I guess there are more similarities, which I have not mentioned.
Yet I am not about to criticize this game. In my opinion, Sheep did great job and made a better version of a needle of I wanna Sunspike. Yes, first 3 stages are pretty easy, but I like how Sheep tried even to change details of kid's sprite to match with the stage. In beach kid has a swimsuit, in forest he has a sunglasses (not sure exactly why kid decided to wear sunglasses in the woods, but I guess it is either to stay hidden or to look cool, maybe? Or simply there are too much of a sunlight). Needle can feel a little bit generic, however, if there are people who close eyes to original downside of I wanna Sunspike, then I do not see any reason why you shouldn't close eyes to this one too. And if you do care about unoriginality here, then I would like to tell that I do not care about this factor as far as game is fun to play, and for some reason it is fun in this case.
About stage 4 I can say that I do not have much of complaints and I actually liked many screens and saves. Especially this one I liked a lot to perform for some reason –[url]https://youtu.be/4uMTa0rEIYs?t=291[/url].
Stage 5 is the point where it is actually tricky. Making gameplay out of few jumps on screen is always a risk to make something too precise and unfun. Surprisingly, this stage was the point where I started to like the needle quite a lot. I liked almost every screen, except maybe for this jump –[url]https://youtu.be/4uMTa0rEIYs?t=387[/url]. It is actually pretty hard to perform, I have to say. Moreover, I am even surprised how fun you can execute generic jumps into something pretty original like in this example –[url]https://youtu.be/4uMTa0rEIYs?t=408[/url]. I have to say that I haven't seen much of these jumps. Balance is more or less flawless, maybe I have some questions, like why this jump seems so easy (or I was just lucky to pass it pretty fast?) – [url]https://youtu.be/4uMTa0rEIYs?t=399[/url] – as well as, I am not sure that taking idea from I wanna Sunspike about using small jumps very good. Well, at least I have acceptable keyboard, so I cannot complain much about it.
And then there is stage 6, which is... very beautiful. It is just: wow. Aesthetically pleasing visuals, incredible usage of Romanian soundtrack 'Ce frumosa e iubirea', which was such a surprise for me, because I didn't except any Eastern Europe soundtrack (with Eurovision vibes, to be honest) in Chinese game, but looks like this soundtrack was quite popular there. And gameplay's difficulty which actually does not go to the outer space like in I wanna Sunspike. It is the hardest needle in the game, but everything is totally bearable and acceptable. Besides many screens and jumps feel very fun. Even usage of 2 planes in a row does not feel frustrating, which is funny. And idea to reference to sunbla's needle with using third before the end screen (and even second to last screen usage of few jumps per save reminds of this –[url]https://www.youtube.com/watch?v=KUeuUncswFw[/url]. And fact that both of these screen go right after in both games is just a genius move) is just fabulous, because it is executed in a more fun to play way. If there is a complaint from me then maybe only about this jump –[url]https://youtu.be/4uMTa0rEIYs?t=515[/url]– , because how you do it is quite unobvious and maneuver is a little bit 'sloppy' , but it isn't too bad, because stage 4 has harder and worse jumps (actually jump – in singular) .
I have played and cleared both I wanna Sunspike and I wanna sunxipu needle sections. And I cannot say that I was much ahead in I wanna sunxipu. I have beaten I wanna sunxipu needle in 2 hours and 43 minutes (no practice tools), while I wanna Sunspike took me 3 hours 52 minutes (with Jtool practice on some screens though) . But gameplay-wise I can say that I had a lot of fun with Sheep's needle. It was fun, and I had a good time. Also I think I would give it around 50 difficulty rating. And I should say that when I got to the avoidance, I thought that I will definitely give this game around 8 rating. And that is saying an avoidance player....
Unfortunately, I had a bad surprise. And no, I am not complaining that Nikaple didn't make an avoidance and its room like UltragamerxD. The problem is with the avoidance itself.
