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I Wanna Be The Story [v1.0]

Jan 28, 2026 at 4:40 AM
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Going off of the above, I've updated the mod to v1.1! Just some miscellaneous polishing done, as well as adding the ability to deactivate the Cape. It's still automatically reactivated when removing the D-LUX Jump Boots, but having a separate option for no double jump at all will help in a certain waterlogged area.
 
Jan 28, 2026 at 9:21 AM
The miracles of alchemy...!
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Join Date: Jul 20, 2015
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Thank you for trying IWBTS, and double thank you for posting about it! Heck, triple thank you for recording yourself doing it, because all of this helps me analyze what I did right/wrong and all that. Plus, it's just fascinating seeing how people react to stuff I make.
I've learned that that is the most rewarding part of working on something so I'm happy to see it have a positive effect.
I rightfully didn't design anything around it, though, due to it being so finicky... so heck, if someone figures out some tech involving the cape, that'd be pretty fun.
About the best kind of mentality to have about those kinda things.

You're correct in that the second phase of the APE is a bit random, too; without a fade to black to hide changing its position and whatnot, the timing of my script so that it doesn't explode when being knocked down nor does it throw pickaxes before swapping to its second phase is kinda tight. I figured the slight randomness doesn't impact the fight too heavily, though
I don't know if it's worth worrying too much about it given the randomness of it in general but I did at least once die to it because it flew low enough to not be safe to stand beneath (which I do to shoot it).

I typically swap to the cape and dash sideways to swap to "swimming mode" quickly, or swap to the boots if all I care about is swimming vertically.
Yeah I was already using the cape because it gave better horizontal speed in the section where speed really mattered, and it was probably the safest option otherwise given that you could just hold up.
I see you changed it though, that'll certainly help.

That 2B-2 exit thing is... interesting, since I figured players would immediately see the save down below while doing the back-and-forth swimming parkour and beeline for it once the path was clear. If that happens to anyone else, I'll have to consider moving around some tiles so that you're forced down by the save before exiting to the right.
My guess is that I was a little bit too focused on the challenge itself to really think about the save point but to be very honest I should've also gotten back to the sparkle to get air first.
I probably also should've taken the hint that I was walking into a boss room.
Oh and looking back I guess because I was using the cape I was also holding Up all the time, which leaves it kinda off-camera.

I had a hard time justifying an "in character" reason why the water appears during the Ninja fight, but ultimately it's there to reward the player with a much more possible way to survive the Ninja's final shuriken barrages before he's open to attack...
I meant moreso wether the fight is even possible without the swimming item. Are you supposed just tap the Jump Boots if you don't have them?
Mostly curious because I imagine that it'd be frustrating for some people if they skip the item and run into needing it. (But that would mean ignoring an item or deciding that it looked optional and not worth your time which tbh the game shows you the chest so that'd be on them i guess.)

The Bunker as a whole is where I felt like getting a bit meaner with my traps since it's actually the final area of the game! Granted, it might not be the case if you haven't been completing all of the bonus areas (in which case you gotta eventually do those to reach the final boss), but still, I guess you could say I was feeling cheeky. :3
Oh that's closer than I thought.
I think I missed a 1-A if that exists while I also haven't spotted anything in the 3rd zone yet, most likely what I'll do is scout those out before I start recording and continue.
But yeah if it's the final area then that's a justified meanness lol.

Fun fact: it's tied to an achievement!
wait what do you mean achievement
Naturally, any IWBTG fangame's gotta have that level of unfairness to it, but with how quick it is to respawn and try again (like IWBTG), it's not as punishing as it could be, for sure.
I feel like I've only played like one, maybe two of those kinda games myself and I'm pretty sure I never beat them so I can't say I'm too familiar with them but still sorta get their angle yeah.
And agreed, it's very good that there's no checkpoint starvation with there being one after practically every nasty section.

