Latest Reviews
Kelvar
For: I wanna KILL BOWSER
For: I wanna KILL BOWSER
WARNING: This game does NOT save your position. As multiple other reviewers have noted, you must beat it in one sitting.
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden image of Mega Man after a long platform ride in "the boring level")
Also, there is a shortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
[2] Likes
There are multiple ways to savefuck in this game. Be *very* mindful of about where the enemies around a savepoint spawn. Watch for the bats in the room with Castlevania's "Bloody Tears" theme, and the goomba+bat combo near a save in one of the castle stages. Those are the spots that tripped me up.
To the dev: For future projects, please fix the save limitation or find another engine. Be careful when placing enemies near savepoints. Issues with saves are a big turn-away for most players.
Also, try to avoid long, boring segments like the winding water path to one of the stars in Room 5.
The main gimmick of this game is to require the player to collect 3 stars in a room in order to unlock a warp to the next room. You must collect them all and make it to the warp in one life. This leads to a lot of looooong saves, and dying at the end of them is particularly irritating. Thankfully, the platforming is easy, so that shouldn't happen too much.
Honestly, I wish all the platforming in the game stuck to this mechanic. It's not something that I've seen very often in IWBTG fangames, and it gives a bit more meaning to platforming that would otherwise be boring for experienced players.
This game also contains a handful of bosses. For the most part, they have the cycle-locked structure of most novice dev bosses. They aren't particularly interesting to fight, and they have a fair bit of health. The Street Fighter boss felt much more interesting because of its movement, which felt much more dynamic, and forced the player to keep moving. Definitely the highlight of the game for me.
As for the "fruit party" room, this was definitely the low-point of the game. It's not fun to survive 100 seconds of cherries moving quickly looping paths. Also some (all?) of the winding path fruit don't kill you
It's clearly the work of a new dev, but there are a fair number of small touches added to certain screens, such as visual glows and particles, which show the maker cared about this game.
I do not believe there are any collectible secrets (though I did find a hidden image of Mega Man after a long platform ride in "the boring level")
Also, there is a shortcut to Room 4 at the start of Room 1, past the missing upward spike. I didn't find any others, but it's possible there are more.
Rating: 5.0 50
Difficulty: 35 35
Nov 2, 2023
Renko97
For: I wanna dedicate to TNS
For: I wanna dedicate to TNS
A good adventure game with nice visuals and nice design, maybe the bad are the bosses (except the avoidance).
[0] Likes
Rating: 6.6 66
Difficulty: 44 44
Nov 2, 2023
K_YouTube
For: I wanna Die to become a Ghost -2017-
[0] Likes
For: I wanna Die to become a Ghost -2017-
[0] Likes
Rating: 5.0 50
Difficulty: 45 45
Nov 2, 2023
Reinhoc
For: I wanna wish my hope will never die
For: I wanna wish my hope will never die
Pointless screen at the beginning. Equally pointless avoidance. Hold right to win....eventually -.-
[0] Likes
Rating: 0.1 1
Difficulty: 20 20
Nov 1, 2023
Reinhoc
For: I wanna be the WAAAAA
For: I wanna be the WAAAAA
Surprisingly fun
[0] Likes
Rating: 4.0 40
Difficulty: 20 20
Nov 1, 2023
Fruitless
For: I wanna be the Strong
For: I wanna be the Strong
Tagged as: :tf:
[0] Likes
Rating: N/A
Difficulty: N/A
Nov 1, 2023
PlutoTheThing
For: I Wanna Lockpick
For: I Wanna Lockpick
This review is based on a 100% clear of the demo, it may be updated if I ever finish the full game when that comes out.
I play a lot of adventure fangames, and if you have seen me talk or play adventure games there's probably eventually gonna be a point where I complain about puzzles. For some reason puzzles don't click with me the way it does for others. I get frustrated, I get annoyed, I give up easily, and I just look for a solution online because I don't care. I had basically accepted that puzzles were not me, and that I would never be able to enjoy them. I Wanna Lockpick was the game that challenged this idea.
I will probably never be able to explain what made this game so fun for me, but I loved it. On a surface level Lockpick is a game with a ton of unique ideas and gimmicks baked underneath an incredibly simple premise, get keys, open doors. There's a ton of super interesting mechanics which can often times completely change how you go about the puzzle solving process, but in a lot of ways it feels like as you progress, you get this toolbox of mechanics you learn about and get comfortable with, and as you do so you begin to understand the kinds of thinking and logic you need to solve puzzles in this game. This to me, kept the game very fresh, as it felt like the way I saw the game changed with every world, and I had new stuff to learn. The game is very tough, particularly the final puzzle of the game is a true monster, but there's just so many great and challenging puzzles here that kept it so interesting and fresh, not to mention the number of puzzles which stray from the Keypick design philosophy and are more about playing with wacky concepts or mechanics in creative ways. There was always something new to appreciate with this game and I was certainly never bored. I am very impressed with this game, and even if it ends up being too much for me, I'm quite excited to see how the full version expands on this crazy game even more.
[2] Likes
I play a lot of adventure fangames, and if you have seen me talk or play adventure games there's probably eventually gonna be a point where I complain about puzzles. For some reason puzzles don't click with me the way it does for others. I get frustrated, I get annoyed, I give up easily, and I just look for a solution online because I don't care. I had basically accepted that puzzles were not me, and that I would never be able to enjoy them. I Wanna Lockpick was the game that challenged this idea.
I will probably never be able to explain what made this game so fun for me, but I loved it. On a surface level Lockpick is a game with a ton of unique ideas and gimmicks baked underneath an incredibly simple premise, get keys, open doors. There's a ton of super interesting mechanics which can often times completely change how you go about the puzzle solving process, but in a lot of ways it feels like as you progress, you get this toolbox of mechanics you learn about and get comfortable with, and as you do so you begin to understand the kinds of thinking and logic you need to solve puzzles in this game. This to me, kept the game very fresh, as it felt like the way I saw the game changed with every world, and I had new stuff to learn. The game is very tough, particularly the final puzzle of the game is a true monster, but there's just so many great and challenging puzzles here that kept it so interesting and fresh, not to mention the number of puzzles which stray from the Keypick design philosophy and are more about playing with wacky concepts or mechanics in creative ways. There was always something new to appreciate with this game and I was certainly never bored. I am very impressed with this game, and even if it ends up being too much for me, I'm quite excited to see how the full version expands on this crazy game even more.
Rating: 10.0 100
Difficulty: 87 87
Nov 1, 2023
Delicious Fruit