3 Reviews:
GaspacoZanis
Mess of an adventure game from 2014.
'I wanna achieve my dream' is Bric's attempt in making Adventure game with a lot of different gimmicks and features. The game is unfinished, although it has quite a lot of content, that is enough for 1-2 hour playthrough. There are 3 difficulties: 'Esay' ; 'Normal' ; 'difficult'. It seems like 'Esay' is the intended way to play, since 'Normal' adds additional Red spikes to make gameplay harder. So my rating is based on 'Esay'. I have originally played this game in 2023, and now I have re-played in 2025 to revise my memories on what was going on here.
Bric has a lot of different ideas, but he does not know what he exactly wants to achieve, and the game ends up being very incoherent.
There are so many different genres that you will notice here, and so many different gimmicks, bunch of which do not go longer for than 1 or 2 screens max. And the order on how they go do not make any sense at all.
Here is the structure just to picture everything (there is no indication where starts one stage or another, it is just relative groups that I have matched):
Needle screen ('Stage 1') -> Needle screen with killer blocks -> Transition screen -> Needle screen with green spikes and option to skip the screen through platforms ('Stage 2-1') -> Needle screen with snow gimmick ('Stage 2-2') -> Water needle screen ('Stage 2-3' ->) -> Upside down needle screen with 'Bad apple' song, even if it is not black & white design'('Stage 2-4') -> needle screen with conveyor belts ('Stage 2-5') -> Boss room that has snow design again -> Star Boss with different background image but with snow gimmick -> 2 Black screens that transitions to the next stage -> Medley stage ('Stage 3'), consisting of 8 different screens taken from other games -> Strange Star Avoidance -> 2 screens transitioning to the next stage -> Trap stage ('Stage 4-1'), consisting from 2 screens filled with traps -> Screen where you cannot move but need to use mouse to move the kid, while having snow aesthetics ('Stage 4-2') -> Return to the trap stage design, but this time just 1 screen ('Stage 4-1' / 'Stage 4-3') -> Screen transition to the next stage -> Small room with needle screen, reminding of 'I wanna Sunspike' ('Stage 5') -> Same aesthetics, but this time 3 screens with different gravity pools (low and high gravity) -> Same aesthetics, but 1 screen with mouse gimmick again -> Boss room -> Boss-Kid with vines -> Snow needle screen with 1 trigger, but this time with no snow gimmicks ('Stage 6-1'), so it is just needle -> Change of aesthetics, just a small room with needle ('Stage 6-2') -> Same aesthetics, but this time screen with different gravity pools -> Same aesthetics, but this time needle with weird water -> Boss room, where you have high gravity blocks to get to the portal -> Boss with 2 phases - Avoidance Phase 1 and Boss-Shooting Phase 2 -> Transition to the next stage -> x_Floor Stage ('Stage 7-1') Floor 1 with moving spikes -> Floor 2 with Double kid gimmick -> Floor 3 with moving spikes, button and platforms -> Transition screen where you need to find correct exit, while platform goes up to the spike -> Additional transition screen where you fall, then you change gravity, just to get normal gravity back -> Next transition screen where stage is in the red colour -> Screen with 1 platform and beginning of the stage where you see '? floor' instead of floor numbers ('Stage 8-1') -> 2nd screen which is just buffed previous screen with needle and water -> Different screen with platforms and button and a trap -> 2 Screens with align markers and jump refreshers (that go away when you use them) -> 'Floor 1' section with no red filter, but this is just a screen with jump refreshers and 1 fast platform ('Stage 8-2' I guess) -> Transition with rain background -> Long needle save ('Stage 9') -> Demo block
If this seems coherent to you, here are some additional details and observations of me, that will probably make you think otherwise:
1. This game has story, but it seems like Chinese characters are not even showing up in the text boxes. These text boxes are annoying, since you need to press Enter, but they trigger on specific Kid's positions. So if you cannot save outside of where they trigger you will have to press Enter every time you restart. In some cases it is extremely annoying like on the 1st mouse screen and the very first snow gimmick screen.
