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Video Discussion / Re: I wanna be the Sinewave clear
« Last post by Wolsk on Today at 05:26:13 PM »
god gamer
closest i have is at phantom a few screens back, maybe someone else has better? can't seem to attach so here is a link...

The Lounge / Weekly Fangame Interviews - Fourth Week: IPECAC
« Last post by Aronax on Today at 03:01:48 PM »
Before this interview begins, I would like to remind people that the Fangame interviews logo contest ends on March 10th with a $30 first prize updated from $20 so if you want to win, then get to making those logo's. More details here if you are not aware of the contest:


In today's interview, we talk to a fellow by the name of Ipecac. Ipecac like most of the people in this community these days has been here for a long time and is a genuinely nice person (with a lot of memes). Ipecac is well known for his streams where he mainly plays avoidance fangames and for good reason (as he is better than most of us) and with the stream and provide a very entertaining watch if you happen to catch him. Enjoy the interview guys!
Aronax: What is the history of your username and is it related to fangames or the community in any way?
IPECAC: The day i found about Twitch I was really into the Binding Of Isaac and back then i didn't know what name to get so i just went with an item from that game and is one of my favorites. It was never related to any kind of fangames and back then I didn't even know about fangames either at the time.
Aronax: What age did you start playing fangames and why did you start playing them?
IPECAC: I think I started in 2013 when I was 13. When i saw Boshy for the first time I really liked the concept of it and I was pleasantly surprised how much i enjoyed it. After that I found about the community on twitch and got even more into them, so now i just enjoy my stay.
Aronax: Awesome! So do you remember what the first fangame you played was and if so, what do you remember of it?
IPECAC: It was Boshy as I mentioned in the previous answer. From what I can remember I really liked it, beat it prolly 10-ish times mainly cause I didn't know there were other fangames. My first time beating it prolly took around 10k deaths, but the feeling I got from it were amazing. It was truly an experience back then. These days I may not enjoy it as much, but you never know :thinking:
Aronax: I see and what would you tell someone who has just started out with fangames, and what games do you suggest them playing as beginners?
IPECAC: I would say they need to have patience,because patience is the key to getting into fangames. If your not willing to put time into playing them, then fangames aren't probably for you. And for some beginner fangames I would suggest stuff like: Celebrate 100, little runner, Yellow star, Greeeen, Dark blue and if you want some easy avoidances you could also try Eat the ___ series or easy Miku 1 and 2.
Aronax: Good choices! Since you play a lot of avoidance, what would you say your favourite avoidance is and is there a reason?
IPECAC: My favourite avoidance is if(I wanna get the good luck){with(kakki){destroy! kill! genocide!}}柿デスver.Insanely well made avoidance with gorgeous visuals and a lot of creativity put into. Also a very SourPls song that will keep you motivated to keep playing.
Aronax: I see and what are your personal favourite fangames outside of avoidance and why?
IPECAC: Outside of avoidance my favourites are Dun Wanna Be Anything 2,find my destiny and Metamorphosis. Anything 2 was a great experience when I played. Zanto put a lot of effort into it and you can clearly see it. The game is long and very worth playing for all the stuff it has. Find my destiny is another great game divided into 10 stages. Each of those stages are amazingly done and there are also bosses with great design. Metamorphosis is prolly my all time favourite though. That is one of the few games that I can play right now and I know I will truly enjoy and laugh. Its design is just phenomenal and will give you a lot of laugh while you play it.
Aronax: 2 more questions, If you had to pick, who do you think is the most influential in our community and for what reason?
IPECAC: I think most influential person for me will be stinky. I think he was the first stream that I watched playing fangames. He is a very nice guy and after I started watching him I wanted to become better at fangames. I cant really think of anything else so yea. Thanks for making fangames a part of me <3
Aronax: Couldn't agree more, such a nice guy. Last question and the one everyone is waiting for, would you rather fight 1 horse sized Geezer, or 100 duck sized Geezer's?
IPECAC: I would fight 100 duck sized geezer's manly, because ducks are cute and I'm gonna hug them all to death :)
Aronax: That would work quite well I bet, thank you for your time Ipecac!
Thanks again for the interview IPECAC, here are his links if you want to contact him!
Twitch: https://www.twitch.tv/ipecacman
Twitter: https://twitter.com/ipecacman
Speedrun: http://www.speedrun.com/user/IPECACMAN
Discord: IPECAC#6322
Gameplay & Discussion / Rekt my save on kamilia 2, Please help!
« Last post by Sakish on Today at 12:51:34 PM »
So since i wanted to try the skip on competitor in stage 4 i obviously messed it up and now my save is totally done for.
Is there any kind soul out there that has a save in this room? Would honestly make my day!
Thanks in advance~

(click to show/hide)
Video Discussion / I wanna rely the Needle 4
« Last post by SurrealolTV on Today at 09:24:03 AM »
Video Discussion / I wanna be the Sinewave clear
« Last post by infern0man1 on February 26, 2017, 02:18:48 PM »
Video Discussion / I wanna enjoy the Electrified Butterscotch Dandy
« Last post by SurrealolTV on February 26, 2017, 02:15:52 PM »
User-Made Creations / Re: Apple Star Script
« Last post by AlextheTroller on February 26, 2017, 09:25:30 AM »
Looks amazing, thank you for making my life easier figuring out how to make cool shapes  :atkHappy:
I will make sure to credit you in case I use it. ^^
Game Design / Re: Things I like to see in fangames that aren't hard to make
« Last post by patrickgh3 on February 25, 2017, 12:24:00 PM »
Good points! And I like the disclaimer at the end.