As you already guessed, this game has an avoidance with completely different style than in I wanna Sunspike. And it is true. I wanna sunxipu after needle section removes kid's outline and special type of save to casual type. Room and avoidance use inverted colours on blocks and fruits, but the song used is some Chinese disco song. To explain problems I would like to start that avoidance took me a little bit more than 7 hours, but with only 429 deaths on avoidance itself. And avoidance is around 3 minutes and 30 seconds long. Sadly this is one of those cases when author just didn't balance attacks well enough for avoidance to be enjoyable.
I will name the structure of the song and will give in square brackets the number for each section, to not repeat each sections name for hundreds of times. Basically, this avoidance consists of (approximate numbers) 30 seconds long introduction [1], then 15 seconds long first couplet [2], 15 seconds of chorus [3] and 20 seconds of interlude [4]. Then around 25 seconds second couplet [5], 35 seconds long second chorus [6], where basically is used doubling of the chorus. And then the final part (third chorus one degree higher?) 35 seconds long [7], and finally 20 seconds long outro [8].
If you want in short, then:
Section 1 - (pretty) Easy and fair RNG
Section 2 - (pretty) Easy to learn patterns
Section 3 - Pattern, which requires good sense of rhytm, but was easy for me
Section 4 - (pretty) Easy and fair RNG
Section 5 - (pretty) Easy to learn patterns followed by RNG, which is mostly fair, but which can give very difficult or even unfair situations. Requires good RNG reading.
Section 6 - Hard and unfair for the most part. Requires good RNG reading and good luck.
Section 7 – Difficult RNG, but is fair. With good RNG reading it is passable.
Section 8 - (pretty) Easy and fair RNG ?
As you can see the hardest stuff of the avoidance is at the end, but the easiest at the beginning. The problem is not in 'boring' intro (in fact, it is fitting). The problem is with a balance in later parts. I do not understand the end of section 5 and section 6. RNG can be so unfair that you won't be able to do anything. And it is not fun when avoidance demands you to do this – [url]https://youtu.be/z3ZMU8sIoWw?t=144[/url]. Moreover, why chorus 1 is pattern and chorus 2 random? Just because of RNG I had to rush, because of this moment, when fruits get bigger – [url]https://youtu.be/z3ZMU8sIoWw?t=129[/url]. I didn't find better strat, because jumping while being in the corner didn't seem to be working in many situations.
Of course, I liked a lot patterns and fair RNG parts. I would even say that the hard finale is fitting, except that dying on it after unfair part is very frustrating. I died 2 times in the beginning of Section 7, and was lucky enough to first try the biggest part of it. I am very unsure how hard it is to perform Chorus 1. I could do it very consistently, but that is just because I counted how many beats have passed and when I should jump (just follow Nogard moves –[url]https://youtu.be/z3ZMU8sIoWw?t=46[/url]). The only thing I could do consistently on second chorus is to perform correctly first jump, Prepare your jump on sixth beat after the chorus starts. Maybe it can seem pretty hard to get used to section 2 and 5 patterns, but believe me, those are flowers in comparison with RNG sections...
Anyway I do not want to say that I did not want to like this avoidance. In fact, it was the reason why I tried this avoidance. I adore these minimalistic visuals and effects (like moving screen, weird characters which are moving head in a beat and well-made background colour change in chorus parts). I agree with Nogard that fruit beats are so well synched that it is just amaizng! Yet I couldn't enjoy this avoidance as much as I expected. Replaying third part of avoidance literally every time was very frustrating. And idea is not bad for RNG sections. If Nikaple had made it a little bit more fair, then it would be excellent. Unfortunately, this is not a case. And I was extremely relieved when I had beaten this pretty advance in difficulty avoidance (at least, in my opinion).
After you beat avoidance there are no credits, but just clear screen, in which are mentioned creators of this game(thanks for that, or we wouldn't know who created avoidance, since originally Nikaple's name wasn't mentioned on delfruit (and on wiki too, as far as I know)).
