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Joined on: Jul 14, 2019

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30 Reviews!
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30 Reviews

UbersawMedic
For: I Wanna Escape The Clocktower
Little puzzle game that's vaguely inspired by blue prince! Observing the environment for hints is as fun as the inspiration, even with how small the scope of the game is. Vague ideas coalescing into the correct input is as addicting a gameplay loop as always, and this game doesn't disappoint. Each of the puzzles isn't trivial but also never leaves you feeling completely lost; the small scope makes it pleasant to go back through all the rooms and see if there's anything you overlooked.

Yeah, i definitely recommend this game. Oh, and this was made in less than a day? Unbelievable.

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Tagged as: Puzzle
[1] Like
Rating: 8.0 80       Difficulty: 35 35
Oct 9, 2025
UbersawMedic
For: The Worst Collab Ever 2
Before talking about how cute the stages are, this collab does a couple of things to really elevate the format.

Firstly, the game lets you switch freely at will between the nerfed and original versions of each stage. This solves the divide between experiencing the maker's craft and playing a more balanced take on them, simply by giving power to the player on how to play through the screens. In other collabs or contests, I considered that nerfing the stages kind of missed the point of the format, but being given the choice made me embrace the nerfed saves when I felt they were needed.

Then, you unlock stages by reaching portals in the screens around the game. There's not enough content to really make a Metroidvania out of this in here, but for such a small touch, it really made everything feel interconnected and, well, more cooperative.


Following are my mini-reviews of each of the stages! Unless stated, I started playing everything in Normal difficulty.


Heino: Water!
As amateurish as this looks, the maker put in some very noticeable effort to make this stand out in some way.

The spike formations are interesting visually; they regularly break from the 32px grid and don't make the screen feel claustrophobic by overcluttering it. The true water3 (because it gives you three jumps) and catharsis water were nice to play with.

Overall, a short but pleasant time! 8/10.



Sully: Squirrels!
A stage that borders on experimental, with the misdirect on where the actual path goes being a thing that would normally happen in a trap game, but it happens with so little pomp it makes the stage feel surreal instead of trollish.

The first two screens are probably hand-drawn? The first one you don't really spend much time on except when going for the black warp, and in the second, the only places where you can spot this are in the pear-lightbulb and on weird "tiling."

The screen after with the default grey background of sleepiness was kind of intriguing, and the boss was a bit awkward, but it wasn't long enough for that to become a true problem.

Chill, surrealish time. 8/10.



Duke: Dragons!
This stage is a mixed bag. The first half is just too hard and unwieldy. As a person that has designed a stage around upping the room_speed I can speak from experience when I say that fangame controls just become kind of frustrating at those speeds, and the levels have to be designed around that. This stage doesn't, so it just makes ok-ish platforming unnecessarily harder instead of more interesting. The accelerated music is cool, though.

Buuuut then we reach the last screen, which is one of my favorite things about this game so far. Very cool, spacey mood, which goes great with the gameplay. This screen bars your way constantly but without losing variety at any point, so each bit of progress you manage really makes you feel like you are exploring a remote place.

Evening out the lows and highs, I rate this an 8/10.



Stella: Momentum!
Very inspiring stage. It takes the pretty simple gimmick of "field that when you touch it, you go up," and with a couple of extra tweaks, it adds so much depth to it. The fields acting like a pseudo-gravity reverse make for technically deep maneuvers, allowing you to do stuff like cancel your downwards momentum or even "bonk" the floor to refresh your double jump.

I'm split on whether to recommend playing the original or nerfed version. The original one has saves that are probably too long to be enjoyable and asks you to figure out stuff way too deep into a save. On the other hand, the nerfed version removes a lot of depth out of some jumps, even if it has better save placement.
Personally I played the screens on the original version but then switched to nerfed only to save further into the screen.

Very cool. 8/10.



Durian: Spikes!
I like the concept of this stage, but it's just way too claustrophobic and tight for little gain. Tried playing the original difficulty for a couple of minutes before it became obvious that it was just too much and switched to nerfed.

