xva's Profile
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emperor fan B)
clear sheets
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xva
For: The REAL JRocker Area
For: The REAL JRocker Area
some slow rng attacks with some nice and simple attacks. a good chunk of the avoidance is infinite jump, which I think I like more than just being on the ground for the whole thing. not sure what you were cooking with extra though thats a different story entirely
Tagged as: Avoidance
[0] Likes
Rating: 7.7
Difficulty: 50
Dec 4, 2024
xva
For: I Wanna Be the Picture
For: I Wanna Be the Picture
right away I’ll make something clear, this game is quite the mess. its one of Carnival’s early games, meaning it’s quite old. not much of it is good and it realistically doesn’t provide much. there’s some good or decent ideas in here, but they aren’t very fun or well-made. the game has a myriad of issues that are difficult to address without directly altering large chunks of the game directly. these issues are seated deep within this game, unfortunately becoming just a characteristic. this is one of those games that you force yourself to like because it’s not a great look to hate it. I’m a victim of this too, the game seemed alright, looking like just another sub-par (but not disasterous) Carnival game. unfortunately again, nothing really works and the game fails at most things it does
there’s a lot of traps which are Carnival-grade traps still, which is a good thing considering he makes quite good trap needle. however, the gimmicks which usually work with these traps to produce even more varied and interesting gameplay; here they’re boiled down to conveyors with the worst collision this world has seen, some rotating objects which produce braindead timings, and those red laser things which are notably harder than in any other game they’re in. one thing I quite dislike about these gimmicks in particular is that they often aren’t mixed in with regular/non-gimmick gameplay. by this I mean, there’s just corridors with a bunch of these lasers and spinning things. I suppose this isn’t an issue with the design, but with the conveyors themselves. oh and also, the final stage platforming sucks. none of it is really fun at all. it just sorta sloppily combines everything you’ve already went through. in this game’s case though, that’s a nightmare of an idea
the entire game has a somewhat unique look to it which I can somewhat enjoy. Carnival was never a ground-breaking visual designer, though. he rarely stole sprites and tiles, which left him with only one real way to address the spriting/tiling issue: drawing everything by hand. this is quite commendable (especially at the time), not a lot of makers do this sort of thing - or rather, not in a similar way to Carnival. another thing I like is the pathing: you reach the end of a platforming area, then you go back to the beginning. this makes each stage work as two, as they functionally become different screens with the inclusion of backtracks. that, and the trap design (but that’s a given considering the fact this is a Carnival game), is all i like about this game. everything else is either not great or very bad.
bosses are an example of “very bad”. plain and simple - they come in two variants: bullshit luckfests or ass vocaloid avoidances. notably the len bosses are quite terrible, both the regular variant and the buffed variant. both of them are long, drawn-out and boring with not a lot going on. all this on top of having quite run-of-the-mill songs, these avoidances don’t amount to much, but they’ll be the thing you spend the most time on. the final boss (on top of droning on for a while) isn’t anywhere near the most difficult boss - that title goes to the buffed len fight. also notably terrible is the cloud fight, that one should be very clear what’s wrong. I feel like I’m beating a dead horse, but it’s luck-based and not fun at all. the ex boss is fun though, it’s just some fun and simple RNG attacks with a good, classic song
not recommended, Carnival has seen better days
[0] Likes
there’s a lot of traps which are Carnival-grade traps still, which is a good thing considering he makes quite good trap needle. however, the gimmicks which usually work with these traps to produce even more varied and interesting gameplay; here they’re boiled down to conveyors with the worst collision this world has seen, some rotating objects which produce braindead timings, and those red laser things which are notably harder than in any other game they’re in. one thing I quite dislike about these gimmicks in particular is that they often aren’t mixed in with regular/non-gimmick gameplay. by this I mean, there’s just corridors with a bunch of these lasers and spinning things. I suppose this isn’t an issue with the design, but with the conveyors themselves. oh and also, the final stage platforming sucks. none of it is really fun at all. it just sorta sloppily combines everything you’ve already went through. in this game’s case though, that’s a nightmare of an idea
the entire game has a somewhat unique look to it which I can somewhat enjoy. Carnival was never a ground-breaking visual designer, though. he rarely stole sprites and tiles, which left him with only one real way to address the spriting/tiling issue: drawing everything by hand. this is quite commendable (especially at the time), not a lot of makers do this sort of thing - or rather, not in a similar way to Carnival. another thing I like is the pathing: you reach the end of a platforming area, then you go back to the beginning. this makes each stage work as two, as they functionally become different screens with the inclusion of backtracks. that, and the trap design (but that’s a given considering the fact this is a Carnival game), is all i like about this game. everything else is either not great or very bad.
