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.
I've submitted:
768 Ratings!
202 Reviews!
3377 Screenshots!
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768 Games
202 Reviews
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.
For: I wanna go the Parallel World
I Wanna Go The Parallel World is a big collab game made for the Nico Live RTA Race, featuring a bunch of stages based on different games. It's a lot like I Wanna Run The Marathon in this fashion, but done almost 3 years earlier, and while the quality does reflect this time gap, I would still call this game good.
In between all the stages, you get a bunch of rooms based on I Wanna Be The Guy, which are nothing special, although they do add some fun twists here and there, especially the Gradius section being the most interesting one. However, you're here for the reference stages brought to you by Kamek's dark magic, so let's go through those.
-First is the Minecraft stage, which doesn't use any fancy gimmicks at first, only focusing on traps. And since this stage is by dagger, that means some pretty good traps. They're laid out well to catch you off-guard, while still being creative and simple to dodge once you know they're there, and of course there's that one trap which was especially funny. However, halfway in we actually get the gimmick, that being the inventory and placing blocks. You do need the mouse to use these, which isn't much of an issue until the boss fight against the Creeper which requires you to use it on the fly. Luckily, the boss is easy enough that you can micromanage this with dodging the attacks, minus the second phase which doesn't even feature the gimmick at all.
-かーにばる is up next, and his stage is based on Mario Kart Wii. Here, you have to race against Mario while avoiding the items he throws at you, and even using them against him as well. This does require tight movements, but unlike Mario Kart, you also need to memorize everything that comes your way, since you need to use the correct items at the correct times to counter what he does. Combined with the tight time limit, this makes for a very hectic stage, but one which is still fun once you know what's coming.
-Then yet another Mario stage, the Super Mario 64 stage made by どるっぴ. Here, your double jump is removed, forcing you to use the single jump instead, but you can chain jumps together to get higher than before. It does take a bit of time to set up every triple jump, but the stage is designed to get around this, giving you enough time and space to do it comfortably. This stage is divided into 3 parts: Bob-Omb Battlefield, Jolly Roger Bay, and Bowser In The Sky. The first one is a standard climb up with some enemies in your way, ending with a boss fight against King Bob-Omb which is easy to do with the triple jump. The next one is almost fully underwater, save for inside the ship and a short section with some bonk jumps, and is basically just a red coin collection stage which lets you save your progress easily, making lost progress a non-issue. The stage ends with a Bowser fight, where he moves around the arena and does a bunch of attacks that you can easily dodge from a long range, especially given the triple jump, I even managed to get it on my first try.
-And now Pokémon! And who else to make such a stage than the creator of the Pikachu trap himself, つたかみ. Another maker known for creative traps, those also make an appearance here with the same humor as usual. There is a cryptic moment or 2 here or there, but for the most part it's fun and intuitive trap design. The Unown minigame is RNG trash though. Of course, since this is a Pokémon stage, you also fight against some trainers here, those being Joey and Silver. You can rush through them if you want, but you're much better off waiting for the moment where it's safe to attack before doing anything.
-Up next is quite a surprise, にひみ's stage, which is actually based directly on other fangames (GB, Fangame, LoveTrap). This was the stage I was the most excited for, since it uses gimmicks from all over those games throughout, in really creative ways too. The GB stage has some lame-ish traps at first followed by some more interesting ones later in the Tetris tower, plus a really great elements boss. The Fangame stage, however, is much rougher, with some gimmicks like the mirror Kid rooms which are hard to wrap your head around, or the water physics directly from the original game which are hard to work around. The LoveTrap stage is thankfully much better though, some fun cycles and a random fight against ⑨ and ⑪ which wasn't unfair, basically the only thing that was unfair was when Rukimin appeared later to come and wall you. The stage ends with a joke boss against a cherry, which I personally found too drawn-out to be very funny.
