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NightShark115
For: I wanna get Rekt
For: I wanna get Rekt
"He's unpredictable...unstoppable...a necromancer...a trickster... He's...RNG" -TJ
I Wanna Get Rekt is a fangame with a very unconventional idea: it flips the standard medley format on its head, so instead of platforming screens, you are tasked with fighting bosses. It's certainly a unique idea, and the way it's used here is also interesting. You're put up against bosses from games such as 8bit, Churatch, Make The Novelty and other famous fangames from the early 2010s. It's quite the interesting time capsule of what the western community was like during its "golden age", as Kiyoshi once put it.
But how does the game itself play? Well, on one hand, since the chosen games are classics, most of them have some interesting design. Since bosses are pulled from basically everywhere, there's a lot of variety in the different types of attacks you'll need to dodge, which keeps the game exciting through most of its runtime. That's not even taking into account all the original content in the game, which does an even better job with keeping the player wondering what will come next. However, LastTISisLife definitely has a good point—with so many bosses, it's only inevitable that some of them are gonna be not fun. Some of them especially are really terrible because of various issues, but the big one is the unfair RNG you get met with way too often—that quote at the beginning of my review wasn't put there for no reason, it was foreshadowing for this point. Another big problem that appears sometimes is the fact that some bosses require you to mash like crazy to get past them quickly, which can really hurt your hands after a while. At least the makers seemed to know how much was too much, as they put extra saves in some bosses to make the difficulty curve more balanced. But yeah, the game still has some glaring problems in it, and definitely could use some fine-tuning for me to enjoy it more.
Still, it's undeniable that this was a game with heart and soul put into it. The game is so well-produced, with visual upgrades to some bosses that definitely needed them, and a bunch of references to different parts of the community. One of the most prominent examples of high production value is the Build-A-Kid Workshop, where you can customize your Kid sprite by coloring different parts of the sprite and even giving him a cool hat, and have this sprite appear everywhere in the game (with the exception of Starz0r for some reason). It's clear that the makers put as much care as possible into making the game as good as it could be.
And really, I'd say that they mostly succeeded at this. The issue of some bosses being unfun isn't a problem for as often as you might think, on top of an already one-of-a-kind idea for a fangame that doubles as a love letter to the I Wanna Community. It definitely has some flaws when seen through a modern lens, but I wouldn't say it has "a really good reason why you [wouldn't] like it", as TJ's pastebin put it. Recommended to people that like fangame bosses, as this will definitely give you a lot to work with.
[2] Likes
I Wanna Get Rekt is a fangame with a very unconventional idea: it flips the standard medley format on its head, so instead of platforming screens, you are tasked with fighting bosses. It's certainly a unique idea, and the way it's used here is also interesting. You're put up against bosses from games such as 8bit, Churatch, Make The Novelty and other famous fangames from the early 2010s. It's quite the interesting time capsule of what the western community was like during its "golden age", as Kiyoshi once put it.
But how does the game itself play? Well, on one hand, since the chosen games are classics, most of them have some interesting design. Since bosses are pulled from basically everywhere, there's a lot of variety in the different types of attacks you'll need to dodge, which keeps the game exciting through most of its runtime. That's not even taking into account all the original content in the game, which does an even better job with keeping the player wondering what will come next. However, LastTISisLife definitely has a good point—with so many bosses, it's only inevitable that some of them are gonna be not fun. Some of them especially are really terrible because of various issues, but the big one is the unfair RNG you get met with way too often—that quote at the beginning of my review wasn't put there for no reason, it was foreshadowing for this point. Another big problem that appears sometimes is the fact that some bosses require you to mash like crazy to get past them quickly, which can really hurt your hands after a while. At least the makers seemed to know how much was too much, as they put extra saves in some bosses to make the difficulty curve more balanced. But yeah, the game still has some glaring problems in it, and definitely could use some fine-tuning for me to enjoy it more.
Still, it's undeniable that this was a game with heart and soul put into it. The game is so well-produced, with visual upgrades to some bosses that definitely needed them, and a bunch of references to different parts of the community. One of the most prominent examples of high production value is the Build-A-Kid Workshop, where you can customize your Kid sprite by coloring different parts of the sprite and even giving him a cool hat, and have this sprite appear everywhere in the game (with the exception of Starz0r for some reason). It's clear that the makers put as much care as possible into making the game as good as it could be.
And really, I'd say that they mostly succeeded at this. The issue of some bosses being unfun isn't a problem for as often as you might think, on top of an already one-of-a-kind idea for a fangame that doubles as a love letter to the I Wanna Community. It definitely has some flaws when seen through a modern lens, but I wouldn't say it has "a really good reason why you [wouldn't] like it", as TJ's pastebin put it. Recommended to people that like fangame bosses, as this will definitely give you a lot to work with.
Rating: 6.0 60
Difficulty: 65 65
Nov 19, 2023
NightShark115
For: Come Back Needle
For: Come Back Needle
Some ok beginner needle. I would have rated it higher if not for some things that definitely bother me about it, like the poorly placed saveblockers or terrible audio quality for the music. Still, this game shows that yangshuoen is getting better at making games, so overall I'm glad to see you return and can't wait to see what else you have in store for the community.
Tagged as: Needle
[0] Likes
Rating: 4.0 40
Difficulty: 35 35
Nov 4, 2023
NightShark115
For: I wanna PaoPaoPaoPPaPPaPao!PanPan
For: I wanna PaoPaoPaoPPaPPaPao!PanPan
Buffed version of I Wanna Charge Ahead's "Pao-Pao Channel" avoidance
[1] Like
Rating: N/A
Difficulty: N/A
Oct 29, 2023
NightShark115
For: I Wanna Be The Senor
For: I Wanna Be The Senor
A short needle game with a boss, with modified screens from I Wanna Be The Another Zero.