Otherwise there's just not a lot going on with this stage. The music is nice, and I appreciate the vibe the screen is going for, but then the song isn't properly looped, and it's so jarring every single time. Poor pianist.

In honor of the missing last half of the song, I'm awarding this screen an 8/10.



Mari: Crouching!
Firstly, the crouching kid sprite is adorable. 10/10.

Aside from that, I really respect the attitude that Mari talked about in the readme quote. I have found myself having much more success actually finishing projects where I just kinda do and feel things out and then worry later (or not at all) about if they are actually Good. This stage does feel like Mari was forcing themselves to follow this methodology, so in that sense it's a success. The ideas this stage presents are interesting and don't feel forced.

Theeeeen again there's the flipside to that, which is that even a very good first sketch is still only a first sketch. This stage lacks a lot of refinement, with things being too hard or lacking just a bit of thought. For example, when starting out, you don't have any way to practice your movement before things get more cramped, which, funnily enough, you can sidestep by pressing F5 and practicing in the roomier hub. The more open gameplay of the (nerfed) second screen feels better with this gimmick than the precision-based start to the stage, with vines interacting pretty cutely. Kinda like more interesting Maker vines!

So yeah, keep doing like this and kill your perfectionism. Just remember to polish what you make later! 8/10.



Amelie: Snakes!

Super cute, but also... interesting!? Woah. Because like, the snakes never actually kill, just """"teleporting"""" you to their tail is a very flavorful change of pace, but at the same time they act like mini-checkpoints. Nice!

So yup, small stage but as well executed as it could have been. 8/10


So yeah, if you want to spend a fun couple of hours check this out! Thanks to all the makers and ameliand you for putting this together, it was a treat!

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[4] Likes
Rating: 8.2 82       Difficulty: 45 45
Sep 21, 2025
UbersawMedic
For: IWBTG Is Too Easy
I'll edit my review as I play, but I can confirm that the second screen with the clouds is not impossible.

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[2] Likes
Rating: N/A       Difficulty: N/A
Jul 6, 2025
UbersawMedic
For: I wanna KILL BOWSER CHAPTER 1 & 2
Before you consider playing this game, what the reviews mentioned of the previous version of this game still apply to this one. Indeed, the game doesn't keep track of saves after restarting it, which means you have to play the whole thing in one sitting. And with how this game is pretty chunky now, this means that you are going to need 1.5-2 hours of uninterrupted playtime to reach the end.

Despite how relatively new this game is, it still feels like a fangame you could find on the old days at the forum. When you play through this game, it feels like cutting a section of a tree trunk and looking at each of the layers. By progressing through the stages, you can see the maker figure out how to program new stuff, and new objects used for a single screen get reused without restraint from there on.

There's nothing that unifies all the stages, rather than the vague concept of "retro". Even better, you kill Bowser midway through the game, while the final boss is the first phase of The Guy. Just in the first phase, the victory jingle playing to completion felt odd.

The game introduces a UI element to count yellow keys that serve to open doors. There's only one key and one door in the whole game.

The other UI element is used for the much more prevalent Green Stars. The levels where they are present turn into mini-colectathons, where the warp doesn't spawn until you get all three. Very frequently, they are at the end of hallways, making the walk back feel almost meditative in nature.
These tend to make each screen take at least 5 minutes to clear, creating long saves by their mere existence. And while that would usually be very worrying for less polished games such as this, the game is... kind of reasonable about it? The game, oddly enough, has a sense of balance, and no screen or jump is too unreasonable. The one screen that is harder than the rest is even highlighted in the credits as the one the creator themselves thinks is the hardest. So, there was definitely intent behind the difficulty balance.

So, I genuinely had fun discovering what this game had to offer! By the second half of the game, I started using autoshoot to make some bosses go by faster, but I don't think it's really needed. It's a cute game, and I am better for having played through it.

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[2] Likes
Rating: 7.0 70       Difficulty: 30 30
Jul 3, 2025
UbersawMedic
For: I Wanna Be Full Hearted [DEMO]
Short but decent demo! Only covering one stage of what hopefully is going to become a full game, I enjoyed the 10 minutes it took me to beat this.

