I wanna be the Permanence
- Picopico's stage (Upper center) is probably the most simplistic stage when it comes to visuals, but don't be fooled, the platforming is very well-made. With lots of weird triggers and tight maneuvering, it's definitely not an easy stage, but it's fair until you get to the boss. The boss isn't exactly fair, it's basically a heavy RNG wall that will require lots of patience, luck and some skill, but I still enjoyed it. Loved the troll at the end, too.
- Collect the Item Game's stage (Upper left) is brutal. Long saves with lots of traps and some tricky jumps scattered here and there. The last save is particularly evil, with sniper blocks everywhere. Even so, the stage is cute-looking and well-designed, with interesting traps along with a fair share of "How do I even get out of here?". The boss is annoying, though, it's too boring at the beginning and a bit too luck-based near the end.
- TsuTaMao's stage (Center right) was quite disappointing, since I was expecting some straight and difficult needle, and got a trap-filled stage. The traps are quite straightforward, there isn't anything confusing in the stage, but avoiding them can be a quite difficult task at some points. I still think of it as one of the easiest stages in the game, though, although the penultimate screen can be quite troublesome, to say the least. It's not bad, but doesn't really seem like TsuTaMao at all.
- Dead the Hyper's stage (Upper right) is another cool trap stage. With loads of well-placed and well-made traps along with some tricky jumps, it's not the easiest stage in the game, although I wouldn't call it the hardest either. Some traps are tricky to figure out, but nothing too extreme for the most part. There's also an interesting gimmick of fading spikes, which is mixed with the traps through some screens. Probably the most troll-ish stage in the game.
- Uhuhu Spike 2's stage (Lower right) is by far my favorite, and also the one I believe to be the hardest among the 8 first stages. It's pure and simple needle on the vein of Uhuhu Spike 2, but a lot harder. Tricky and unusual jumps everywhere, Uhuhu Spike 2's great visuals and the only music medley that I actually like, it's just amazing. Loved every single save in this stage.
- Uhuhu Spike's stage (Lower left) is also great. Just like Uhuhu Spike 2's stage, it's pure and simple needle, on the vein of the first Uhuhu Spike. The last save shows how perfectly this game managed to capture Uhuhu Spike's true nature. It's a lot easier than Uhuhu Spike 2's stage, but it's still a tricky stage.
- GNH's stage (Center left) is centered on moving objects along with some traps. It's mostly easy-ish, but the fish trap and the chase are quite brutal. The boss is no joke either, lots of RNG everywhere, but it's a fair fight.
- Nature's stage (Lower center) is split into two parts. The first one is probably my least favorite in the game. Mostly made of moving objects, with very few traps, my main issue with it are the tree monsters. You must kill them in order to progress, but they don't do anything, they just stand there while you shoot them. It feels quite pointless. The wave of birds was quite annoying, as well. The second part is slightly better, with more traps and less trees, but there's a save with a randomly placed water downwards diagonal, after quite a lot of jumps. And I can't stand those. Overall, the stage was alright, with some annoying parts.
The avoidance is an entirely different matter, though. It's quite meh visually, and there aren't any really innovative attacks, but the old attacks are used in a way to make you actually move, it's not just about finding safe spots and hiding there. There's a lot of tricky maneuvering that you won't see in many avoidances. The music is nice, as well. Going through the Nature stage is kinda of worth it, thanks to this avoidance.
- Last stage, first part, is actually split into two parts. I'll name the parts of the last stage according to the bosses (There are four bosses, exactly the same amount of bosses that you'll see in the other 8 stages). The first part starts with some easy-ish needle screens, followed by the same screens buffed with some traps, and finally by an actually difficult cart segment, with tricky jumps, but nothing really impressive, and an elevator with some RNG obstacles. This part was quite meh to me.
The second part is better. It's cute-looking, with cute hearts as obstacles and some interesting traps. Some saves are quite hard, mainly near the end, one of them having a really absurd jump and the other one having an annoying luck-based digging segment with bombs (After a while, the bombs will be too fast to be avoided normally. At least the explosions don't kill you).
The boss starts way too easy, and it's way too luck-based by the end. When she's close to die, her speed will be just absurd, and she'll be helped by some extra spinning guys. This boss took me longer than any other boss in the game, and for a good reason. It's just not enjoyable to be killed out of nowhere, without being able to do anything about it.
- Last stage, second part, is extremely short. Made of only one stage and very few saves, it's a mix of weirdly shaped spikes, tricky jumps, simple traps and moving obstacles. It's good-looking, but nothing special gameplay-wise. Also, the cherries don't look good here. And the penultimate save is really disgusting.
The boss is easy-ish and mostly forgettable. You just shoot stuff around and you'll eventually kill him. The falling blocks can be quite annoying with bad RNG, but nothing too extreme.
- Last stage, third part, is a gimmick showcase. The two last gimmicks seem to be heavily inspired by Dagger's games, the last of them being very similar to Sink Deeper's most annoying gimmick. It's...Probably not as bad as the original Sink Deeper, but it's still annoying. Some gimmicks are interesting, or well-used, but most aren't.
The boss gave me a heavy headache, there's just a lot of things going on the screen at the same time, and you must pay attention to everything. It's fun, and well-made, though.
- Last stage, fourth part, is finally the last one. It's a medley of the previous stages, which is weird, but interesting. Tries to compress each stage within one screen, sometimes being sucessful and sometimes failing horribly. Collect's screen had a target that was just so annoying to shoot, that one might to try shooting it five or ten times, and still fail, and think that you should have to do something else. Collect's stage didn't even have any targets to shoot.
The avoidance is what made the walk throught the whole last stage worth it. It's really good-looking, and the music is really cool. Some interesting attacks, and requires even more tight maneuvering than in Miki's avoidance (The last attack went overboard with the tight maneuvering, but other than that, the avoidance was really good). It's not the best avoidance I've ever seen, but it's really good.
Overall, it's a game with lots of ups and some downs. Most of the downs come from the last stage, but it's worth it for the last avoidance. Highly recommended.