-Then...we get to the Dark Souls stage, made by ぷ~ちん. This is another stage that messes with your physics, as holding down the shoot key will allow you to dash, but you have limited stamina to do this. The sections that do use this are pretty fun, but since this is based on Dark Souls, most of your time is spent fighting enemies, and this is where the stage falls apart. The enemies either move around too quickly for you to hit or just block your bullets entirely, which becomes super frustrating when paired with your stamina meter. The boss fight with Dragon Slayer Ornstein thankfully doesn't have these issues, but it does have an attack which can give you unfair RNG sometimes, so look out for that.
-ロボ厨's stage is another one with a lot going on, this time based on Final Fantasy 9. First, you get a short Simon Says section which is easy to do, since many of the attacks can be dodged the same way. After that comes another trap-centered stage, and this stage succeeds in the trap department too. Just when you think you're done with a trap, it immediately comes and proves you wrong by hitting you again. There's also come cycles and moving spikes here, which are also used creatively, especially in combination with these traps. Unfortunately, this stage doesn't have a boss, which felt kind of anticlimactic.
-Not to worry though, because immediately after that, we get the Guy! It's divided into 2 phases, one inside the castle and one giant phase outside. The first one is your standard Guy fight, with firey grenades which get in the way of using the platforms and him shooting giant bullets at you, although this time there's a lot more emphasis on him flying around the room. The second phase is also reminiscent of the original fight, but this time less so, since Kamek returns again to try and attack you too. There's still the regular Guy attacks though, with the aimed white bullets and spikes coming from his mouth, but it's still a very tense fight, especially at the end with it becoming more cramped.
Man, what a game. I'm not sure if it worked as a speedrun game or not (apparently so, since it got runs after the fact), but as a game to just play, you definitely get a lot to work with here. Recommended if you liked the Marathon games and want to see something similar that came before them.
For: Kiwi
Even if Domu 2 didn't see the light of day, I'm glad some parts of it still did. Fun game, would recommend if you like easier but still intense avoidance games.
For: Lighter
An avoidance containing a bunch of references to the maker とも, featuring the song "Lighter" by T-J and K3nto featuring Mikono Osushi. As an homage, it works great, you can see a bunch of references to many of his games throughout, even Kamilia 3 managed to find a way in. In terms of the actual game design, it also works really well. The attacks are interesting enough to keep you moving around the room, and are balanced surprisingly fairly for being based on a maker with such an unbalanced catalogue. Obviously you do get the occasional wall here or there, especially since the game likes to stack multiple attacks on top of each other, but for the most part it's balanced well enough so this isn't an issue. Even besides that, the game gives you a practice tool to get used to the later parts of the fight, so any insta-gibs can catch you off-guard as easily, which I really appreciate.
If you like とも's stuff, then you'll definitely like this, but it still works on its own merits as well. Recommended to avoidance players, and remember that the HP mode also exists if you need that.
For: I wanna be the LCA
Another obscure Leehe title, this game has a single screen of needle followed by an avoidance. The needle isn't worth bringing much attention to, basically the only real potential problem is the t-bone at the beginning. After that comes the avoidance, with the song "Night & Cigarette" by Soreppai-P. It's designed the same way as your typical early Leehe avoidance, some unique patterns, some RNG attacks, and of course some weird curving attacks. However, the problem comes at the final attack, which throws 2 RNG attacks at you at the same time, on top of a pattern you also have to learn. The pattern here isn't easy to learn on its own, but the RNG is also far from free either, since half the time the cherries just don't leave a path through.
So in the end, the avoidance is the main reason to play this, until the very end where the balance goes out the window. Don't play this game if you don't think you can handle that, but otherwise go right ahead.
3 Games
| Game | Difficulty | Average Rating | # of Ratings |
|---|---|---|---|
| I Wanna Be The Blast | 49.8 | 6.8 | 8 |
| I Wanna Eat The Macaron | 71.0 | 7.6 | 4 |
| I Wanna Be The Unlimited | 75.0 | 9.0 | 4 |
46 Favorite Games
706 Cleared Games
Delicious Fruit