PlutoTheThing's Profile
Send a PMJoined on: Oct 27, 2022
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Hi! I like all sorts of fangames, and my reviews are based on how much I liked them!
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604 Ratings!
604 Reviews!
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604 Games
604 Reviews
PlutoTheThing
For: I wanna let my balloons go
For: I wanna let my balloons go
This game feels like micro-dosing on the Kermit series, it's honestly really nice and chill. The underlying gimmick is this cool balloon mechanic which is really nice. The game even has a final boss, which is quite tricky, I found the purple attacks pretty tough. Enjoy this one a lot, very short and very sweet.
[1] Like
Rating: 8.7 87
Difficulty: 48 48
May 21, 2023
PlutoTheThing
For: I dun wanna be Anything
For: I dun wanna be Anything
Considering I hated the sequel to this game, I wasn't super optimistic heading into this game, but I was very pleasantly surprised. I actually like this game quite a bit, it's got pretty fun platforming with a large variety of gimmicks and unlike the sequel, a lot less cycle based stuff. It's still there, but it's not so omnipresent such that it takes up a ridiculous amount of your time. There's lots of creativity in this department, and the traps are alright. Some rooms have too many, or have them in places they shouldn't be, but for the most part they are fine.
The bosses are a sorta mixed bag, leaning positively. The big issue with most of them is that they often have that ONE attack which is so hard, your best chance of clearing is just hoping they don't use it. It can sometimes lead to some unsatisfying victories, one of which I had to the final boss as in phase 2 they just spammed the same attack so I got a super easy win. They are fun though, there's a learning curve but they feel natural and it's not just learning simple patterns for the entire game, again an issue I had with the sequel.
Overall IDWBA1 is underrated in my opinion, I'm happy I played it and while it's rough around the edges, it's a truly solid adventure game.
[1] Like
The bosses are a sorta mixed bag, leaning positively. The big issue with most of them is that they often have that ONE attack which is so hard, your best chance of clearing is just hoping they don't use it. It can sometimes lead to some unsatisfying victories, one of which I had to the final boss as in phase 2 they just spammed the same attack so I got a super easy win. They are fun though, there's a learning curve but they feel natural and it's not just learning simple patterns for the entire game, again an issue I had with the sequel.
Overall IDWBA1 is underrated in my opinion, I'm happy I played it and while it's rough around the edges, it's a truly solid adventure game.
Rating: 8.0 80
Difficulty: 66 66
May 21, 2023
PlutoTheThing
For: I wanna defeat the discord makers JP side
For: I wanna defeat the discord makers JP side
Overall I liked this game, but I definitely had some issues with it. For one, I think the first 6 stages were just ok, they could have been way more interesting. They aren't just boring because it's easy, but because they genuinely lack much of interest besides cool visuals. Beyond that I found myself annoyed at some of the precision based saves in the later stages, which often killed the pacing of the game for me and were super frustrating. There's some highlights for sure, Tomo's, Sirokano's, Normal's, and Zero's stages are all quite good, but overall I'd say the game was just alright, and there's definitely better options. Recommended but only if you can stomach the worse parts of the game to play the stuff that's truly good.
[1] Like
Rating: 6.3 63
Difficulty: 85 85
May 21, 2023
PlutoTheThing
For: I wanna be a Charr
For: I wanna be a Charr
This review is based on collecting all 35 yellow coins and all 17 red coins
Gimmick needle is immensely popular, especially now where there's more of it than ever. Yet this seemingly modern style can have it's very roots traced back by a little maker known as Nekoron, a man with many ideas. I don't know Nekoron and at this point it's safe to say I never will, but I have a deep respect for his work, as while LoveTrap is the more influential and iconic game, Charr is the true masterpiece.
Charr graces a player with some incredibly creative yet simple ideas, and nekoron manages to execute them beautifully. Not everything is a total banger, such as the early levels or grinding the Lucky red coin, but considering the age of the game, it's mind blowing what the ideas are. There are many fangames which do not reach this level of creativity even now, and it's just generally fun to play. The style of platforming is immensely satisfying to get good at an execute, and this becomes apparent when you go for the red coins. As the game progresses there is more fun gameplay, with stages like Hurrah, Normal, and Popular being based on Cherry cycles, or the Material stage with these silly RNG cherry chases, Image with an awesome shooting pushblock gimmick, and Orthodox as the ultimate cycle based challenge. This game doesn't mess around in difficulty, it's REALLY tough, and even the most experienced players will get hung up on some of these. There's even some non-platforming based challenges, such as the Kitten secret which is a matching puzzle, or Qualify which is more of a shooting accuracy test. I can't overstate just how fun this game is to play and and experience what this style of gameplay has to offer, because it's just really really good.