I'll probably make an attempt to finish it this weekend unless something comes up.
 
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Jan 28, 2026 at 4:22 PM
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I feel like I've only played like one, maybe two of those kinda games myself and I'm pretty sure I never beat them so I can't say I'm too familiar with them but still sorta get their angle yeah.
Funny thing is, the only IWBTG fangame I've tried out personally is I Wanna Be The Boshy, and even then I didn't beat it! Damn Ryu and the part where you have to out-spam Dhalsim, hah. Instead, I've gotten a lot of my exposure to IWBTG fangames through YouTubers like Pyure and fatalbrain1000. That's where inspiration for features like the invisible blocks and the dreaded Penalty Room came from!

[spoiler stuff]
I meant moreso wether the fight is even possible without the swimming item. Are you supposed just tap the Jump Boots if you don't have them?
Mostly curious because I imagine that it'd be frustrating for some people if they skip the item and run into needing it. (But that would mean ignoring an item or deciding that it looked optional and not worth your time which tbh the game shows you the chest so that'd be on them i guess.)
Given how difficult/nigh-improbable the final phases of the Ninja are, he kind of serves as a wall to encourage the player to backtrack now that they have so much more mobility... and coincidentally, the first backtrack-able Bonus Area is the one that has the Kero Webbing! How thoughtful. :3

Oh that's closer than I thought.
I think I missed a 1-A if that exists while I also haven't spotted anything in the 3rd zone yet, most likely what I'll do is scout those out before I start recording and continue.
But yeah if it's the final area then that's a justified meanness lol.
You did miss 1-A while backtracking to Grotto, yeah. Granted, it's easy to miss if you're not observant! You'll eventually find it once you progress further into Bunker, though; you'll see what I mean.

wait what do you mean achievement
Just a fun idea I had while wrapping up the mod, of course, to add a little replayability for those who wanna flex!

I'll probably make an attempt to finish it this weekend unless something comes up.
Alright then! I noticed that you passed by the last Bonus Area, so I'll give you (and those reading the thread) a hint as to where it's located, since it's less obvious than the others:
I gave it almost the same treatment as Cave Story's Clock Room on the Outer Wall, albeit with an IWBTS twist.
 
Jan 29, 2026 at 10:05 PM
The miracles of alchemy...!
Bobomb says: "I need a hug!"
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I'll probably make an attempt to finish it this weekend unless something comes up.
I know it's thursday but it's weekend for me now ssssh shush shush.

Looks like I was indeed closer to the end than I thought.
I found the entrance to 3-B while briefly scouting yesterday, didn't take me very long with that hint since that arrow block did stand out to me when I first saw it.
Interesting that I didn't run into the "m9" blocks near the upper end of 3-4 the first time... unless you changed something about them...! (I downloaded V1.1 yesterday, something that I messed up at when I was playing modfest mods)

3-B was neat. One of the jumps (the one with a lava drop above you and a magma tunnel right next to you) felt a bit awkward (and I kept going into it by accident) and I hate how I got the quiz wrong when I was super confident on my first answer somehow but... felt like it took less time out of me than 3-2 or 2-B.... I'm gonna say thats maybe a good thing? lol

Bone (Lord) has a phase 1 that feels really easy to beat if you just stand in a corner but phase 2 feels very overwhelming.
I guess it's kinda like the fruit? Difference with that is the smaller room and way more aggressive boss.
Gonna be honest I felt very lucky when I beat it, maybe I found a winning strategy? Seemed like more than that later on.

Falling into the punishment room for a 3rd time made me extremely distrustful for further falls (As you'll see when I got to 1-A), not wanting a 4th visit I immediately started resetting in all my subsequent attempts of that room the moment I started falling again.

Jukebox room is cool but oops spoilers, not that it's a huge deal when all that's left was two bosses.

