I Wanna Be The Guy!

No, it has nothing to do with Stinkoman from the H*R site, it’s an indy game that’s popped up recently. I discovered it via the Retronauts podcast at 1up, and thought I’d spread the love.

Or the hate, depending on how you’ll view this game.

Word of warning, it is hard. Insanely hard. As in, this game is out to kill you unfairly hard. But it’s also addictive, and filled with parodies and references (provided you survive long enough to see them) so check it out.

My cousin made me play this game. It’s shit. There’s way better “impossible” games out there where you don’t get killed by falling apples and tons of gore.

I recall I was playing a LTTP insane-hard remake. It was hard and insane, but not so bad…

I’ll download this, GUY thing and give it a try :smiley: Falling apples seems right up my alley.

:kissy:

I’m all for a good challenge, but after my fifth or sixth time dying on the first screen, I shelved this one.

I’m apparently a masochist.
edit: fuck this srsly

After making it to the second screen, which is “lol what”, I’ve decided I don’t “wanna be the guy.”

fuck.this.game.

THAT DOESN’T BEND LIKE THAT WAY!? O_o; Also, Double Jumping scout with peashooter.

The main reason this game is terrible is because of WHY it’s hard. There doesn’t seem to be anything that can kill you in this game that you can possibly react to; you just have to die to it first. GM hates platformers; he always tells me “it’s just about memorizing the levels”…Well, I usually disagree with him. Not this time. These are the things that make a truly bad platformer.

Well SG, he addresses that very comment on the FAQ page, agree or disagree with him…

[i]Q: You just make it hard as a substitute for good level design.

A: I’ve heard this on several occasions and this one pisses me off a little. I’m not going to pretend to be a master level designer, but comments like this are ignorent to what is actually 'good level design. While games like Knytt (not to diss it, the games are fantastic) are hailed for excellent level design, the design is almost entirely graphical and have no significiet impact on game play. A screen can be made in a matter of minutes if it doesn’t contain any unique entities. the majority of them also likely only take a few moments of testing.

I on the other hand have to come up with something new and surprising on basically every screen. Half the screens have unique events and situations programmed expressly for them. Each level has to be play tested over and over again to find a balance in difficulty and avoid easy exploits. I must keep the game difficult, but balanced. I must keep the player on their toes and yet still have to surprise them when they’re most alert. If I randomly kill the player to much he loses interest. If I’m too kind he grows weak and loses his fearfulness. I’d say I do a pretty damn good job of this and I work my ass off to make every screen interesting.

Besides, if the game is too hard for you to play, you can’t have an opinion on this anyways, since you obviously can’t actually see more then 3 screens.[/i]

Anyway, the game is still in beta, with a final build (or at least a final beta) set to come out in a month or so. Perhaps that’ll include an even easier mode for all ya’ll. ;D

Yeah I read that. That’s a really cop-out answer.

  1. I’m not saying this game sucks, and then comparing it to games with level designs that are pure fluff, which is irrelevant to what I’m talking about anyways - the level design in IWBTG.

  2. Just because he slaves over each little screen and makes a whole bunch of events and shit that are just for THAT ONE SCREEN…doesn’t mean it’s good. Have you ever heard of a type of music called “Matrix Serialism”?

It’s a very scientific, mathematical approach to music. You have to plan out a Serial piece very, very carefully if you even hope to make it sound like more than just random notes and bullshit; and, even then, it’ll probably just sound like a bunch of random notes and bullshit. You can work on something very hard, and have a very meticulous process for constructing something, and STILL have it suck.

  1. I love how he tacks on that sentence at the end, too. How can I not judge the game by three screens? Does the game suddenly get fun after that? I would guess that it maintains, or even augments the initial level of difficulty afterwards. So, with that in mind, yes, I CAN have an opinion on the design, because I pointed out a critical flaw that is probably ubiquitous throughout the whole game - that being that it’s impossible to use your reaction time to get you through a lot of spots in this game, meaning that to get through a screen, you just have to fall into every trap first. That’s just not fun.

On the other hand, he has yet to address why his level designs are anything but BAD. In other words, I definitely ‘disagree’.

I completly agree with SG, just because something takes longer and is special case doesn’t make it good. Forcing the place to memorize the way to get though a screen isn’t good game design, it doesn’t take skill, it’s called brute forcing your way to the end.

I also like the whole “save point every 2 rooms” bit. With half a dozen insta-kill, hard to avoid traps in each. Yeah, repetition is fun.

Well I’ll agree to disagree I guess.

Personally I love the parodies and little jokes in it. And the absurdity of it all. When that first apple fell UP into me, I lost it. I thought it was hilarious. But oh well.

It may not be the best level design, but I’m still entertained.

Sorry but…

I keep seeing the title of the thread and thinking it reads:
“I Wanna Be a Guy!”

I know it doesn’t… but that’s what the corner of my eye says when I don’t read it directly >_<

I don’t wanna be that guy. He dies a lot. :frowning:

More like substituting shitty repetition for a good game amirite

Anyone made a video with commentary, like that Super Mario “There is no floor, sucka!” mod, yet?

Nah, but there’s a couple of videos of the first few paths, but they’re from a version from several months ago. I couldn’t find any other videos about the game on youtube yet. Chances are there’ll be more once the final build is released and people can actually finish it.

http://youtube.com/user/Nikumatic

Thanks for these.