2. Why Stage 2 has so many different contrasting stages? And why the song choices make no sense? The green screen uses the same song as Stage 1. Then you have different song only on Snow stage and on Water stage. But then you have 'Bad apple' for both upside down stage and conveyor belts.
3. Why is snow stage having that one awkward jump ? It is one of the hardest jumps in the game and it is so annoying doing it with the snow gimmick.
4. Why is the block design the same for water stage and upside down water, with the only difference being re-coloured? Oh yeah, also why does 'Bad apple' stages have abundance of generic jumps, like gate jumps?
5. Why boss 1 has only 2 attacks and why do you return back to the snow stage?
6. You get transition to the Stage 3, and why does it have again the same song as Boss 1? And also why out of a sudden Medley stage? And why is Medley stage so much easier than everything else in this game? I am also not even talking about the fact how much game choice makes no sense visually and even theme wise since you have both Chinese exclusive releases and both Japanese games in the mix.
7. What the hell is going on with the avoidance?? You have way too many aimings. And then at one point avoidance makes all bullets go to the right that are at certain height. This makes you waiting and seeing how bullets aim towards you but go to the right eventually. But do not be too relaxed, since at the end this condition will be removed and all bullets will fall down, so do not be on the right side of the screen. Also why is avoidance song restarting and going all over again while avoidance not being even finished? What is the point? Where was the test-play? Also, this is theoretically the same star that you were fighting as the previous boss.
8. Why are there 2 black screens of transition? I guess it is a story thing, but huh?
9. This game had no Save blockers, but the first save of Stage 4 has save blocker. Why??? Was it intended then to not have save blockers in this game???
10. Stage 4 structure makes no sense. You have Trap stage that is interrupted by one screen of the mouse gimmick, that is not even designed in the same way. Why?
11. Mouse gimmick is annoying with the text box and with the fact that you cannot touch other blocks. It kind of reminds me of 'Bubble gimmick' from 'I wanna enjoy the Excursion', in the sense that you just need to take all of your time to go through the needle. Except you cannot touch the blocks as well. Cool.
12. Having abundance of fake Saves is weird.
13. Stage 5 has the most consistent aesthetics, and gravity pools at least had more than 1 screen. But why is here Mouse gimmick again??? At the very least you can touch some blocks, so I guess thanks for that.
14. Boss of Stage 5 makes no sense. Attacks are going towards the kid, not based on HP dealt, but the time spent... Why? You can just go up the vines and time the jumps. Also it will make your life scarier if you cleared boss quickly enough because attacks will all go towards you even after boss is dead, and if you had bunch of aimings instead of bursts, then go quickly in the portal. Oh, yeah, also why do you have phase with nothing going on, while still having long i-Frames? And why so many aimings??? And why do you fight against the Kid that is slightly bigger??
15. Why Stage 6 has 1 screen of Snow visual needle screen with a random hidden trigger... and no snow gimmicks??? Why such a change??
16. I can see why the rest of Stage 6 has same aesthetics and kind of same idea, but why is the water stage so weird?
17. Why boss room has gravity pools? Just because why not?
18. Why do you have weird effect around the kid on the Avoidance / Boss thing?
19. Why is there a shooting phase after this avoidance? The boss phase literally has nothing at the beginning and after that it literally adds nothing of value. Also, you literally shoot just a random orb...
20. I like the idea behind Stage 7, but it is so odd to see x_Floor genre out of nowhere.
21. Yeah, why is Floor 2 having Double kid gimmick, again? You see this gimmick only here...
22. Why do you have that weird set of many transitions after Floor 3? It is interesting, but it is so out of nowhere.
23. So what is the point of Stage 8, again? You have 2 same screens but with buffs and then 3 random ones.
24. Why are jump refreshers not refreshing back?
25. Why do you have 2nd Floor 1 at the end of the tower? That makes no sense. It is not even designed in a similar way. How does this whole Floor system even works here? I really do not get it.