There's one point I'd like to add, that shouldn't be hard to do. Don't rush to release your game to the wiki right after you've finished the content. It can be tempting since you're exhausted and are ready to see everyone enjoy your game; I feel that too. If you're reading this, you already know to have at least one or two people playtest, but I believe one or two more can only help and I believe it's worth the extra waiting time. But in addition to more playtesters, I think waiting a few days or more allows you as the creator to take a step back, emotionally distance yourself a little, defamiliarize yourself with mechanics a little, and more clearly see things to change. For example, you won't feel as bad about nerfing a cool but hard jump, removing a kinda funny troll that made the segment just too tedious, and you might realize adding an arrow graphic and an introduction segment would help people understand a gimmick. So, take those 3 or so days!
Game Design / Things I like to see in fangames that aren't hard to make
« Last post by Denferok on February 25, 2017, 06:36:36 AM »
Here's a couple of things that I personally think adds a lot to your game and to me shows that you put a lot of effort and care into your product. A lot of these additions are things that most players probably won't really think of consciously but nonetheless adds a lot to your game. None of these things will take very long to add and I really wish more makers would pay attention to these.

  • Background tiles
This is the biggest point of this list for me. Adding background tiles is such an easy way to make your game look significantly better. It's an easy thing to overlook and not even think about when you are in the graphics stage of gamemaking. Even though the player probably won't think about the tiles consciously, if you do a comparison of before and after adding the background tiles, you'll definitely notice how much of a difference it makes.

Here's a side by side comparison of the first screen in the game I'm working on, with and without background tiles.

(click to show/hide)

  • Story
When I say have a story, I don't mean you should have a full fledged story with developed characters, a plot twist or anything like that. Even the most basic story for goes a long way imo. Give the player a sense of an objective, rather than just standard platforming with some gimmicks and areas. I wanna run the Marathon is a great example of this, the story is nothing big and it's just a silly little side thing. But for me, it added quite a lot to it.

There are many ways you can execute a story, it doesn't have to be told to the player with a textbox such as "x person is bad, you are the hero go save the world". It can be told through the environment instead. A good example of this is Alexbrogan69's game, I wanna see my Friend. In this game, you go on a basic adventure to see your friend. Suddenly you fall in a big hole and once you're at the bottom, you'll climb back up doing all the screens you saw on the way down. At its core, it's just a basic needle game, but the added "oh I have to get out of this big hole" adds a lot to it and gives the player a sense of objective.

  • Less is more
This point is mostly just for gimmick style and adventure games and it basically comes down to not overusing a gimmick, stage, area etc for too long. I wanna find my Destiny is a great game and I'm sad that I can't enjoy it due to the ridiculously long stages. Unless you have a billion different ideas for each and every stage, the screens are going to blend together and it won't be very memorable.

This point also goes unnecessary jumps & spikes in needle. In a lot of needle games, often from new gamemakers, there will be an insane amount of jumps and obstacles that feel like they were only placed there to make things more difficult, not really respecting the fun value of said obstacle. Know when to stop, not every nook and cranny needs to be filled with spikes. It's ok to give the player a break and have a small area that feels a little empty. The easiest way to avoid the "not knowing when to stop" problem is to severely limit the amount of minispikes that you use.

  • Connecting areas
On the topic of find my destiny, another big gripe I had with that game was the complete disconnection between the stages. This one also ties into the story point, there is zero sense of objective when you are just teleported between stages without any reasoning or explanation of why you're suddenly in a completely different environment from the previous stage. For me this results in stages that feel arbitrary and a world that doesn't feel alive.

Once again this can be applied to needle games, although is nowhere near as important. I've always prefered when needle games make you leave the screen border to go to the next, rather than having a portal on every screen. This point is very minor though so you shouldn't worry about it too much.

  • Minibosses
Obviously bosses are quite hard to create and takes a lot of time, so why is it on the list? Well for this I don't necessarily mean the process of creating a miniboss, but rather the idea of it. Having a small break inbetween the bigger bosses definitely helps keep the flow of the game, especially in a game like find my destiny where the stages are extremely long. Having a bunch of fairly easy minibosses and fewer difficult big bosses will make the bigger bosses feel more impactful aswell. I really feel like games need more 30-60 second bosses that aren't too difficult and makes the player think "hey, that was neat!"

Please bare in mind that these are just my personal gripes and pet peeves I have with fangames. None of these points are objectively better than their counterpart, they're just requests I have. If you don't agree with me at all, don't let me stop you from creating whatever you'd like to create.

Happy gamemaking!
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