There are people who don't like this game. There isn't anything wrong with that, but for some reason that saddens me. There's a lot about this game which is saddening, mostly regarding the fact that it will never be finished. The scope of the game was massive, and it just simply will not be finished as Nekoron is nowhere to be found. It's hard to explain why these things upset me, but I think it's because to me, Charr represents something more than what the game really is. It feels like this style, is reflected even now by modern standards for needle gameplay. It feels like this game is ahead of it's time. It feels like this game is a modern masterpiece from 2011, but some don't see it that way. Some people see the bad production value, or the annoying segments, or the stupid bosses and throw the whole thing away. That's disappointing, because to me, Charr IS gimmick needle. It's gimmick needle in it's most pure form. It's everything good about gimmick needle in as simple of a format as possible. But that's my experience, and others don't have that, and I wish they did. I wish the game was finished and could reach it's full potential. I wish Charr was what I feel like it should be.
When playing this game, I thought of phrase, which is "If LoveTrap is the body the fangames would emulate, then Charr is the soul." I have no idea if this is accurate, I don't even know if I agree with it, but I thought of it. It feels like there's some truth to it, and that's interesting. Charr is eternally interesting, and eternally brilliant. I love Charr.
[8] Likes
Gimmick needle is immensely popular, especially now where there's more of it than ever. Yet this seemingly modern style can have it's very roots traced back by a little maker known as Nekoron, a man with many ideas. I don't know Nekoron and at this point it's safe to say I never will, but I have a deep respect for his work, as while LoveTrap is the more influential and iconic game, Charr is the true masterpiece.
Charr graces a player with some incredibly creative yet simple ideas, and nekoron manages to execute them beautifully. Not everything is a total banger, such as the early levels or grinding the Lucky red coin, but considering the age of the game, it's mind blowing what the ideas are. There are many fangames which do not reach this level of creativity even now, and it's just generally fun to play. The style of platforming is immensely satisfying to get good at an execute, and this becomes apparent when you go for the red coins. As the game progresses there is more fun gameplay, with stages like Hurrah, Normal, and Popular being based on Cherry cycles, or the Material stage with these silly RNG cherry chases, Image with an awesome shooting pushblock gimmick, and Orthodox as the ultimate cycle based challenge. This game doesn't mess around in difficulty, it's REALLY tough, and even the most experienced players will get hung up on some of these. There's even some non-platforming based challenges, such as the Kitten secret which is a matching puzzle, or Qualify which is more of a shooting accuracy test. I can't overstate just how fun this game is to play and and experience what this style of gameplay has to offer, because it's just really really good.
There are people who don't like this game. There isn't anything wrong with that, but for some reason that saddens me. There's a lot about this game which is saddening, mostly regarding the fact that it will never be finished. The scope of the game was massive, and it just simply will not be finished as Nekoron is nowhere to be found. It's hard to explain why these things upset me, but I think it's because to me, Charr represents something more than what the game really is. It feels like this style, is reflected even now by modern standards for needle gameplay. It feels like this game is ahead of it's time. It feels like this game is a modern masterpiece from 2011, but some don't see it that way. Some people see the bad production value, or the annoying segments, or the stupid bosses and throw the whole thing away. That's disappointing, because to me, Charr IS gimmick needle. It's gimmick needle in it's most pure form. It's everything good about gimmick needle in as simple of a format as possible. But that's my experience, and others don't have that, and I wish they did. I wish the game was finished and could reach it's full potential. I wish Charr was what I feel like it should be.
When playing this game, I thought of phrase, which is "If LoveTrap is the body the fangames would emulate, then Charr is the soul." I have no idea if this is accurate, I don't even know if I agree with it, but I thought of it. It feels like there's some truth to it, and that's interesting. Charr is eternally interesting, and eternally brilliant. I love Charr.
Rating: 9.3 93
Difficulty: 86 86
May 21, 2023
PlutoTheThing
For: I wanna be Myself
For: I wanna be Myself
This game has a lot of great ideas, some of the most fascinating I've seen in a fangame, but I'm the kind of person who far prefers good execution over good ideas, and in that department, the game is lacking in my opinion. The early game is horribly dull, and I think even a lot of people who like this game can agree with that. It's very basic, but about 1/3rds into the admittedly quite large demo the game becomes a lot more complex with the fundamental mechanics, but I personally just don't think the design is that great. A lot of platforming is either boring or tedious, and the bosses, while some are okay like the first boss and boo boss, some are just not fun at all, especially the final boss of the most recent version (0.7) which is the Crystal King from paper mario, which just feels insanely luck based. Also the bosses have a lot of mashing, which normally doesn't bother me, but here it's pretty bad. Not much in this game was like downright awful, but I can't really say there was anything that stuck out as super fun to play, which really sucks when the game took over 6 hours to finish. Great ideas, especially considering how old the game is, but I never really got into this one, although it's obvious why others like it.
[0] Likes
Rating: 3.3 33
Difficulty: 47 47
May 19, 2023
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