FAQ
Problem Fixing
Q: Where can I get the full version of the game?

A: Look on the download page better. :(


Q: But the downloads are hella slow!

A: Try one of the mirrors!


Q: I can't always double jump!

A: You're falling off the platform you're on before jumping. Be careful!


Q: I don't have sound!/I freeze when picking up orbs!

A: Take a look at This Thread. No promises, but it might help you!


Q: The game crashes a lot! :(

A: MMF2 kind of sucks. But this post might help you.


Q: Can I get IWBTG on my PSP/DS? :D :D :D :D

A: No. It's impossible to port. To top it off, I'm so irrated by this question I may just ban you for bringing it up.


Q: What about Mac/Linux? D:

A: WINE works! Go google it and give it a try! :D


Emotional Overreactions to the game (General)


Q: You're a bastard.

A: Yes.



Q: APPLES DO NOT FALL UP

A: They're more like giant cherries....



Q: What the fuck is your problem?

A: I love too much. :(



Q: Why is this game so fucking hard?

A: A whim, really. I played a 2chan flash game that was stupid hard and thought "Hm, I can do better". I needed a practice project. It just happened to grow into a big game.



Q: Is this a reference to Homestar Runn~

A: NO. It resulted from me and my friend Eric babbling about stuff. I forgot the exact conversation but I was talking about the game premise and Eric said something like "It should be Guy Quest 64"(It was a different name involving Guy) "Dude, I'm never going to let you be a Guy." "But I wanna be the Guy. :(" .... And I instantly laughed at the idea of using that for the name. But yes, I'm pretty sure both of that saw the Homestar runner clip and it is theoretical that it planted the mental foot note for us to come up with the name, but it is in no way a reference.



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 significient 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.



Q: What do I do at the game over room?

A: It's the only actual intended dead end in the game. It might serve like a 'Cranky Kong' in later versions, giving out advice. Maybe.



Technical

Q: What is this game made in?

A: It's a rom hack of battle toads.

Q: But battle toads wasn't anything like this!

A: It is toward the end? Have you ever got to the end of battle toads?

Q: No but...

A: Then shut your whore ass mouth and take my word for it. I also used a bit of Multimedia fusion.



Q: Would you recommend Multimedia Fusion 2?

A: Honestly? Not really. The animation menus work nice, but I really really wish I could use some real code sometimes. It's also kind of bloated and buggy. I know it though so I can deal with it.



Q: I use MMF2, what sort of movement engine do you use?

A: Fastloop.



Q: What is the source of the art/music/whatever

A: A lot of the stage art is mine, though I'm really lazy with it (The game was never designed to be pretty). Sprites were either hand ripped or jacked from The Shy Guy Kingdom. Music is from their respected games, ripped from an NSF file. The three 'metal' tracks for the first level,save screen and game over screen were taken form Guilty Gear Isuka.



I am a total Wuss (spoilers)

Q: How do I get past the second screen? After the spike walls and all...

A: Look around once you get a game over. Also. Use you're gun.
Copyright (c) 2007 Kayin, All Rights Reserved. Besides all that stuff that obviously isn't mine