TheMathGuy's Profile
Send a PM6 Games
Game | Difficulty | User's Rating |
---|---|---|
I wanna be the Vine Tutorial | 13.0 | 9.0 |
Not Another Needle Game | 62.0 | 8.4 |
Alphazetica | 58.0 | 7.3 |
I wanna summon Koishi Komeiji | 54.0 | 6.5 |
I Wanna Kill The Kamilia 2 | 70.0 | 2.3 |
I Wanna Kill The Kamilia 3 | 83.0 | 0.0 |
6 Reviews
TheMathGuy
For: I Wanna Kill The Kamilia 3
For: I Wanna Kill The Kamilia 3
I'll be honest when I say that I haven't finished this game yet. I'm currently at the influka area (the gradius thing) and most of what I say should be taken with a grain of salt because I'm coming off a rather bad experience. I have played around 300 hours currently, but I really just want to get this out of my chest. This game does not care about you. It feels as if it completely disregards the player and focuses purely on just creating something. I cannot fault it for this, for not only is this an assumption, but it is literally a fangame, made out of love for the game and creating their art, as well as being completely free. I also am playing this when it was clearly out of my skill level, with NANG being my hardest clear, at least 20 points lower than this. Back to my point, where I believe that it "ignores the player". Now, most of my experiences are purely just personal, but some of the more "objective" ones I can think of are traps that are just an instant kill (such as betty area save 2 and save 4 ending ), and especially the area I'm on (which is also the main reason I'm writing this right now). Perhaps I was just not the target audience for this game, but there's just one area in particular that I dislike extremely right now. I genuinely cannot understand adding an area right before the ending of the game after the most climactic fight in cyber being a completely different game with seemingly no relation to the typical gameplay. It's not like kamilia area, since that at least incorporates using the kid in the gameplay, since multitasking between either the minesweeper and dodging the mines or just continuously jumping while trying to remember the sounds makes it more complex, even if I personally dislike it. But influka area doesn't incorporate any of the kid movements at all. It only shows him just jumping in the ship, and turns into a completely different game. If you enjoy this game (I think its gradius), then you might not have a problem but I personally always disliked these type of gameplay. So having it at the very end of any% after the tightest boss yet just feels as if they never cared for the player. I believe that they just wanted to make this section, perhaps because they enjoyed the game, and that's fine. But for someone like me who never wanted to play a game like it, then it just feels miserable to put it simply. You can take this as just a whiny review because I struggled so much and had a bad time, but its hard to just devote 300 hours of my time just to be faced with something like that. I never really enjoyed the game too much before this, hence my rather low rating, but my god does that one section really just infuriate me. I really wish I quit this game before this, but I just feel too deep in to stop now. I really just wish that this was just different, or honestly just never existed at all. For the area itself, It's also really unforgiving. The fake shield which I assume was in the original game because of the achievement name probably existed for a reason. The amount of times I accidentally got too many of those orb things and had to reset is just too much. The bullets blending within all of the other ships and bullets on the ground, including both boss phases, just sucks. I really don't know how you could genuinely could make this better, except for making it its own game. I'll rewrite a lot of this once I actually beat the final boss, but for now, I really just wanted to get this off my chest.
[0] Likes
Rating: 0.0 0
Difficulty: 83 83
Sep 29, 2024
TheMathGuy
For: I wanna summon Koishi Komeiji
For: I wanna summon Koishi Komeiji
Decent game, with great music choices and visuals to pair with it. The traps were very interesting for the most part, although some being a bit too confusing to really understand what to do. The first boss also took a decently long time to figure out how to play, but the lives system is great, albeit a bit much. The second boss was pretty enjoyable for the most part, if not a bit long and hard to understand at first. I wish it was indicated better on what to do, but a very nice and quick game to play whenever you're bored or simply taking a break.
I would recommend this, though not for newer players, as some of the gimmicks are probably better not introduced immediately, but definitely something to play for all skill levels. A clear video might be recommended for some of the more confusing rooms and finding where to go or what to do in a boss as well.
[0] Likes
I would recommend this, though not for newer players, as some of the gimmicks are probably better not introduced immediately, but definitely something to play for all skill levels. A clear video might be recommended for some of the more confusing rooms and finding where to go or what to do in a boss as well.