The needle is mostly very generic, and sometimes becomes very annoying, the Stage Maker screen in particular was miserable to play through. The difficulty balance is also all over the place, with some screens taking upwards of half an hour, while others I cleared far quicker.
At least the boss is refreshing, it's kind of basic and hard on the hands, but the actual attacks are still fun to dodge. It's definitely a lot easier than the platforming, which is kind of a disappointment and a relief at the same time.
So yeah, unless you like this type of needle, this probably isn't for you.
[0] Likes
The needle is mostly very generic, and sometimes becomes very annoying, the Stage Maker screen in particular was miserable to play through. The difficulty balance is also all over the place, with some screens taking upwards of half an hour, while others I cleared far quicker.
At least the boss is refreshing, it's kind of basic and hard on the hands, but the actual attacks are still fun to dodge. It's definitely a lot easier than the platforming, which is kind of a disappointment and a relief at the same time.
So yeah, unless you like this type of needle, this probably isn't for you.
Rating: 4.0 40
Difficulty: 60 60
Sep 1, 2023
NightShark115
For: I wanna be the Concept
For: I wanna be the Concept
Rating based on the Normal version, which doesn't let the player start at the beginning of any stage, unlike the Relay version. Rating also based on "no bug", because otherwise there is a memory leak.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame made for the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. And yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP, so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
I must admit, I underestimated Leehe's capabilities as a maker quite a bit. I always assumed he could only make generic needle games and avoidances with wacky variations of curving attacks, but this game proved me wrong and showed me he could make a full-length experience with actual quality gameplay.
I Wanna Be The Concept is a 100-floor fangame made for the I Wanna World Championship event. It has a very unique gimmick I've never seen anywhere else in a fangame before—if you touch a killer, you get taken backwards a room, but the killer goes away when you get back to it. You'll want to keep your death count as low as possible for reasons we'll get into later. The game is designed around the gimmick quite well, as most obstacles become a non-issue after you die to them once, so you don't need to spend unreasonable amounts of time on it.
As for the actual game, it's about what you would expect for a 100-floor fangame. The difficulty starts out relatively low but slowly escalates into an actual challenge. However, the difference lies in the traps; you should listen to the maker's warning when he says "I like 7 :)", because otherwise you will likely fall victim to all of them. Every floor with a 7 in the number has a trap in it, but every one of these traps is different, so you need to be extra careful. And yes, that does mean the entirety of stage 2-4 has a trap on every single screen, and of course floor 77 goes wild with them. Fortunately, the traps don't send you backwards a room, so you can get right back into playing the room you were just at.
The main meat of the game is the platforming, which is actually pretty fun. It's made in a way that's definitely possible to go through without dying, but can still kill you if you're not careful. (Probably the only exception to this that I can think of would be stage 2-3, which is a precision needle trials stage and very out of place, but at the very least with this example, the floors become a lot easier after you've already died to them once.) On top of this, some floors have optional challenges for you to do if you're feeling daring enough, in order to pass them much quicker. I personally never used a lot of these, but they are there if people want to use them. There are also a couple of gimmicks present in the game, such as the darkness effect throughout the whole of stage 2, or the bubbles at the end of stage 3-2 that take away your ability to swim in the water. The visual challenge gimmick just kind of exists, but the bubbles actually change up the screen in an interesting way, even if they feel kind of random and unfair. Also special mention to the mouse gimmick that only gets used a total of less than 5 times throughout the game.
However, the end of each stage also has a challenge for you to pass. Most of the time these challenges are either a short quiz question, or a single gate jump. However, sometimes there's a boss fight, which is where your death count finally comes in. These bosses take your death count and use that to decide how much HP they have.
-The first boss is π, who just bounces around the room over and over until you kill it. Nothing too special here, though be careful when leaving your safety zone, as the boss may jump on top of you immediately.
-Next is the spike boss, who rests at the top of the screen and shoots spikes in a spiral formation. Every time you shoot the boss, you get teleported back down to the bottom. Sounds fine in concept, except the darkness gimmick appears here as well, making it almost impossible to see the spikes, unless you turn up your monitor brightness.
-And then, there's Miku...what do I even say about you? Well, first of all, this boss, set to geppei-taro's "Liberation" is the only one in the game that isn't bound to your HP, so you just need to survive for the length of the avoidance. The problem is that the bullets come from all sides, and can easily catch you off-guard when you least expect it. Not to mention, the final attack comes from the bottom of the screen with no warning, so that's basically a guaranteed death for you. If you get unlucky, Miku is sure to eat up the most deaths out of anything in this game, even including the needle trials in stage 2.
Still, the game is a ton of fun to play through, for one reason: replay value. If you played through the game once, you're bound to make a lot of mistakes. Thus, you can take your newfound knowledge of how to pass the game and play again with even less deaths. The skill ceiling gets pushed a lot higher when you try to play for minimum deaths, and it's honestly a very fun experience, even if you're like me and make stupid mistakes all the time.
Overall, this game doesn't seem like much at first glance, but once you learn to master the game, it becomes so much more than that. Definitely recommended at least once, but I'll leave it up to you if you want to replay it after that.
Tagged as: Adventure
Needle
Avoidance
Trap
Gimmick
Boss
100_Floor
Special
Visual_Challenge
I_Wanna_World_Championship
[0] Likes
Rating: 8.0 80
Difficulty: 50 50
Aug 27, 2023
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