26. What was the point of align markers? You do not do any auto jumps, you just get the best aligns, but not that these markers teach you some cool techniques.
27. Why do you have at the end a random Long needle screen with a rain design?
28. Demo moment makes this whole experience so abrupt...
29. Why is this game used 'Kamilia 3' death effect? The music does not restart so the death effect goes over the music, and you do notice at some stages this, especially in the very first stage. It is very odd.
This game has some cool moments and cool details, like the fact that in the upside down world you have death screen being upside down as well ; such as several gimmick saves that were executed in a fun way (I kind of liked gravity pool saves, especially near the end) ; the tower thing in itself is a cool idea, and maybe even mouse gimmick would make sense on its own.
But the problem is that this is way too random for an adventure game. Author had so many ideas, but he had no specific goal. He could not elaborate one stage in a more coherent way. Stage 5 is probably the closest one to that.
The game is not like very difficult (lack of save blockers help a lot), although some saves might be a bit harder than the rest. Notably the snow gimmick screen, gravity pool with ledge jumps on Stage 5 and the gravity pool screen on Stage 6.
I am gonna leave my original rating, since I feel like nothing has changed in how I look on this game. However, I would change the difficulty a bit (my original rating was 44) nowadays. But still some jumps are annoying, so if you are completely inexperienced with needle, then some saves might a bit tough.
If you are really curious on what this game looks like, you can just watch my clear video: https://www.youtube.com/watch?v=dzaAZU-DOpk
But I really do not think that this game is worth playing. It is unfinished, so it also kind of leaves sour taste in my mouth.
This game had a potential, it really just needed a bit better organization in the structure and less amount of ideas. But as it stands, it is just a mess with a lot of generic stuff.
You won't miss much if you skip this one.
Would not recommend.
[1] Like
'I wanna achieve my dream' is Bric's attempt in making Adventure game with a lot of different gimmicks and features. The game is unfinished, although it has quite a lot of content, that is enough for 1-2 hour playthrough. There are 3 difficulties: 'Esay' ; 'Normal' ; 'difficult'. It seems like 'Esay' is the intended way to play, since 'Normal' adds additional Red spikes to make gameplay harder. So my rating is based on 'Esay'. I have originally played this game in 2023, and now I have re-played in 2025 to revise my memories on what was going on here.
Bric has a lot of different ideas, but he does not know what he exactly wants to achieve, and the game ends up being very incoherent.
There are so many different genres that you will notice here, and so many different gimmicks, bunch of which do not go longer for than 1 or 2 screens max. And the order on how they go do not make any sense at all.