Rating: 6.5 65
Difficulty: 54 54
Sep 7, 2024
TheMathGuy
For: I Wanna Kill The Kamilia 2
For: I Wanna Kill The Kamilia 2
I may have wrote a long review, just to accidentally close the window and lose it all, but the main precursors before this review are to know that this was my first experience with difficult bosses. Nang was my only other clear at the time, and I wanted to eventually play k3, so I decided to try this first. I did quit near the end though, so this is my experience up until then.pr
I never learned the intro room for a long time until I finally learned vines, sometime near the end of stage 3. I never figured out vines until then, but it is a decent way to filter out beginners who shouldn't really touch the game right away until they learned the basics.
Stage 1 and the boss were really simple. They weren't too challenging, and the boss wasn't too hard to learn, only having 1 kind of difficult attack, but its shortness made it easier to learn and get past.
Stage 2 stepped everything up in difficulty slightly more than stage 1, but nothing too noticable. I found the needle to be harder, yet more enjoyable in return, having more unique and interesting concepts such as the greeeen stage. The boss was a bit of a step down for me, being largely uninteresting for the most part, with flandre being the most difficult part to learn, which was near the end. Thankfully it was also pretty short, and the end was maybe too simple, but it was a decent second boss, if only being slightly harder than the first.
Stage 3 needle becomes longer and slightly harder again, which was felt gradual and a nice step up. The final room did force me to learn how to actually use vines, and IWM vines aren't the same, so that made it slightly harder to understand. The boss was noticably harder than the other 2 for me. It wasn't a huge step up, but it definitely felt more significant and introduced harder gameplay in a nice gradual way to learn, introducing shooting, a unique mechanic that pulls the player, and learning patterns, in the intro and all else. The god attack was something thought that I never understood well, with videos usually killing the boss before they even reached it. This did make me think it was meant to be impossible, as it is hard to understand what to do at that point if you've never seen an attack like it before. Probably my favorite boss that I played.
Stage 4 was noticably harder, in needle and especially in the boss. The needle was "quirky", such as phantom having the most eye-bleeding level design I'd seen, a seemingly guess the path room, and other interesting ideas such as the dual kid and moving objects made this a more polarizing stage, with the uniqueness and quality between the stages. The boss though, was one of the worst bosses I'd ever played. It starts with an interesting concept, which it unforunately keeps for nearly the entire boss, which simply should not have lasted that long. I did use clear videos, so learning the avoidance wasn't a problem. The ending countdown was simply horrible though. Easily the hardest part by far, and after 2 minutes of some of the most boring gameplay, made the sharp contrast simply hard to really comprehend. The falling birds that could easily turn in the sky, along with the rising lava you have to keep a look for and the kid attack that had a lot of projectiles made this experience miserable to say the least.
Stage 5 needle didn't feel significantly harder, although it had much harder single stages, such as PYF and much longer and tiring stages, such as rainbow miku. The boss unforunately follows the steps of its predecessor. The first phase was enjoyable, and felt much more natural and interesting, having some difficult attacks but nothing too bad. The second phase was also decently balanced, until we get to the avoidance. The avoidance was fine for the most part except for that ending. The ending cherry circle bursts or whatever you would like to call it was just awful, and felt impossible to learn. Ten of my twelve hours were spent simply learning this section once. I did the ending skip, but I died to it twice, but I thankfully was able to learn it, even without a practice tool of sorts.
Stage 6 steps everything up in difficulty once again. The needle is much tighter, and it makes a statement in its very first room. This was fun, but it follows it up with one of the worst rooms I've played, in dotkid. No indicator of your character, along with the constantly moving apples made this simply one of the worst things to look at. All of the jumps were just patterns repeated, and timed with the same idea, so it wasn't much more interesting to play either. The other rooms are all unique in their own way, which was pretty enjoyable until the final room. The last room was another pattern/timing room with the same repeating gameplay, with the difficulty just really coming from endurance. It was simply tiring, and easily my least favorite needle in the whole game.
Destination is the first boss I played in boss rush. I had to quit playing this boss at first, because of how much I really disliked it. I enjoyed playing it at first, and being able to experience all 4 attacks made it seem reasonable with needing practice. However, the yellow attack was simply much harder than the rest, and repeating the same 4 attacks for 3 minutes isn't exactly enticing. The yellow attack also made all of the other attacks harder to start with, because the apples didn't disappear, along with the apples moving up and down, resulting in bounces that would be physically possible without. I was able to do it after 20 hours and 3 final phase attempts, but its hard to say that I really enjoyed it, although it was my 2nd favorite boss.
Nue was the next boss I beat. She was definitely the easiest boss of the 4, and I reached the final phase during my breaks with destination. The pattern at the end was definitely my least favorite part, as it felt as if I had to watch a video in order to understand. The attacks were definitely my favorite to play and dodge, as they never lasted too long, and the following attacks were always interesting in some way without many ways to wall. This was a great boss after destination to improve my mental a bit after destination.
