Latest Reviews
TheNewDudos
For: I wanna visit dream world 712
[0] Likes
For: I wanna visit dream world 712
[0] Likes
Rating: 6.5 65
Difficulty: 55 55
Oct 21, 2018
ElCochran90
For: I wanna go across the Rainbow
For: I wanna go across the Rainbow
Rating based on 100% mode. Difficulty rating based on No Secrets mode.
Color me (oh boy) impressed! This is a terrific experience for both veterans and players that have gotten used to the common engine that rules 98% of fangames and want a spike in challenge:
✓Red: Straight needle platforming. Creative and fun.
✓Orange: Choose your difficulty! Veterans will find themselves taking the shorter, yet harder routes! I tried them all and had a lot of fun succeeding.
✓Yellow: Kappa. Traps all over. Naturally, my least favorite segment, but I appreciated two things: a) They were not non-stop, and b) some triggers were odd. Not all of them kill you. It's just to scare you. Either it was intentional or bad platforming, but it seemed odd.
✓Green: Difficulty spiked up (oh my). There are no alternate routes here: this section is the filter for beginners. Fun as well and requires precise calculations.
✓Blue: Apple platforming. Average at best and sometimes annoying, but never frustrating.
✓Indigo: Japanese Kappa ("ding!") blocks. Was this the fangame that started them? Even if not, the idea is funny and serves as a different kind of trap segment that is not too bothersome.
✓Violet: Moving spikes. Calculate your timing of landing on ledges and read the spikes well. Dynamic and, again, fun.
As mentioned by the consensus, the game reaches its peak in experience if you get all secrets, because instead of getting a troll boss fight and a "Thank You For Playing" screen, you get the final area: a beautiful and iconic moment among the world of fangames. It's unforgettable. If the whole game had been of the quality of the final area, this would be among my favorites, but I still consider it great overall. The final boss is memorable, not as epic as I would've wished, but a nod to FFX is never something "overused". The attack of the hearts might frustrate some, but after 3 deaths to it, I caught the trick. An easy fight, but long enough.
Very recommended. This has a high replay value and, unlike several fangames, this showed commitment in its design. Instead of painting the entire screen of one color, and thus killing your eyes, the color scheme, shadow and rendering effects are gorgeous, and I love looking at basically any area.
P.S. I cannot reiterate how great the final section is after collecting all secrets. If you have played "I Wanna Get Cultured", you might have had that section spoiled, but its effect still remains once you play the original game. Thumb up.
[2] Likes
Color me (oh boy) impressed! This is a terrific experience for both veterans and players that have gotten used to the common engine that rules 98% of fangames and want a spike in challenge:
✓Red: Straight needle platforming. Creative and fun.
✓Orange: Choose your difficulty! Veterans will find themselves taking the shorter, yet harder routes! I tried them all and had a lot of fun succeeding.
✓Yellow: Kappa. Traps all over. Naturally, my least favorite segment, but I appreciated two things: a) They were not non-stop, and b) some triggers were odd. Not all of them kill you. It's just to scare you. Either it was intentional or bad platforming, but it seemed odd.
✓Green: Difficulty spiked up (oh my). There are no alternate routes here: this section is the filter for beginners. Fun as well and requires precise calculations.
✓Blue: Apple platforming. Average at best and sometimes annoying, but never frustrating.
✓Indigo: Japanese Kappa ("ding!") blocks. Was this the fangame that started them? Even if not, the idea is funny and serves as a different kind of trap segment that is not too bothersome.
✓Violet: Moving spikes. Calculate your timing of landing on ledges and read the spikes well. Dynamic and, again, fun.
As mentioned by the consensus, the game reaches its peak in experience if you get all secrets, because instead of getting a troll boss fight and a "Thank You For Playing" screen, you get the final area: a beautiful and iconic moment among the world of fangames. It's unforgettable. If the whole game had been of the quality of the final area, this would be among my favorites, but I still consider it great overall. The final boss is memorable, not as epic as I would've wished, but a nod to FFX is never something "overused". The attack of the hearts might frustrate some, but after 3 deaths to it, I caught the trick. An easy fight, but long enough.
Very recommended. This has a high replay value and, unlike several fangames, this showed commitment in its design. Instead of painting the entire screen of one color, and thus killing your eyes, the color scheme, shadow and rendering effects are gorgeous, and I love looking at basically any area.
