Ive spent alot of time wondering why this game gets away with being one large ironic meme and other games dont as much, and I feel like Ive figured it out. This will sound crazy, but really think about it: the answer is restraint. It rides the line really well and thats how it elevates itself above its less memorable peers.
Just take the Mario segment for example. It is just an asset rip and naked reference to another popular preexisting game - and yet almost no one remembers it as that or feels that way about it. Clearly there was a transformative execution there.
Just take the Mario segment for example. It is just an asset rip and naked reference to another popular preexisting game - and yet almost no one remembers it as that or feels that way about it. Clearly there was a transformative execution there.
Genuinely my shining example for what more people should use RPG Maker for. I'm astonished that they were able to make this in 2000, considering its lack of scripting/coding. I will admit though I was a bit disappointed to learn that the weird Jabba the Hutt type character in the bottom of the well was like, mocking a Japanese drag queen. But otherwise absolutely insane and a splendid experience.
Toilet in Wonderland is a game where the heroine has severe constipation. One day, when you try to go poopie, you awaken to find yourself in a strange world where nothing seems quite normal. You are visited by MJ, who tells you your purpose: this is a world born when you started your poop, and only by releasing the poop from your tushie can you free yourself. You must now explore the corners of the world, gather up a party, and search for six mystical toilets, all in the name of freeing yourself — both from this wonderland, and from your severe constipation.
This game is wild. It was made by, like, 100 different devs as part of a con, and while you can see the different visions create vastly different events, it's all in service of the… incredibly surreal, shitposty (that's not a pun this game's about constipation you are literally not shitting) tone. The game doesn’t operate by any sort of rules or sense — and anything can happen around any corner. That’s not to say that there’s no consistency, or it’s just a game where weird stuff happens — there’s a sense of cause and effect, and jokes you thought were one-and-done can sometimes sneak back up when you don’t expect it. I also love the way the graphics kind of contribute to it: the majority of it is store-bought RPGMaker assets… but then out of nowhere you'll also just see these crudely hand-drawn pictures or ripped photos of real people. It's inconsistent, in a way that catches you off guard, but also in a way that really helps contribute to the specific vibe the game's going for.
And honestly, like… there’s not, particularly much more I can say than that? This is the kind of thing where I can’t really go into specifics without ruining the experience. I’d say that maybe I could’ve used some indication of where items/doors were things I could actually interact with, but aside from that… it’s a free, quick game that does a lot with a little, and handles its out-there vibes so well. 7/10.
This game is wild. It was made by, like, 100 different devs as part of a con, and while you can see the different visions create vastly different events, it's all in service of the… incredibly surreal, shitposty (that's not a pun this game's about constipation you are literally not shitting) tone. The game doesn’t operate by any sort of rules or sense — and anything can happen around any corner. That’s not to say that there’s no consistency, or it’s just a game where weird stuff happens — there’s a sense of cause and effect, and jokes you thought were one-and-done can sometimes sneak back up when you don’t expect it. I also love the way the graphics kind of contribute to it: the majority of it is store-bought RPGMaker assets… but then out of nowhere you'll also just see these crudely hand-drawn pictures or ripped photos of real people. It's inconsistent, in a way that catches you off guard, but also in a way that really helps contribute to the specific vibe the game's going for.
And honestly, like… there’s not, particularly much more I can say than that? This is the kind of thing where I can’t really go into specifics without ruining the experience. I’d say that maybe I could’ve used some indication of where items/doors were things I could actually interact with, but aside from that… it’s a free, quick game that does a lot with a little, and handles its out-there vibes so well. 7/10.
True ending achieved; All Items, 0 Constipation Rate, Completed A Speckless Odyssey
100% Help: <https://www.tumblr.com/memoriesoffear/72854888605>
100% Help: <https://www.tumblr.com/memoriesoffear/72854888605>
Despite its more subdued moments I don't think TiWL is trying to have some sort of deep meaning, and that's ok. It's an irreverent joke of a game and I think that its beautiful little shitposter heart is just as interesting as anything else out there. It's infinitely unique in its ridiculousness, and I love it for that.