Game took me slightly under 10 hours, although I expected for it to take under 5 hours. For some reason I really didn't expect that avoidance could have unfair RNG. Moreover, I would never think that this avoidance could be worse than needle section. Well, I guess Nikaple got inspired by I wanna Sunspike avoidance's unfairness (laugh out loud). If so, then he succeeded. Unfortunately, it was a mistake...
I do not have much more to say about this game. It had a huge potential, but avoidance ruined it to be excellent. It is still very good, but it is not incredible. I would highly recommend to try Sheep's section (unless you find it very generic), and would suggest Nikaple's area in case you are sure that you will be able to clear it fast enough to not get frustrated. If you are not so professional, like me, then maybe it is better to stop on avoidance? I guess it was case for Xplayerlol and I think it was a wise decision, to be honest. Anyway, knowing that many people nowadays play very good, I think you may not even notice problems, which I noticed.
In other words, depending on circumstances and your preferences, I would, paradoxically, both recommend and not recommend this game (mostly it depends on avoidance section). And that is in spite of my rating 7, which I still give because of the great needle stage, and lowered after clearing the avoidance.
P.S. And still, I think that this game is better than I wanna Sunspike, although I may change my opinion, since I haven't beaten original I wanna Sunspike yet.
For: I wanna be JITTER DOLL
Although I have been playing fangames for 4 years (actively for 3 years) and I am generally an avoidance player, I avoided Sugar's (シュガー) creations for a long time. And even more weird is the fact that I actually know this author and have seen his games since 2018 or something like that. Originally, I found out about his games because of Avoidance guessing games, which were organised by Ramirus. He mainly picked only popular authors, and Sugar was considered to be popular enough for people to be able to guess. It is very surprising, because on delicious-fruit Sugar usually does not get a lot of attention. At the moment of writing this review (23-06-2020) the most popular his game is I wanna be the 45, which has 10 reviews. All other games less than 10 reviews.
This game in particular is quite unknown and people opinions split up. Just look on ratings and reviews and you are going to understand why. Quality ratings ranging from 3 to 10, and difficulty, which is very inconsequent. I mean if I see that people give this game 20, 45, 55 and 65, and, moreover, on Pyuw's list 69.8, then you understand that something is wrong. I mean, the average rating on delicious-fruit (46.3) is very unreliable. And not that there are many videos on this game either.
I mean there are several videos from different top players, like sunbla or flippy, yet it is whimsical that there are not so many clears from Japanese community (maybe there are a lot on nico?). I found a video by takuya and full playthrough in let's play style by Jung (じゅんG), but no videos from zero81kuro or Pyuw. Besides, it is the only avoidance by Sugar, which zero haven't played yet. I am not sure about reasons, but I guess the game isn't so interesting for many people.
As it looks like, I wanna be JITTER DOLL is the first game made by Sugar, although for some time I thought that I wanna see the future light was Sugar's first game. Now I am pretty sure that I was wrong, right? Taking into consideration the fact that this is a debut game, then it explains why people, like Wahfuu and DestinationMystery have so opposite opinions about the game.
However, I was very curious about this author lately, because I was actually a little bit skeptical that Ramirus liked 4 out of 5 Sugar's games he had played so far. Since I wanna be the JITTER DOLL had a favourite on Ramirus list, I decided to bookmark this game, because out of all Sugar games, I liked at least the music for this game.
And, ironically, very soon I decided to start playing it. It is a little bit funny, because originally I wanted to start playing I wanna Anti Beat, but because of axfc hosting problems, I had to find a substitute. I decided to start playing I wanna be the JITTER DOLL.
When I ran the game, I had good expectations, because I very liked the title screen. My first disappointment was a needle section. I was expecting to see one short needle screen as DestinationMystery suggested. I got to portal in 7 attempts, everything seemed pretty fine, and then I had a surprise. Game has a backtrack. I am not hater of gates and diagonals, but very soon I realised that it is going to take a lot more than I expected at first. I died almost on everything, which was very emberassing and annoying in the same time. I am not a good needle player and I died a lot. The short screen turned out to be not so short. And only after 1 hour and 46 minutes I spent on this screen I realised how generic everything was. If not a good and not restarting music, then I would quit a lot earlier. Moreover, if you get through backtrack, then you have one additional screen, which is sort of glitched screen, which basically has a choke gate before avoidance. I didn't die on it, but still. Why would you put something like this after a long save? To annoy people more? To prevent getting to avoidance? I don't know. Anyway, now it is the time to the main part of the game, and actual reason of this game's title.