P.S. I cannot reiterate how great the final section is after collecting all secrets. If you have played "I Wanna Get Cultured", you might have had that section spoiled, but its effect still remains once you play the original game. Thumb up.
Rating: 6.4 64
Difficulty: 45 45
Oct 21, 2018
Renko97
For: I wanna kill the Yonezawa GodMode
For: I wanna kill the Yonezawa GodMode
...
[0] Likes
Rating: 0.0 0
Difficulty: 0 0
Oct 21, 2018
Renko97
For: I wanna be the Gravity Master
For: I wanna be the Gravity Master
An adventure game that is more of a tutorial with gravities
[0] Likes
Rating: 5.0 50
Difficulty: 33 33
Oct 21, 2018
ElCochran90
For: I wanna see the Moon
For: I wanna see the Moon
I could write a book about this fangame, but I'll try to keep it as short as possible.
First, I played the "Normal" mode, which actually would qualify better as "Hard". The experience was extremely tedious. There are just less saves, sometimes with entire screens that do not have a single save spot. The screens are not really challenging per se, but it is heavily trap-based, and so, this consumes a lot of your time being a trial-and-error game. This is not difficulty; it is poor, frustrating design. Kayin understood what a "Hard" mode was supposed to be.
Second, the visual design is absolutely atrocious 80% of the times and shines the rest of the times, especially the "Space", "Black Valley" and "See the Moon" areas. It is extremely generic in its exterior designs, and very monochromatic. Whenever you enter the cherry forest or the blue ice area which names I won't bother to recall (interesting that those are the areas whose names I can't recall) will make your eyeballs explode out of pain: just paint everything green and blue in tones that hurt, use your imagination and voilá! You've got an "ice" or "forest" area. The forest area particularly looks like green baby's poo. But the true eye killer is an advanced area where you shoot anthropomorphic suns (or whatever they are), turning the ENTIRE screen of one strong, eye-piercing color, making the spikes of that color disappear, so goodbye eyes. Do not play this at night!!!
Third. Almost all of the bosses, except for the last one, are cherries (err, Delicious Fruits). Uneventful, unsurprising, and very boring, despite a couple of them using gimmicks that tried to compensate the "fights" you were supposed to believe you were facing.
Fourth, the game is extremely cryptic. Particularly infamous instances for me where figuring out the "Blood" room (which I discovered by pure accident), the hidden area in the Cherry Forest area where you're supposed to walk to the left (I confused that tile with bad design, and well, judging by the looks of the area, I can excuse myself) and getting the "Unown Pokemon" items in a very specific order: otherwise you would have to try again. ABSOLUTELY. FUN...
Fifth, if you don't make the game in a very specific order, it will become a giant maze where you will be going in circles and going through areas again and again just to find that corner or area that you couldn't visit before and you can now, but these new areas are not self explanatory except for the one requiring a key. The hints given with the green and red photographs helped very little (especially because the former is ridiculously hidden). Since I am a man of no guide in fangames, you can imagine myself:
a) Going in circles
b) Repeating tedious platforming areas again and again
c) With few save spots
This amounted for 5.95 hours of gameplay with 1298 deaths. But again, I am not calling this difficult. It was my fault that I chose the incorrect "difficulty" setting, which aggravated my experience, so my difficulty rating is me imagining more save spots where they were convenient, but I cannot change my game rating.
Any saving grace? Yes. The game has variety, I won't deny it, especially the tower segments and the aforementioned areas that showed commitment in the design. Also, the entire horrible experience is compensated by a surprisingly good original final boss that actually feels like a fight with interesting attacks, one which you will identify in the Kamilia sequels. I find myself playing against this booss from time to time because it is worth it, and the game, instead of leaving you in the "clear" screen, leaves you at the last save before the boss, so there's that.
Yeah, it is a classic and an early game (2013 if I'm not mistaken), but this doesn't mean that I am biased against classicsm or that there was an excuse to create awful designs. This reminded me of I Wanna Be The Four Elements and that is NOT a good thing. Look at the wonders Solgryn did back in 2010. There's no excuse. I am no designer, so I have no idea what is more difficult: to make more than 15 different areas where 10 look awful, or making a single area look great, like Thenader2's neon games.