Somehow the Thief felt easier than most bosses....? I'm not very sure, felt like a number of my deaths were just dumb oopsies.
I'm also a little surprised the final boss didn't have a second phase? Felt like a very good nice and tight fight though so I can't complain.

Also remember what I said about how I felt lucky with my manner of beating the Bone (Lord)? I guess it got me an achievement?
I don't see myself going for the other achievements (((especially not impossible mode lmao))) but perhaps someone even greater than me could.
....or perhaps someday I'll try to go through it in less than two and a half hour.
...don't count on it.

I think I've also found everything? Didn't feel like there were any super duper ultra hidden secrets.

I've had fun, if there was an additional final final some with even meaner traps that might've been a bit much for me but now? Feels about right (as I've probably already said in my first post).
 
Jan 30, 2026 at 1:36 AM
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I know it's thursday but it's weekend for me now ssssh shush shush.
Pbfh, early weekends are the best. The perfect time for a little mod playing!

[spoiler stuff]
Interesting that I didn't run into the "m9" blocks near the upper end of 3-4 the first time... unless you changed something about them...! (I downloaded V1.1 yesterday, something that I messed up at when I was playing modfest mods)
As for the m9 blocks situated near the end of 3-4, they're designed to catch you if you dip a little too low while fluttering from block to block! You managed to do the jump correctly the first time, so you didn't activate them.

3-B was neat. One of the jumps (the one with a lava drop above you and a magma tunnel right next to you) felt a bit awkward (and I kept going into it by accident) and I hate how I got the quiz wrong when I was super confident on my first answer somehow but... felt like it took less time out of me than 3-2 or 2-B.... I'm gonna say thats maybe a good thing? lol
As you can probably tell, the gimmick for 3B was portals and the like, and I'm very glad to see that the jump right before the quiz, while mean, wasn't asking too much from the player. I added that hint sign at the start of 3B-1 because I was a lil' worried!

Bone (Lord) has a phase 1 that feels really easy to beat if you just stand in a corner but phase 2 feels very overwhelming.
I guess it's kinda like the fruit? Difference with that is the smaller room and way more aggressive boss.
Gonna be honest I felt very lucky when I beat it, maybe I found a winning strategy? Seemed like more than that later on.
Your experience about tracks as far as fighting the Bone (Lord) goes: a simple shootbang stand-off in the first phase, then an overwhelming second phase to give the player some pause. You happened to beat the boss in the harder way, whereas another route is to use an upgraded not-Snake to plink at it through the platform... and the easiest route, of course, being to progress first to 4-A for the not-Fireball so you can let gravity handle the boss for you. Good job on taking it out in the way you did!

... also, if you beat the bonus bosses in order, you go from the Rock to the Stone and finally the Bone (Lord).
Rock and Stone to the Bone!
ʰᵃʰᵃ ʰᵉᵉʰᵒᵒ ᴰᵉᵉᵖ ᴿᵒᶜᵏ ᴳᵃˡᵃᶜᵗᶦᶜ ʳᵉᶠᵉʳᵉⁿᶜᵉ

Falling into the punishment room for a 3rd time made me extremely distrustful for further falls (As you'll see when I got to 1-A), not wanting a 4th visit I immediately started resetting in all my subsequent attempts of that room the moment I started falling again.
Looks like my usage of the Penalty Room was spot-on, too! Using it juuust enough to put the fear of GOD into the player, while not using it to such an extent that it becomes unfunny levels of frustrating. You're totally forgiven for pausing/resetting to avoid getting locked inside again, too; the feature's there, after all, so why not use it?

... also, as an aside, I like your thinking for getting past the slimes in 4-4; how you use the little alcove the bonus capsule is in as a place to bounce your shots to the last two. The "intended" way I went about solving the slimes myself? Triggering the pitfall before fluttering back up, then hitching a ride on the beetle! Somewhat inspired by how you more easily handle the lever fruit in 1B-1.