Avoidance uses song's Jitter Doll cover, which usage was criticised by Wahfuu. Fortunately, I didn't find any problems with that. I liked this cover very much and more than original Lily voice. However, my opinion about avoidance changed during my playtime. Originally, I thought that I would give this avoidance rating 8, but now I am fluctuating between 4 and 6. Avoidance is a huge mix of good and bad ideas.
I would say that the first minute of the avoidance I liked quite a lot. Long, but pretty fitting introduction, song's name made of fruits, several gimmicks, including water, infinite jump and special fruit shooting about which you are told before getting to the actual avoidance . Everything is so dynamic that I didn't get bored even after 13 hours of playing avoidance. Of course, at first it isn't obvious to shoot the fruit, because you may not notice it. Sure, infinite jump part may seem quite unfair, as well as following random attack. Yet I have to say that it isn't as unfair as it may seem. In contrary, I was extremely consistent, and could pretty easy get to the chorus – [url]https://youtu.be/Pqd8pKJJB1Y?t=59[/url]. I even liked the idea to change background colour for a moment when kid has infinite jump, since it made everything to feel quite epic. Also zooming in effect before chorus is very cool too.
From chorus the avoidance actually shows its true face. Patterns are based on savespots, yet they are not too hard to learn. I liked that author tried to use corner strats as little as possible, it really made avoidance look more original. And then there are several questionable attacks:
1) Why this red splash of fruits in circle-like form is twitching –[url]https://youtu.be/-PaRSjtWI0g?t=66[/url] ? It looks whimsical and unfitting. Moreover, I think it was implemented in the newer version, because in sunbla's video pattern is 'still' –[url]https://youtu.be/Pqd8pKJJB1Y?t=67[/url] – and I think it looks better in that way. Also similar situation is in third chorus?
2) The heart attack is not funny at all. Especially, why this thing exists –[url]https://youtu.be/Pqd8pKJJB1Y?t=74[/url]? It is one of the tightest patterns in the whole avoidance, and I didn't find better strategy than the one, which sunbla used (and even that is very precise and requires quite a small jump). You can get consistent on it, yet it is very difficult and even after 10 hours I died there from time to time.
3) [url]https://youtu.be/Pqd8pKJJB1Y?t=78[/url] – yeah, we all like jumping off block, don't we? No, seriously, why? Doing ledge time with time pressure is not fun at all. I guess dying just because I couldn't get up really made me mad all the time. Well, at least you have some time to prepare jump, and theoretically you can manage to get up, even if you fail jump once. Yet it is surplus attack, in my opinion.
Then there starts second couplet. It starts with short reminiscence of the beginning of avoidance, where all attacks up to 'JITTER DOLL' title are accelerated. Then there is a short RNG attack, which I guess has some pattern structure. However, I didn't really understand how it really works. I guess depending on colour you can guess where possibly fruit can spawn? Anyway, mostly you can just read attack. And die a lot because of hard or even unreadable random.
And after that avoidance tells you that 'Soon you go to the competition world' . You have to be in the centre and then many gimmick attacks are mixed with casual random attacks.
First 'competition' is to read different fruits which go from right to left, and to shoot 'special' fruit in time. Very unpredictable, yet always fair. But be prepared to die from time to time if you are not ready for very bizarre situations. And before getting to the chorus again, we have a totally RNG attack! I used sunbla's strat and I think it is the best one –[url]https://youtu.be/Pqd8pKJJB1Y?t=104[/url]. However, if you look closely you can notice that you cannot always get in the corner and then you have to read very unfair RNG. It is completely random, which means that sometimes it can be free and sometimes it can literally wall you.