Here is the structure just to picture everything (there is no indication where starts one stage or another, it is just relative groups that I have matched):
Needle screen ('Stage 1') -> Needle screen with killer blocks -> Transition screen -> Needle screen with green spikes and option to skip the screen through platforms ('Stage 2-1') -> Needle screen with snow gimmick ('Stage 2-2') -> Water needle screen ('Stage 2-3' ->) -> Upside down needle screen with 'Bad apple' song, even if it is not black & white design'('Stage 2-4') -> needle screen with conveyor belts ('Stage 2-5') -> Boss room that has snow design again -> Star Boss with different background image but with snow gimmick -> 2 Black screens that transitions to the next stage -> Medley stage ('Stage 3'), consisting of 8 different screens taken from other games -> Strange Star Avoidance -> 2 screens transitioning to the next stage -> Trap stage ('Stage 4-1'), consisting from 2 screens filled with traps -> Screen where you cannot move but need to use mouse to move the kid, while having snow aesthetics ('Stage 4-2') -> Return to the trap stage design, but this time just 1 screen ('Stage 4-1' / 'Stage 4-3') -> Screen transition to the next stage -> Small room with needle screen, reminding of 'I wanna Sunspike' ('Stage 5') -> Same aesthetics, but this time 3 screens with different gravity pools (low and high gravity) -> Same aesthetics, but 1 screen with mouse gimmick again -> Boss room -> Boss-Kid with vines -> Snow needle screen with 1 trigger, but this time with no snow gimmicks ('Stage 6-1'), so it is just needle -> Change of aesthetics, just a small room with needle ('Stage 6-2') -> Same aesthetics, but this time screen with different gravity pools -> Same aesthetics, but this time needle with weird water -> Boss room, where you have high gravity blocks to get to the portal -> Boss with 2 phases - Avoidance Phase 1 and Boss-Shooting Phase 2 -> Transition to the next stage -> x_Floor Stage ('Stage 7-1') Floor 1 with moving spikes -> Floor 2 with Double kid gimmick -> Floor 3 with moving spikes, button and platforms -> Transition screen where you need to find correct exit, while platform goes up to the spike -> Additional transition screen where you fall, then you change gravity, just to get normal gravity back -> Next transition screen where stage is in the red colour -> Screen with 1 platform and beginning of the stage where you see '? floor' instead of floor numbers ('Stage 8-1') -> 2nd screen which is just buffed previous screen with needle and water -> Different screen with platforms and button and a trap -> 2 Screens with align markers and jump refreshers (that go away when you use them) -> 'Floor 1' section with no red filter, but this is just a screen with jump refreshers and 1 fast platform ('Stage 8-2' I guess) -> Transition with rain background -> Long needle save ('Stage 9') -> Demo block
If this seems coherent to you, here are some additional details and observations of me, that will probably make you think otherwise:
1. This game has story, but it seems like Chinese characters are not even showing up in the text boxes. These text boxes are annoying, since you need to press Enter, but they trigger on specific Kid's positions. So if you cannot save outside of where they trigger you will have to press Enter every time you restart. In some cases it is extremely annoying like on the 1st mouse screen and the very first snow gimmick screen.
2. Why Stage 2 has so many different contrasting stages? And why the song choices make no sense? The green screen uses the same song as Stage 1. Then you have different song only on Snow stage and on Water stage. But then you have 'Bad apple' for both upside down stage and conveyor belts.
3. Why is snow stage having that one awkward jump ? It is one of the hardest jumps in the game and it is so annoying doing it with the snow gimmick.
4. Why is the block design the same for water stage and upside down water, with the only difference being re-coloured? Oh yeah, also why does 'Bad apple' stages have abundance of generic jumps, like gate jumps?
5. Why boss 1 has only 2 attacks and why do you return back to the snow stage?
6. You get transition to the Stage 3, and why does it have again the same song as Boss 1? And also why out of a sudden Medley stage? And why is Medley stage so much easier than everything else in this game? I am also not even talking about the fact how much game choice makes no sense visually and even theme wise since you have both Chinese exclusive releases and both Japanese games in the mix.
7. What the hell is going on with the avoidance?? You have way too many aimings. And then at one point avoidance makes all bullets go to the right that are at certain height. This makes you waiting and seeing how bullets aim towards you but go to the right eventually. But do not be too relaxed, since at the end this condition will be removed and all bullets will fall down, so do not be on the right side of the screen. Also why is avoidance song restarting and going all over again while avoidance not being even finished? What is the point? Where was the test-play? Also, this is theoretically the same star that you were fighting as the previous boss.
8. Why are there 2 black screens of transition? I guess it is a story thing, but huh?
9. This game had no Save blockers, but the first save of Stage 4 has save blocker. Why??? Was it intended then to not have save blockers in this game???
10. Stage 4 structure makes no sense. You have Trap stage that is interrupted by one screen of the mouse gimmick, that is not even designed in the same way. Why?
