Chrisay's Profile
Send a PMJoined on: Jun 11, 2018
Bio:
Unity 3d REPRESENT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
GameMaker Plebs come at me!!!!!! 8)
I've submitted:
290 Ratings!
239 Reviews!
53 Screenshots!
290 Games
239 Reviews
Chrisay
For: I Wanna Defeat The Robot
For: I Wanna Defeat The Robot
First impressions: Incredibly well produced game. It has good level design, interesting gimmicks, 60fps, looks good, plays well. The game crashed during boss 3 (when I shot a charged shot, don't know if this is relevant).
Will update this review to include more nitpicks and stuff when I actually beat it. Level design is overall good, but a lot of stage 3 relies on trial and error, which isn't really all that fun. It doesn't ruin the fun, but it does lead to some unfair deaths.
Overall, really impressed with this. Happy to see 60 fps, and overall production value is top notch. Level design is fun and not too demanding (At least the first 3 stages are beginner friendly).
[0] Likes
Will update this review to include more nitpicks and stuff when I actually beat it. Level design is overall good, but a lot of stage 3 relies on trial and error, which isn't really all that fun. It doesn't ruin the fun, but it does lead to some unfair deaths.
Overall, really impressed with this. Happy to see 60 fps, and overall production value is top notch. Level design is fun and not too demanding (At least the first 3 stages are beginner friendly).
Rating: 9.0 90
Difficulty: N/A
Jan 24, 2019
Chrisay
For: I Wanna Reach the Exit!
For: I Wanna Reach the Exit!
Some fun needle that doesn't rely too heavily on named jumps. Played on medium which has some extra wuss saves, that are appreciated, because playing at higher difficulties would have been a pain. The screenwrap gimmick is pretty nice, and made the game look and feel a lot more interesting.
However beyond that it's very mediocre. It's really short and there's no real feeling of progression, because it doesn't really increase in difficulty, and every screen feels the same. It's pretty dull to look at, and it doesn't support fullscreen or key-rebinding, which should be common place in fangames by now. It has a really anticlimatic ending, with one of the thank you for playing end screens. The music is also way too loud and doesn't really fit.
It's some serviceable level design and some nice, but very simple gimmicks. That's also all that is here.
However beyond that it's very mediocre. It's really short and there's no real feeling of progression, because it doesn't really increase in difficulty, and every screen feels the same. It's pretty dull to look at, and it doesn't support fullscreen or key-rebinding, which should be common place in fangames by now. It has a really anticlimatic ending, with one of the thank you for playing end screens. The music is also way too loud and doesn't really fit.
It's some serviceable level design and some nice, but very simple gimmicks. That's also all that is here.
Tagged as: Needle
[0] Likes
Rating: 4.5 45
Difficulty: 40 40
Jan 23, 2019
Chrisay
For: I Wanna Kill The Kamilia 2 Remake
For: I Wanna Kill The Kamilia 2 Remake
Eh... It's pretty much Kamilia 2, but updated in a new engine, and with a lot of glitches being fixed. Since this was made from the ground up, I had hoped that the changes would have been a lot more noticeable. Kamilia 2 is really hit or miss, because some parts of it is really fun and enjoyable, but it has a lot of complete bs level design and boss design, that makes you wanna scream.
I'm stuck at Geezer which is still painfully irritating to beat, due to the long introduction and punishing design. The game still looks visually hideous aside from some bosses and the menu screen. It still lacks a lot of polish and each screen still vary in difficulty. Traps are still uninteresting and dickish, if you are going to include traps, then please do something other than making a spike fly in a certain direction or removing the floor. It's been done to death, and this would be the chance to improve on that.
But I have to commend the remake team on managing to remake the game from the ground up, I was just hoping that you would have done some more nerfs to bosses and made the game more accessible and fun to play. This was a disappointment, but it is better than the original, so it has that going for it.
[8] Likes
I'm stuck at Geezer which is still painfully irritating to beat, due to the long introduction and punishing design. The game still looks visually hideous aside from some bosses and the menu screen. It still lacks a lot of polish and each screen still vary in difficulty. Traps are still uninteresting and dickish, if you are going to include traps, then please do something other than making a spike fly in a certain direction or removing the floor. It's been done to death, and this would be the chance to improve on that.
But I have to commend the remake team on managing to remake the game from the ground up, I was just hoping that you would have done some more nerfs to bosses and made the game more accessible and fun to play. This was a disappointment, but it is better than the original, so it has that going for it.
Rating: 5.0 50
Difficulty: 80 80
Jan 22, 2019
Chrisay
For: I wanna warp the worlds
For: I wanna warp the worlds
Easy, but super enjoyable game. These yearly fangame collabs are all really great and it was I Wanna Run The Marathon that got me into fangames.
It's a lot more polished than I Wanna Run The Marathon and every stage now has a major gimmick that changes the playstyle in a big way. This keeps the game fresh and surprising.