Yet it isn't the worst. Second chorus starts with floor breaking down and kid getting infinite jump. This is part on which I died quite a lot. It can look quite easy to dodge, however, you have to be ready for the following pattern. Basically, you can stay somewhere on the left side or be down in the centre, like sunbla did and which actually is easier –[url]https://youtu.be/Pqd8pKJJB1Y?t=120[/url]. The problem is that you can get very unpleasant random in both savespots. And rushing to the savespot is very stressful task.
Then game tells you to 'Shot!!' 4 kids, which are throwing random fruits on you. If you do not kill all of them, then you have a ring of fruit wall, basically, the same result when you do not shoot the 'special' fruit. At this point I started to hate these gimmicks. I am not against shooting in avoidance, yet this time it felt out of place, at least for me. Especially, when you have to do that very quickly.
After shooting part blue fruits spawns from all sides and you have to be in the centre. Kid loses jump and then starts a new gimmick, where you have to remember which colour of big ring was on this attack –[url]https://youtu.be/-PaRSjtWI0g?t=42[/url]. You have 3 choices – blue, purple or green. To choose you have to stay under the fruit, however, you have to dodge the random fruits before you can choose the right option. Dodging after shooting part isn't hard, yet it is not free, it requires quite a lot of concentration. What about gimmick itself? Personally, I usually like this kind of stuff, yet this time it was more annoying than fun to remember. I am not against learning the colour and trying to not forget for almost 2 minutes, however, I really wished that colour choice would be easier to remember. Why you had to choose blue and purple, instead of yellow and blue, or red and blue? It would be easier to remember. Anyway, my strategy to memorise was to remember with associations. I tried to say loudly or silently colour's name and thing, which associates with the colour. For example, for me blue colour associated with water (I liked to memorise by 'H2O') ; green colour with traffic light and purple for some reason with Kamilia (lol) . And it actually helped, because for many times I just forgot the colour but not the associations. Yet I died quite a lot on this part, and for me it was very frustrating.
Next attack is another gimmick –[url]https://youtu.be/Pqd8pKJJB1Y?t=149[/url]. Kid is in small room and above him there are 5 red fruits, which randomly colours to the blue colour. It shows the order how they fall down. And then fruits change colour once again from blue to the red. This time fruits not only go up in the order, but also fall down soon after. Surprisingly, very original and fun stage, which, moreover, is very fair! On the first round I didn't have any special strategy, I just tried to find the path where it is easier to dodge. On second one I recommend to stay close enough to the first fruit, which changes the colour, and get under it, once it is up. It is easier then to end the whole gimmick.
Following attack is another gimmick! The only problem: it is a long corridor and gate jump at the end. You are being followed by a wall of fruits, which means that you cannot prepare jump, you can only jump momentarily. Why this exists? I am not against these kind of ideas, for example, I really found it original (at least from video), when I saw Higanbana area from I wanna break the Series Z 3 EX . However, here it looked like author was lacking ideas after some interesting gimmicks.
The final segment and third chorus is some kind of reminiscence of the first chorus, with similar attacks, yet differently built. Actually, it is better than first chorus. You start at the middle and should not walk, until heart attack appears. This time it isn't precise at all, just requires a little bit of attention. I used Jung's strategy, and I found it excellent – [url]https://youtu.be/p0ZhPB9XJq8?t=1018[/url]. If you are confused, then here is my visual strategy –[url]https://prnt.sc/t5lqt4[/url]. Red arrow shows the place where it is the best to stay. Pay attention to the fruit, which I marked with yellow ring – stay under it, but be careful to dodge it. And then when you see fruit, which I marked with blue ring, then make sure to go quickly, but carefully enough to the right. Hopefully, it is a little bit helpful (I doubt, but still).