I respect the people cherishing this classic, and I could see (although with difficulty) why this is considered as one. This is, however, not my type of adventure fangame. NOT RECOMMENDED.
P.S. Now I remembered that there was a "Difficult Start" option at the beginning. I don't know what that does and I don't want to know.
[7] Likes
First, I played the "Normal" mode, which actually would qualify better as "Hard". The experience was extremely tedious. There are just less saves, sometimes with entire screens that do not have a single save spot. The screens are not really challenging per se, but it is heavily trap-based, and so, this consumes a lot of your time being a trial-and-error game. This is not difficulty; it is poor, frustrating design. Kayin understood what a "Hard" mode was supposed to be.
Second, the visual design is absolutely atrocious 80% of the times and shines the rest of the times, especially the "Space", "Black Valley" and "See the Moon" areas. It is extremely generic in its exterior designs, and very monochromatic. Whenever you enter the cherry forest or the blue ice area which names I won't bother to recall (interesting that those are the areas whose names I can't recall) will make your eyeballs explode out of pain: just paint everything green and blue in tones that hurt, use your imagination and voilá! You've got an "ice" or "forest" area. The forest area particularly looks like green baby's poo. But the true eye killer is an advanced area where you shoot anthropomorphic suns (or whatever they are), turning the ENTIRE screen of one strong, eye-piercing color, making the spikes of that color disappear, so goodbye eyes. Do not play this at night!!!
Third. Almost all of the bosses, except for the last one, are cherries (err, Delicious Fruits). Uneventful, unsurprising, and very boring, despite a couple of them using gimmicks that tried to compensate the "fights" you were supposed to believe you were facing.
Fourth, the game is extremely cryptic. Particularly infamous instances for me where figuring out the "Blood" room (which I discovered by pure accident), the hidden area in the Cherry Forest area where you're supposed to walk to the left (I confused that tile with bad design, and well, judging by the looks of the area, I can excuse myself) and getting the "Unown Pokemon" items in a very specific order: otherwise you would have to try again. ABSOLUTELY. FUN...
Fifth, if you don't make the game in a very specific order, it will become a giant maze where you will be going in circles and going through areas again and again just to find that corner or area that you couldn't visit before and you can now, but these new areas are not self explanatory except for the one requiring a key. The hints given with the green and red photographs helped very little (especially because the former is ridiculously hidden). Since I am a man of no guide in fangames, you can imagine myself:
a) Going in circles
b) Repeating tedious platforming areas again and again
c) With few save spots
This amounted for 5.95 hours of gameplay with 1298 deaths. But again, I am not calling this difficult. It was my fault that I chose the incorrect "difficulty" setting, which aggravated my experience, so my difficulty rating is me imagining more save spots where they were convenient, but I cannot change my game rating.
Any saving grace? Yes. The game has variety, I won't deny it, especially the tower segments and the aforementioned areas that showed commitment in the design. Also, the entire horrible experience is compensated by a surprisingly good original final boss that actually feels like a fight with interesting attacks, one which you will identify in the Kamilia sequels. I find myself playing against this booss from time to time because it is worth it, and the game, instead of leaving you in the "clear" screen, leaves you at the last save before the boss, so there's that.
Yeah, it is a classic and an early game (2013 if I'm not mistaken), but this doesn't mean that I am biased against classicsm or that there was an excuse to create awful designs. This reminded me of I Wanna Be The Four Elements and that is NOT a good thing. Look at the wonders Solgryn did back in 2010. There's no excuse. I am no designer, so I have no idea what is more difficult: to make more than 15 different areas where 10 look awful, or making a single area look great, like Thenader2's neon games.
I respect the people cherishing this classic, and I could see (although with difficulty) why this is considered as one. This is, however, not my type of adventure fangame. NOT RECOMMENDED.
P.S. Now I remembered that there was a "Difficult Start" option at the beginning. I don't know what that does and I don't want to know.
Rating: 2.8 28
Difficulty: 45 45
Oct 21, 2018
Nogard
For: I wanna reach the Moon
For: I wanna reach the Moon
This one is perfect too.
[2] Likes
Rating: 10.0 100
Difficulty: 48 48
Oct 20, 2018
Delicious Fruit