I Wanna Be the Weegee (Trigger014)

I’ve been watching a lot of casts of people playing Weegee (and some other fangames) recently, and it has made me reevaluate my way of thinking about these kinds of games. When I first started making IWBTW back in May 2009 the sole focus was to make a hard game. Anyone that has seen IWBTW v0.1 knows what the results of such a narrow minded endeavour were. […]

A few months later however I grew frustrated […] As a result, the first remake was started. […] This time I had different goals in mind. I didn’t just want to make a hard game. It needed to be more than another torture test. Weegee needed to be fun.[Author’s description]

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  1. wow, this is super hard, i’m so frustrated i need an anger nap. Impressive game, but too hard for me. I gave up after the first mole in mario world. Couple of things i noticed, dunno if its intentional or not: ‘press r to restart’ doesnt seem to work unless a save block has been hit(ie if you die before reaching one) and theres inconsistency between restarts later on- i was sacrificing myself so i could quickly restart and get past the mole bits before they respawn.

    Overall, pretty good but too hard too fast – i might have stuck with it more if my ego was stroked a bit with a couple of easy screens at the start, before the full on masocore stuff started.

  2. This is a far more thoughtful game than it might at first appear. I’ve stopped for now at the screen pictured above — and I almost stopped on pretty much every screen before that — and in retrospect I think only the first screen of the game is frustrating in a way that doesn’t provide any satisfaction upon completion (it including a couple very nitpicky jumping/timing bits, though I suppose it trains you well for when that needs to be second-nature while dealing with more complicated threats).

    Almost every other screen I’ve seen so far has a little bit of puzzle feeling to it, though few would be recognizable as such until you manage to complete it.

    That early screen with the moles, for instance, that ultimately stopped Oliver, above, does require relatively tight timing on the player’s part, but much more so than that it requires a recognition that the way to avoid being hit by the moles (who relentlessly jump towards you, at somewhere near or possibly just above your run speed) is to lead them to their demise at the very contraptions that are simultaneously making things difficult for you. The first mole teaches you this (though it took me a whole lot of deaths before realizing it, since it happens so quickly). Jumping on its platform (triggering it to pop out of the ground) and jumping right off will almost certainly lead to it being ground by the large rotating saws. When the second mole pops out later on the screen, evading it requires understanding how you avoided the first mole and timing things so its pursuit will lead it right into the cannon fire. You feel triumphant for finally succeeding. When the third mole jumps out, more or less simultaneously with your realizing you’re going to need to backtrack to the exit, you’ll likely be frustrated a fewer number of times before succeeding in dealing with it in a similar way.

    And that’s one room (the third?) I do think there’s an argument to be made that all the others (so far) are ultimately similarly well-constructed.

    I kept thinking each new room was too hard for me, but it turned out each has been almost too hard. That’s a satisfying feeling.

    Good for the author for not including a limited number of lives. I would have stopped playing almost immediately.

  3. (In retrospect, I wonder if Oliver might have been talking about a later screen I haven’t seen yet, since I didn’t experience any of the save/restore inconsistencies he refers to.)

  4. Way too hard, not even the first screen is easy.