Then make sure to dodge blue pattern , and when you see red pattern –[url]https://youtu.be/p0ZhPB9XJq8?t=1022[/url]– then go up, because kid will appear at the top, as well as 'Shot!!' . After that dodge where it is easier for you. I tried to be at the ground, but staying on platforms is also fine. The only problem is that RNG is a little bit unpredictable, so you can get quite hard situations from time to time. Same thing applies to the blue fruits which appear from all sides. Sometimes it can be very difficult and sometimes it is extremely easy.
On the next attack, there is pattern, which is similar to the first chorus, but actually is a lot easier. I used Jung's strat and I never died on it –[url]https://youtu.be/p0ZhPB9XJq8?t=1036[/url]. Just make sure to not be too fast on the next attack. Move slowly to the right, but do not rush to get in the corner. I died few times, and it was frustrating. Also do not forget about blue fruit pattern.
On the following attack I actually used too hard strategy, and thus I had impossible combinations. Basically, when I saw rainbow fruits I went up on the second platform from the top on the right side. Unfortunately, there is a 25% chance to fail in this way, because you have to be in one out of 4 savespots. In other words, when you see a girl spawning on the platform, you have to get to her very quickly, while rainbow ring around it does not kill. More optimal is to stay at the middle of the screen. For some reason I didn't realise that you can stay there. Anyway, pray to get savespot on the top, otherwise you will have to do very unpleasant jumps on the platforms, because you have to follow the girl very soon after getting to the savespot. She and the ring is going to the centre, but the ring can kill you. It is very stressful, I have to say.
And then we have a finale, which is pure RNG. It is very difficult, requires good reads, and I recommend to try to get to the platform short before the end of the attack. It really helped me for the post-finale. Also you can notice big 'special' fruit going down, which shows how much of finale is left, because as soon as it hits the ground, the post-finale takes place. For some reason this fruit we cannot shoot (I guess because it kills (?) the girl, which is in the centre?), which didn't make any sense, anyway. I died like 4 or 5 times, and my last attempt was extremely lucky.
Post-finale is basically a burst of rings, which were in the beginning, but this time with different patterns. Idea is interesting, because it unites the beginning of the avoidance with its end. But realisation is horrible. I tried doing like like Jung –[url]https://youtu.be/p0ZhPB9XJq8?t=1070[/url] – yet I died. Then I tried like takuya –[url]https://youtu.be/-PaRSjtWI0g?t=225[/url] – and I died second time. Third time I did like takuya, but jumped and got earlier on platform. That was successful attempt. Just make sure to not die on the last few patterns accidentally. Then you have to collect the image of the girl and get to the clear screen, which is a little bit of NSFW (well, kind of to be honest).
Everything after the gate jump is a real clown fiesta. It has pretty cool ideas, like repeating attacks, but with different patterns (which are actually fun to dodge), shooting kid, which gives you a lot of time (you can kill it, even when blue burst starts) . And then there is totally horrible finale and post-finale, where you can die very easily. When I got first time to the finale I first tried everything after second heart attack. Yet then I died on almost every attack. Of course, I had SMOrked with one attack, but it wouldn't help very much, let's be honest. You still have to do 2 very hard attacks after almost 4 minute avoidance.
Overall, this avoidance is very questionable, at least for me. I tend to agree with Wahfuu opinion, and I don't understand why others like this avoidance so much. Just because it uses gimmicks does not mean that attacks are well-made or well-executed. Author tried to mix everything he could make on gamemaker, and it resulted in a very experimental avoidance. Every good attacks has its opposite and each of fair random have attack with totally unfair RNG. And I am not even talking about difficulty, which ranges from easy savespot patterns to patterns like in the end of first chorus, where you have to do tight maneuvers. Some attacks look very fitting and beautiful, others look like from low-quality avoidance. And I am not even talking about needle, which is very annoying and unoriginal.
I understand that it is author's first game, however, if he could update game (right?) then why he couldn't update some things for the gameplay or visuals? I just do not understand this at all.
You can disagree with me, but, personally, I wouldn't recommend this game at all. I played this for 15 hours, and I can say that it was unfun for the most part. I would better look for different avoidance game, and I recommend you the same. At least, it is my opinion about the game...
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