Crimson was the following boss I played. I didn't enjoy this boss much either, mainly for the same reasons as destination. It was very long and quite tiring to play, waiting for the right guy to come so you could shoot, along with it being much easier to get walled, especially in the water phase. I don't remember much else other than this, but it was just really tiring, although I did enjoy it more than the last boss.
Gravityman, the most technically difficult boss, although I found destination harder overall. I used tape to find the safe spots from the fire, but this boss is the definition of pattern, especially early on. It's easy to get the shooting pattern down after enough, but it definitely got boring, especially after reaching the last phase for the first time. The first 3 phases were fun to play at first, but since the last phase was the hardest, they just got tiring to play, especially when I missed a tape marking or just missed a shot and had to wait for the whole cycle to repeat, just to miss it and do it again. Phase 4 was the main cause of pain for me. It definitely was the hardest, and the most rng dependent of them all, and it was just really hard to read. I think I found it slightly enjoyable, but the long time spent to reach this point just made it more tiring and annoying to play.
Lastly is big kid, which is where I gave up. I despised playing this boss, being both long, the same patterns over and over, and just the worst to really play. I was extremely bored playing this boss, and the bouncing apple could easily just screw you over, especially if you forget which one it was at points. Two apples that spawned in the wrong place would just kill you, especially with the lack of a double jump. This boss truly broke me and any chance of me finishing the game, which practically forced me to play k3. I spent maybe 10 hours before giving up, but this is still my 2nd least favorite boss I ever played to this day, although that may change.
This game is a game that you wouldn't really recommend a beginner to play. It isn't something I wouldn't recommend if you wanted to improve either, just more of something to play if you want the background of k3. Some of the levels are extremely interesting, although the bad parts completely overshadow all of it for me. I do plan on finishing this game, but if you want to improve at the game, I wouldn't recommend starting with this.
[0] Likes
I never learned the intro room for a long time until I finally learned vines, sometime near the end of stage 3. I never figured out vines until then, but it is a decent way to filter out beginners who shouldn't really touch the game right away until they learned the basics.
Stage 1 and the boss were really simple. They weren't too challenging, and the boss wasn't too hard to learn, only having 1 kind of difficult attack, but its shortness made it easier to learn and get past.
Stage 2 stepped everything up in difficulty slightly more than stage 1, but nothing too noticable. I found the needle to be harder, yet more enjoyable in return, having more unique and interesting concepts such as the greeeen stage. The boss was a bit of a step down for me, being largely uninteresting for the most part, with flandre being the most difficult part to learn, which was near the end. Thankfully it was also pretty short, and the end was maybe too simple, but it was a decent second boss, if only being slightly harder than the first.
Stage 3 needle becomes longer and slightly harder again, which was felt gradual and a nice step up. The final room did force me to learn how to actually use vines, and IWM vines aren't the same, so that made it slightly harder to understand. The boss was noticably harder than the other 2 for me. It wasn't a huge step up, but it definitely felt more significant and introduced harder gameplay in a nice gradual way to learn, introducing shooting, a unique mechanic that pulls the player, and learning patterns, in the intro and all else. The god attack was something thought that I never understood well, with videos usually killing the boss before they even reached it. This did make me think it was meant to be impossible, as it is hard to understand what to do at that point if you've never seen an attack like it before. Probably my favorite boss that I played.
Stage 4 was noticably harder, in needle and especially in the boss. The needle was "quirky", such as phantom having the most eye-bleeding level design I'd seen, a seemingly guess the path room, and other interesting ideas such as the dual kid and moving objects made this a more polarizing stage, with the uniqueness and quality between the stages. The boss though, was one of the worst bosses I'd ever played. It starts with an interesting concept, which it unforunately keeps for nearly the entire boss, which simply should not have lasted that long. I did use clear videos, so learning the avoidance wasn't a problem. The ending countdown was simply horrible though. Easily the hardest part by far, and after 2 minutes of some of the most boring gameplay, made the sharp contrast simply hard to really comprehend. The falling birds that could easily turn in the sky, along with the rising lava you have to keep a look for and the kid attack that had a lot of projectiles made this experience miserable to say the least.