Somehow the Thief felt easier than most bosses....? I'm not very sure, felt like a number of my deaths were just dumb oopsies.
The Thief being a bit easier than other bosses was SEMI-intentional; after all, he's been doing a lot of running instead of turning to face you before, and would've tried escaping again had he not gotten cornered at the bottom of the bunker. However, I suppose the Curly boss AI is just a somewhat easy boss to fight once you get good at it! I was liking how the usage of Ballos lightning would drown out the sound of the Thief winding up his Machine Gun, too, as you go through his phases.

I'm also a little surprised the final boss didn't have a second phase? Felt like a very good nice and tight fight though so I can't complain.
As for the final boss, I was somewhat tempted to do something with a second phase, but I also figured that fighting through its first health bar was difficult to do as it was when taking into account the floor lasers, the constant projectiles from the boss, and the little soul flames homing in on you throughout the fight. Something you gotta keep in mind, too, is that the player could have decided to get as far as the final boss with a Level 3 not-Snake and Level 3 not-Fireball instead of a Level 3 not-Polar Star... or, if they're playing like BLink did (who inspired an achievement by doing so), not having used a single bonus capsule and thus having only Level 1 weapons! At 500 HP, that's a lot of shots to land while not taking any damage.

... but who knows, maybe I could get away with cutting down its primary health bar and splitting it into two phases or such? I'd have to really think about what else I could add to the arena/boss that wouldn't turn it into a clusterfuck...

Also remember what I said about how I felt lucky with my manner of beating the Bone (Lord)? I guess it got me an achievement?
Also, huh, that's odd. Because you went into the fight with Bone (Lord) while possessing the not-Fireball, you shouldn't have gotten the achievement for that. I must've messed up some of the TSC somewhere? Maybe a wrong flag? Actually, something was definitely wrong with the Achievement Room since "Get Dunked On!" showed up twice. Oops! I'll be looking into it shortly.

EDIT: And apparently all I messed up was having an <ITJ jump to the wrong event. You did get the intended achievement for finding the Crab Figurine ("An Unfinished Friend!"), but it was being displayed as "Get Dunked On!".

I think I've also found everything? Didn't feel like there were any super duper ultra hidden secrets.
Technically, you didn't find EVERYTHING, but you did get rather close! Nothing major missed, that is, aside from easter eggs and the like. For fun, here's what I originally planned to do as far as extra content goes:
- Stages were going to progress like so: Forest (5 screens) -> Cavern (5 screens) -> Mountain (5 screens) -> Peak (5 screens) -> Troposphere / Stratosphere / Mesosphere / Thermosphere / Exosphere (all separate screens) -> Moon (5 screens)
- Bonus Stages were going to progress like so: Grotto (Forest, but harder) -> Depths (Cavern, but wetter) -> Magma Tube (Portals galore) -> Facility (???) -> Wind Fortress (literally Wind Fortress) -> Lair of the Boshy (???)
- The Lair of the Boshy was supposed to be where you fought the titular character in a very TSC-heavy fight for some kind of bonus item/weapon, but due to the designer's fatigue I was feeling (while also not wanting to fully scrap the idea), I ended up settling on making the Boshy the FINAL final boss (after the Thief).
- It's also due to the aforementioned designer's fatigue that I was worrying about falling victim to scope creep and opted to end the mod with a final bunker-type stage instead of progressing up to the moon. Seems like it was the right call, given your feedback.
- I did have a couple "gimmicks" for stages in my back pocket: wind currents (touched on with Bunker's usage of fans) and recurring switch flips (toggling blocks/electricity between ON and OFF to proceed).

I've had fun, if there was an additional final final some with even meaner traps that might've been a bit much for me but now? Feels about right (as I've probably already said in my first post).
And again, thank you for playing my mod! I had many a laugh at my devious design working as intended, and it felt good getting to watch you directly learn how to handle them. :3
Glad that I managed to hit that sweet spot of "difficult but still enjoyable", too!
 
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