Ayn's Profile
Send a PMJoined on: Nov 4, 2024
Bio:
A Novice
K3 Storm Peak Challenge:
https://www.youtube.com/playlist?list=PLySCGK8NFButyHgtVUZYxQlNPuPeDgqLt
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68 Ratings!
49 Reviews!
6 Screenshots!

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68 Games
49 Reviews
Ayn
For: I wanna be the White & Black
For: I wanna be the White & Black
A game I don't like, yet one that holds great significance for me.
Because of this game, I met two good friends, without whom I couldn't have beaten it.
Also, I started interacting with other players and learning from skilled players.
On this point, I'm not grateful to the game itself, but to those who persevered and worked hard to challenge it.
The game itself has limited content, with no background music except during the avoidance.
The spike patterns in the White World were quite unique to me, with many interesting pattern designs.
The Black World's Boss is extremely boring. You have to endure the invincibility frames while constantly attacking, dodging increasingly dense bullet patterns, and being wary of unfair RNG.
Then comes the avoidance that frustrated me the most.
It took two months from preparation to completion, while I had only been playing I Wanna again for 3 months, previously only at IWBTG level.
During these two months, my skills, awareness, and understanding of this game changed dramatically, and my mindset went through several changes.
My current understanding of Crime & Punishment is:
The design is simple and rough, with numerous bullets, mostly just using random numbers and rebounds.
Too much wasted time, with rest periods requiring no operation, while simple sections can mess with your mindset through bad RNG.
The pre-pre-final requires focused attention on bullet flow patterns. If unlucky, press R.
The pre-final needs a wider field of vision. If unlucky, press R.
The final requires good and stable vision; horizontal flying upward curves pose significant threats. My method for managing vision is ensuring I can handle three areas well: the kid, curves to the kid's right, and curves above the kid. All need to be watched, but not too intensely, as that would narrow vision. I eventually found that my stable vision area wasn't large, but it was sufficient.
I'm very grateful to Da Qi for guidance on vision management. I improved in at least two ways: finding my own method to practice vision, and being careful with horizontal upward curves, controlling jump strength more, trying not to make big jumps, and avoiding jumping when possible.
Also, I used to waste double jumps randomly instead of saving them for survival. If single jump height feels wrong, it's usually due to vision issues. Big jumps are easily caught unless you notice fewer bullets flowing above. It's not recommended to make big jumps over horizontal upward curves unless they won't hit the kid.
Horizontal movement actually helps dodge sniper shots. Sometimes staying still also helps, like when dodging crossfire or slipping through curves falling from above.
Oh right, if unlucky, remember to press R.
Now I believe this is a game about vision and mindset.
Before reaching the final stage, you need a good mindset, not letting your condition and luck affect your emotions.
In the final stage, you need to demonstrate skill and maintain stable vision.
So it's definitely not a luck-based game, although luck is important.
Not recommended for beginners. High-difficulty avoidances should all require good planning, and methodology and approach are paramount.
Recommended to try only when you feel in good condition; almost all my successful attempts were within the first 20 minutes.
[0] Likes
Because of this game, I met two good friends, without whom I couldn't have beaten it.
Also, I started interacting with other players and learning from skilled players.
On this point, I'm not grateful to the game itself, but to those who persevered and worked hard to challenge it.
The game itself has limited content, with no background music except during the avoidance.
The spike patterns in the White World were quite unique to me, with many interesting pattern designs.
The Black World's Boss is extremely boring. You have to endure the invincibility frames while constantly attacking, dodging increasingly dense bullet patterns, and being wary of unfair RNG.
Then comes the avoidance that frustrated me the most.
It took two months from preparation to completion, while I had only been playing I Wanna again for 3 months, previously only at IWBTG level.
During these two months, my skills, awareness, and understanding of this game changed dramatically, and my mindset went through several changes.
My current understanding of Crime & Punishment is:
The design is simple and rough, with numerous bullets, mostly just using random numbers and rebounds.
Too much wasted time, with rest periods requiring no operation, while simple sections can mess with your mindset through bad RNG.
The pre-pre-final requires focused attention on bullet flow patterns. If unlucky, press R.
The pre-final needs a wider field of vision. If unlucky, press R.
The final requires good and stable vision; horizontal flying upward curves pose significant threats. My method for managing vision is ensuring I can handle three areas well: the kid, curves to the kid's right, and curves above the kid. All need to be watched, but not too intensely, as that would narrow vision. I eventually found that my stable vision area wasn't large, but it was sufficient.
I'm very grateful to Da Qi for guidance on vision management. I improved in at least two ways: finding my own method to practice vision, and being careful with horizontal upward curves, controlling jump strength more, trying not to make big jumps, and avoiding jumping when possible.
Also, I used to waste double jumps randomly instead of saving them for survival. If single jump height feels wrong, it's usually due to vision issues. Big jumps are easily caught unless you notice fewer bullets flowing above. It's not recommended to make big jumps over horizontal upward curves unless they won't hit the kid.
Horizontal movement actually helps dodge sniper shots. Sometimes staying still also helps, like when dodging crossfire or slipping through curves falling from above.
Oh right, if unlucky, remember to press R.
Now I believe this is a game about vision and mindset.
Before reaching the final stage, you need a good mindset, not letting your condition and luck affect your emotions.
In the final stage, you need to demonstrate skill and maintain stable vision.
So it's definitely not a luck-based game, although luck is important.
Not recommended for beginners. High-difficulty avoidances should all require good planning, and methodology and approach are paramount.
Recommended to try only when you feel in good condition; almost all my successful attempts were within the first 20 minutes.
Rating: 6.0
Difficulty: 80
Jan 13, 2025
Ayn
For: I Wanna 1116
For: I Wanna 1116
gourdladle's rating is always unique lol
anyway, pretty cool and stylish game
[0] Likes
anyway, pretty cool and stylish game
Rating: 7.0
Difficulty: 45
Jan 3, 2025
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