Stage 5 needle didn't feel significantly harder, although it had much harder single stages, such as PYF and much longer and tiring stages, such as rainbow miku. The boss unforunately follows the steps of its predecessor. The first phase was enjoyable, and felt much more natural and interesting, having some difficult attacks but nothing too bad. The second phase was also decently balanced, until we get to the avoidance. The avoidance was fine for the most part except for that ending. The ending cherry circle bursts or whatever you would like to call it was just awful, and felt impossible to learn. Ten of my twelve hours were spent simply learning this section once. I did the ending skip, but I died to it twice, but I thankfully was able to learn it, even without a practice tool of sorts.
Stage 6 steps everything up in difficulty once again. The needle is much tighter, and it makes a statement in its very first room. This was fun, but it follows it up with one of the worst rooms I've played, in dotkid. No indicator of your character, along with the constantly moving apples made this simply one of the worst things to look at. All of the jumps were just patterns repeated, and timed with the same idea, so it wasn't much more interesting to play either. The other rooms are all unique in their own way, which was pretty enjoyable until the final room. The last room was another pattern/timing room with the same repeating gameplay, with the difficulty just really coming from endurance. It was simply tiring, and easily my least favorite needle in the whole game.
Destination is the first boss I played in boss rush. I had to quit playing this boss at first, because of how much I really disliked it. I enjoyed playing it at first, and being able to experience all 4 attacks made it seem reasonable with needing practice. However, the yellow attack was simply much harder than the rest, and repeating the same 4 attacks for 3 minutes isn't exactly enticing. The yellow attack also made all of the other attacks harder to start with, because the apples didn't disappear, along with the apples moving up and down, resulting in bounces that would be physically possible without. I was able to do it after 20 hours and 3 final phase attempts, but its hard to say that I really enjoyed it, although it was my 2nd favorite boss.
Nue was the next boss I beat. She was definitely the easiest boss of the 4, and I reached the final phase during my breaks with destination. The pattern at the end was definitely my least favorite part, as it felt as if I had to watch a video in order to understand. The attacks were definitely my favorite to play and dodge, as they never lasted too long, and the following attacks were always interesting in some way without many ways to wall. This was a great boss after destination to improve my mental a bit after destination.
Crimson was the following boss I played. I didn't enjoy this boss much either, mainly for the same reasons as destination. It was very long and quite tiring to play, waiting for the right guy to come so you could shoot, along with it being much easier to get walled, especially in the water phase. I don't remember much else other than this, but it was just really tiring, although I did enjoy it more than the last boss.
Gravityman, the most technically difficult boss, although I found destination harder overall. I used tape to find the safe spots from the fire, but this boss is the definition of pattern, especially early on. It's easy to get the shooting pattern down after enough, but it definitely got boring, especially after reaching the last phase for the first time. The first 3 phases were fun to play at first, but since the last phase was the hardest, they just got tiring to play, especially when I missed a tape marking or just missed a shot and had to wait for the whole cycle to repeat, just to miss it and do it again. Phase 4 was the main cause of pain for me. It definitely was the hardest, and the most rng dependent of them all, and it was just really hard to read. I think I found it slightly enjoyable, but the long time spent to reach this point just made it more tiring and annoying to play.
Lastly is big kid, which is where I gave up. I despised playing this boss, being both long, the same patterns over and over, and just the worst to really play. I was extremely bored playing this boss, and the bouncing apple could easily just screw you over, especially if you forget which one it was at points. Two apples that spawned in the wrong place would just kill you, especially with the lack of a double jump. This boss truly broke me and any chance of me finishing the game, which practically forced me to play k3. I spent maybe 10 hours before giving up, but this is still my 2nd least favorite boss I ever played to this day, although that may change.
This game is a game that you wouldn't really recommend a beginner to play. It isn't something I wouldn't recommend if you wanted to improve either, just more of something to play if you want the background of k3. Some of the levels are extremely interesting, although the bad parts completely overshadow all of it for me. I do plan on finishing this game, but if you want to improve at the game, I wouldn't recommend starting with this.
Rating: 2.3 23
Difficulty: 70 70
Sep 7, 2024
TheMathGuy
For: Alphazetica
For: Alphazetica
Pretty chill game, found it easier than nang and was really enjoyable.
[0] Likes
Rating: 7.3 73
Difficulty: 58 58
Sep 7, 2024
TheMathGuy
For: I wanna be the Vine Tutorial
For: I wanna be the Vine Tutorial
helped me learn how to use vines, very glad to have played this
[0] Likes
Rating: 9.0 90
Difficulty: 13 13
Sep 7, 2024
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3 Cleared Games
Game | Difficulty | User's Rating |
---|---|---|
Not Another Needle Game | 62.0 | 8.4 |
Alphazetica | 58.0 | 7.3 |
I wanna summon Koishi Komeiji | 54.0 | 6.5 |