Even though it uses mostly default renex engine assets, the game still has some care put into its presentation. Apparently there's a lightning system built into renex engine, which I've seen used for the first time in this game, to pretty decent effect. Sometimes the screens end up too dark to see comfortably in a lit room, and there not being a light around the kid makes playing under those conditions harder than it should be.

The level design is pretty good; the screens are varied but still feel cohesive. There's a screen with a couple of required corners that feel out of place. You can get the correct align to deal with them pretty easily, but I can see someone that doesn't know the setup struggle, especially as the rest of the game doesn't really ask you for technical knowledge like that.

There are also a couple other nitpicks, like some tiles covering spikes that can still kill you, or some stretched-out blocks looking a bit odd.

Still, this game makes me excited to see a full version come out! I will definitely keep an eye out for it.

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Tagged as: Needle Short Demo
[1] Like
Rating: 7.0 70       Difficulty: 45 45
Jul 3, 2025

4 Games

GameDifficultyAverage Rating# of Ratings
BONK: An Interactive Exposition 61.9 9.5 35
I Wanna Flee the Mansion: GAIDEN 34.6 8.0 7
Mauri Climbs a Mountain 50.8 8.4 18
SHOOT: Taming the ruins 55.5 9.7 30

56 Cleared Games

GameDifficultyUser's Rating
I wanna be the 8possible(一般公開版) N/A N/A
I wanna be the Nostalgie N/A N/A
I wanna be the Preference N/A N/A
I wanna make the Novelty N/A N/A
I wanna be the Fail N/A N/A
I wanna make a Sandwich N/A N/A
I wanna be Time Characters N/A N/A
I wanna be Abducted N/A N/A
I wanna be the Mario: The Prequel 45.0 5.5
I Wanna Spook Jam N/A N/A
I wanna be the Machinary N/A N/A
I wanna be the 3lt@s4x9uo N/A N/A
I wanna be THE iDOLM@STER N/A N/A
I wanna be the Overlord N/A N/A
The Day Thereafter N/A N/A
I wanna be The Cat N/A N/A
I wanna bigger penis N/A N/A
I wanna Hibikusuku N/A N/A
Not Another VVVVVV Game N/A N/A
I Wanna Kill The Last Boss N/A N/A
I wanna be the Jumble2 N/A N/A
VoVoVo N/A N/A
I want N/A N/A
うわっ!しまった!!アイワナだっ! N/A N/A
I Wanna Kill The BLB 2: Nemesis Tamatou N/A N/A
I wanna kill the 3sweepor N/A N/A
I wanna be the Pendulum N/A N/A
I wanna be the Blizzard N/A N/A
I wanna stop the Heart Beats N/A N/A
Panasonic Bluray N/A N/A
I wanna Burnmind N/A N/A
I wanna CoinStack 1000 N/A N/A
Not Another Needle Contest 2 N/A N/A
I Want to Meet Miki N/A N/A
I Wanna Escape The Manor N/A N/A
I Wanna Save the Ship N/A N/A
I Wanna Kill The Michael N/A N/A
I Wanna WandWandWand N/A N/A
I Wanna Catch the Clown N/A N/A
NUCLEAR PHYSICIST 60.0 9.6
I Wanna Kami2Kami2Kami2 N/A N/A
I Wanna Develop An Appreciation For Music N/A N/A
I wanna be the SEK N/A N/A
I Wanna Kill The Nogard N/A N/A
I wanna escape the labo N/A N/A
I wanna Freezemind N/A N/A
Google 50.0 6.0
I wanna defeat the Snowman N/A N/A
BONK: An Interactive Exposition N/A N/A
I wanna be the Apprentice 50.0 9.0
I Wanna Without Traps 30.0 7.0
I Wanna Celebrate 2022 N/A N/A
Nuclear Blast 50.0 6.5
I Wanna Hypnagogia N/A N/A
The Worst Collab Ever 2 45.0 8.2
I Wanna Escape The Clocktower 35.0 8.0