It's not that difficult, which I really appreciate, because it really isn't fun being stuck at the same checkpoint for 30 minutes or more. It isn't too easy either and I found a lot of the saves to be at the perfect difficulty.
Like every other fangame, there are a few questionable design choices that keeps it from being the perfect fangame. This is spoiler territory:
The Super Meat Boy stage uses the default IWBTG walljumping mechanic where you jump out from the wall by holding the jump button and moving away from the wall. If you want to immediatly jump away from the wall, you sometimes press away from the wall a frame or two before pressing jump, which just makes you fall down instead of jumping away from the wall. This is not intuitive at all, and was one of the major issues with IWBTG. A better altenative would have been to implement a walljump more similar to Super Meat Boy where you just have to press the jump button to jump away from the wall.
The end of the Super Meat Boy stage has a really long and tedious "boss fight", which becomes very boring after a few tries. Combined with the walljumping, makes this boss just not that fun.
The meta knight boss fight with the multiple abilities is a fine idea, but it's not implemented well. In its current state, it requires you to know which ability to pickup for each of his attacks. You aren't given enough time to get the necessary ability, unless you know what powerup to use beforehand. This makes it incredibly trial and error and results in some rather unfair deaths.
There are also some really great design choices that I would like to highlight as well
The final cherry boss has less HP in phase 1 once you get past phase 1. This was a great decision, because it shortens the fight and keeps the good stuff. It also makes the fight way less frustrating to beat.
There's no real use of named jumps such as corners, diagonals, dimonds and only a very light use of gates. Instead this game opts for gimmick based difficulty instead, which is really appreciated, because it makes the platforming interesting instead of boring.
In conclusion, this game is made to appeal to everyone and the low difficulty and impressive level design as well as interesting gimmicks, makes this one of my favorite fangames of all time. Good job ;)
[2] Likes
It's a lot more polished than I Wanna Run The Marathon and every stage now has a major gimmick that changes the playstyle in a big way. This keeps the game fresh and surprising.
It's not that difficult, which I really appreciate, because it really isn't fun being stuck at the same checkpoint for 30 minutes or more. It isn't too easy either and I found a lot of the saves to be at the perfect difficulty.
Like every other fangame, there are a few questionable design choices that keeps it from being the perfect fangame. This is spoiler territory:
The Super Meat Boy stage uses the default IWBTG walljumping mechanic where you jump out from the wall by holding the jump button and moving away from the wall. If you want to immediatly jump away from the wall, you sometimes press away from the wall a frame or two before pressing jump, which just makes you fall down instead of jumping away from the wall. This is not intuitive at all, and was one of the major issues with IWBTG. A better altenative would have been to implement a walljump more similar to Super Meat Boy where you just have to press the jump button to jump away from the wall.
The end of the Super Meat Boy stage has a really long and tedious "boss fight", which becomes very boring after a few tries. Combined with the walljumping, makes this boss just not that fun.
The meta knight boss fight with the multiple abilities is a fine idea, but it's not implemented well. In its current state, it requires you to know which ability to pickup for each of his attacks. You aren't given enough time to get the necessary ability, unless you know what powerup to use beforehand. This makes it incredibly trial and error and results in some rather unfair deaths.
There are also some really great design choices that I would like to highlight as well
The final cherry boss has less HP in phase 1 once you get past phase 1. This was a great decision, because it shortens the fight and keeps the good stuff. It also makes the fight way less frustrating to beat.
There's no real use of named jumps such as corners, diagonals, dimonds and only a very light use of gates. Instead this game opts for gimmick based difficulty instead, which is really appreciated, because it makes the platforming interesting instead of boring.
In conclusion, this game is made to appeal to everyone and the low difficulty and impressive level design as well as interesting gimmicks, makes this one of my favorite fangames of all time. Good job ;)
Rating: 8.5 85
Difficulty: 30 30
Jan 19, 2019
Chrisay
For: Endless Mirage Demo
For: Endless Mirage Demo
Really, really good. Custom engine (Or a heavily modified engine). Really nice graphics that makes this game stand out from all the other fangames. 60 FPS and 16:9 aspect ratio, this is really good. Really looking forward to the full version.
Really wished that there were more story related elements in this demo, but that's my only nitpicky complaint.
Good job ;)
[0] Likes
Really wished that there were more story related elements in this demo, but that's my only nitpicky complaint.
Good job ;)
Rating: 8.5 85
Difficulty: 30 30
Nov 14, 2018
3 Games
Game | Difficulty | Average Rating | # of Ratings |
---|---|---|---|
I wanna build a House (Jam Version) | 53.7 | 8.5 | 7 |
I wanna defeat the Snowman | 52.1 | 8.0 | 7 |
I wanna explore Atlantis with Chrisay | 45.1 | 8.0 | 11 |
89 Favorite Games
537 Cleared Games