11. Mouse gimmick is annoying with the text box and with the fact that you cannot touch other blocks. It kind of reminds me of 'Bubble gimmick' from 'I wanna enjoy the Excursion', in the sense that you just need to take all of your time to go through the needle. Except you cannot touch the blocks as well. Cool.
12. Having abundance of fake Saves is weird.
13. Stage 5 has the most consistent aesthetics, and gravity pools at least had more than 1 screen. But why is here Mouse gimmick again??? At the very least you can touch some blocks, so I guess thanks for that.
14. Boss of Stage 5 makes no sense. Attacks are going towards the kid, not based on HP dealt, but the time spent... Why? You can just go up the vines and time the jumps. Also it will make your life scarier if you cleared boss quickly enough because attacks will all go towards you even after boss is dead, and if you had bunch of aimings instead of bursts, then go quickly in the portal. Oh, yeah, also why do you have phase with nothing going on, while still having long i-Frames? And why so many aimings??? And why do you fight against the Kid that is slightly bigger??
15. Why Stage 6 has 1 screen of Snow visual needle screen with a random hidden trigger... and no snow gimmicks??? Why such a change??
16. I can see why the rest of Stage 6 has same aesthetics and kind of same idea, but why is the water stage so weird?
17. Why boss room has gravity pools? Just because why not?
18. Why do you have weird effect around the kid on the Avoidance / Boss thing?
19. Why is there a shooting phase after this avoidance? The boss phase literally has nothing at the beginning and after that it literally adds nothing of value. Also, you literally shoot just a random orb...
20. I like the idea behind Stage 7, but it is so odd to see x_Floor genre out of nowhere.
21. Yeah, why is Floor 2 having Double kid gimmick, again? You see this gimmick only here...
22. Why do you have that weird set of many transitions after Floor 3? It is interesting, but it is so out of nowhere.
23. So what is the point of Stage 8, again? You have 2 same screens but with buffs and then 3 random ones.
24. Why are jump refreshers not refreshing back?
25. Why do you have 2nd Floor 1 at the end of the tower? That makes no sense. It is not even designed in a similar way. How does this whole Floor system even works here? I really do not get it.
26. What was the point of align markers? You do not do any auto jumps, you just get the best aligns, but not that these markers teach you some cool techniques.
27. Why do you have at the end a random Long needle screen with a rain design?
28. Demo moment makes this whole experience so abrupt...
29. Why is this game used 'Kamilia 3' death effect? The music does not restart so the death effect goes over the music, and you do notice at some stages this, especially in the very first stage. It is very odd.
This game has some cool moments and cool details, like the fact that in the upside down world you have death screen being upside down as well ; such as several gimmick saves that were executed in a fun way (I kind of liked gravity pool saves, especially near the end) ; the tower thing in itself is a cool idea, and maybe even mouse gimmick would make sense on its own.
But the problem is that this is way too random for an adventure game. Author had so many ideas, but he had no specific goal. He could not elaborate one stage in a more coherent way. Stage 5 is probably the closest one to that.
The game is not like very difficult (lack of save blockers help a lot), although some saves might be a bit harder than the rest. Notably the snow gimmick screen, gravity pool with ledge jumps on Stage 5 and the gravity pool screen on Stage 6.
I am gonna leave my original rating, since I feel like nothing has changed in how I look on this game. However, I would change the difficulty a bit (my original rating was 44) nowadays. But still some jumps are annoying, so if you are completely inexperienced with needle, then some saves might a bit tough.
If you are really curious on what this game looks like, you can just watch my clear video: https://www.youtube.com/watch?v=dzaAZU-DOpk
But I really do not think that this game is worth playing. It is unfinished, so it also kind of leaves sour taste in my mouth.
This game had a potential, it really just needed a bit better organization in the structure and less amount of ideas. But as it stands, it is just a mess with a lot of generic stuff.
You won't miss much if you skip this one.
Would not recommend.
Rating: 4.2 42
Difficulty: 38 38
May 2, 2025
Delicious Fruit
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