Why is it that whenever anyone talks here about their "hardest" gaming accomplishments, it's usually nothing that special if at all. IWBTG isn't hard, the fangames on the other hand can range a lot harder to very much easier than the original or just borderline impossible less you spend 1000s of hours.
why are bad players so vocal about being quote on quote "good", absolute clown speak
other people's hardest achievements may mean nothing to you, but for them they do, because they're proud of the effort they've put to accomplish it, keyword here being effort
it's fun to be an elitist motherfucker but show some empathy every now and then
John Smith
NANG is too hard :(
Colton Nelson
Because vidya enthusiasts don't have a grip on reality.
You know what achievement I'm proud of? I have fun when I play vidya. Can you say the same?
Most fangames boil down to precision jumps through mazes of needles, the exploration and traps that filled the original game with soul and charm have been mostly forgotten by the fangame community. Traps themselves are now considered a subgenre and lacks creativity, and exploration is almost non-existant
Christian Hill
Tell him, not me, faggot. I was pointing out his fuckup.
Connor Myers
>quote on quote It's Quote Unquote, user. you happy now?
Easton Russell
No game is hard for an adult. I beat Battletoads when I was a kid, long before the internet got popular. It even saved my life one time.
IWBTG is a perfect example of artificial difficulty and trial and error gameplay, it's a game absolutely nobody could beat on their first go without dying, there's no skill and no amount of insane reflexes can stop you from dying..
Jose Ross
>It's not fun when they made it a game mode in Hitman Contracts wh What are you on about?
Ryan Gutierrez
Contracts mode is where you kill a dude in the map and other players have to do it the same way you did, so you can find obscure, goofball ways to make seemingly impossible hits and that reads as hard
Joseph James
>It even saved my life one time. huh?
Jaxson Martinez
Delicious Fruit is a go-to for weeding out the cancer needle.
Sebastian Martinez
Did you reach the bad ending user? It's not easy and it's probably the hardest fangame I've beaten, but you can do it man. I hate that picture so fucking much, you don't even believe. Let's assume that somehow, most precision platformers are just this, even though most barely use this (I know that IWBTG fangames love this, I'm talking about more popular games like Celeste or SMB). So what? The point of precision paltformers is to give a challenge for the player to overcome and you can still design interesting spike corridors that require you to learn something. What a dogshit image, which shows that you have no idea what the fuck you are talking about and have only seen some screenshots.
Hudson Jackson
i've only started it a couple days ago so right now i'm only in stage 2, i haven't given up yet but some of the rooms can be really frustrating, specially if they involve platforms in any way
Thomas Anderson
I still like it because it's a good parody of hardcore difficult games. It's not its fault people thought the design philosophy was serious.
Chase Long
>quote unquote thank you for teaching me that I'm still heaven's away from being a actually functioning member of society user. I made this thread because I just beat cheetamen, compared to everyone else here I'm just a fucking pebble: I just get annoyed that people on this shitty board think that their games "take skill", people can enjoy themselves for it being hard and all but when you throw it around like it's factual, it really pushes my buttons; t. someone with 11k hours on tf2 and 10k hours on dota, I'm so fucking pathetic, thanks for reading my shitty blogpost when is JUST releasing Happil II
Looked it up real quick, I remember some parts that could be tough for a new player, but just keep trying. For example, with diagonals, if you double jump and then go down and horizontally, you can get used to a timing and easily so downward ones. Upward ones have similar ideas. As for platforms, they have their own strange properties, such as being able to infinetly jump in them with a ceiling above. All I have to say about fangames is that they are really really difficult, but they're almost always possible. The more you suffer, the more you learn and the higher the reward at the end. It's not going to be an easy journey, but I'm sure you'll be glad to have done it. I know I was.
Elijah Russell
You're right, but people usually brag when they need to prove their competence. In that case, I think it's fine to display elitism and knock these people off the Mount Stupid.
Luke Butler
not either user but I agree that there can be interestingly designed spike corridors. I'm a fan of the level design in "I wanna Save my Boy". It's on par with NANG in terms of difficulty and gimmick variety, and the level design flows really well once you get the hang of it. it's a satisfying fangame to beat. practice makes perfect. You kinda just learn the timing of mechanics like said by dying over and over again. iirc, NANG has no vine blocks or vine jumps, which made me suffer in other fangames.
Michael Diaz
thank you both for the words of encouragement, you guys are alright
There's plenty of good ones, but their quality varies a lot. There's also always I Wanna Maker, if you want smaller, more bite-sized experiences. Ocean Princess.