bosses are an example of “very bad”. plain and simple - they come in two variants: bullshit luckfests or ass vocaloid avoidances. notably the len bosses are quite terrible, both the regular variant and the buffed variant. both of them are long, drawn-out and boring with not a lot going on. all this on top of having quite run-of-the-mill songs, these avoidances don’t amount to much, but they’ll be the thing you spend the most time on. the final boss (on top of droning on for a while) isn’t anywhere near the most difficult boss - that title goes to the buffed len fight. also notably terrible is the cloud fight, that one should be very clear what’s wrong. I feel like I’m beating a dead horse, but it’s luck-based and not fun at all. the ex boss is fun though, it’s just some fun and simple RNG attacks with a good, classic song
not recommended, Carnival has seen better days
Rating: 2.1
Difficulty: 67
Dec 3, 2024
xva
For: I wanna be the Air
For: I wanna be the Air
rating based on hard, however I don’t think you should play this on hard unless you like trap stuff or don’t like memorizing slightly longer trap sequences
classic trap game and a good one at that. very trap-heavy, but not over-bearing. the traps aren’t too overkill, even on hard. most traps I found quite fun and didn’t end up hating. I like the specific approach each trap has, Marimario really has an interesting vision when it comes to trap gameplay. the game has a decent amount of content and doesn’t skimp out on really any area. bosses aren’t that interesting though, the game definitely shines more in the platforming aspect.
recommended
[0] Likes
classic trap game and a good one at that. very trap-heavy, but not over-bearing. the traps aren’t too overkill, even on hard. most traps I found quite fun and didn’t end up hating. I like the specific approach each trap has, Marimario really has an interesting vision when it comes to trap gameplay. the game has a decent amount of content and doesn’t skimp out on really any area. bosses aren’t that interesting though, the game definitely shines more in the platforming aspect.
recommended
Rating: 7.0
Difficulty: 45
Nov 29, 2024
xva
For: I wanna be Getting Faster and Faster
For: I wanna be Getting Faster and Faster
very unique (original comment, I know), memorable, easily-recognizable and primarily fun avoidance with a unique idea at its core. this game is pretty much entirely rng attacks which don’t wall you easily, meaning most deaths can be attributed to the player’s poor movement or reads. the song is great and catchy and the reading is fun, that’s pretty much all you should know. don’t let this avoidance’s difficulty scare you, I don’t believe its as hard as some people make it out to be
highly recommended!!
[0] Likes
highly recommended!!
Rating: 7.7
Difficulty: 65
Nov 29, 2024
xva
For: I wanna be the NegiTrap
For: I wanna be the NegiTrap
this game is plagued by something otherworldly. something no one can control: that plague is what the common man calls Luck.
calling this game luck-based is like calling the sky blue at this point. this game is legitimately one of the most luck-based things ever created. not just the bosses, but the platforming as well. there is so much wrong with this game at its core that I would go as far as to say this game is unfixable. we're way past the point of no return is what I'm trying to say
NegiTrap is a LoveTrap ripoff at it's core. this game has a simple formula: everything LoveTrap does semi-correctly, this game does completely incorrectly. the only way to well and truly understand this concept is to play this game. however, I do not recommend this as it is a thoroughly painful experience
to begin to understand this game, we'll start from the very beginning. the first save in the game is already designed to waste your time as much as possible. I don't know what was so bad about LoveTrap just having some traps and a platform section that you WON'T need to backtrack through repeatedly in order to progress. yes, the platform is slow in both games, but in LoveTrap at least you do something while you're on the platform. if you're just waiting, which is the case in this game, you're just adding unnecessary bloat to the game. this directly makes it worse. this is one of many cases of simply poor design throughout this game. I can't help but think all of this was made with suffering in mind - something about this entire game just radiates deep vitriolic hate and resent. various areas of this game are filled to the brim with traps, invisible triggers and other annoying things; so much so that it begins to not even resemble LoveTrap. you really have to watch your step at every single moment in this entire game (which is very long mind you).
much of the platforming is sub-par at best and terrible at worst. primarily, the worst platforming is found in the bad apple stage and the first secret in the hub area - the gravity secret. the bad apple stage exploits invisible platforming and uncomfortable maneuvering with moving platforms, producing difficult and primarily annoying gameplay. in most other areas, platforming is just "LoveTrap but I recreated it from memory". however, the creator's memory seems to fade more and more as the game goes on, as he sort of loses the original concepts of LoveTrap in many cases and just makes whatever he feels like. this is usually okay; but only if these "making whatever" areas were even slightly fun and enjoyable to play. a notably bad secret is the water secret. it's a humungous RNG-based save with very frustrating water corners in the middle of it, making you extremely nervous. now, why is it RNG-based? because there's leeks that spawn on the far left and right sides. you can shoot them and they disappear - if not for the bullets often vstringing straight through them. I'm not sure if this is the right term, though. what I mean to say is that the bullets move through them and don't end up colliding with them on the right frame. this causes a lot of "what do you mean? I clearly shot it!" situations, often at very unfortunate times. this entire save is a mess and plainly doesn't work as a concept. also on the backtrack the leeks can randomly return in pulses. I have no idea what causes this to happen, and looking through the game's code makes the cause no clearer. at least you have Konata to look at, if that's your thing (it shouldn't be, they all look 12 in the show). the cycle stage with the cherry circles is actually kinda fun and somewhat well designed, with a slight exception for the secret which is a bit finnicky and difficult. this part of the game isn't that bad, but the bosses that are sprinkled throughout definitely are. as you will come to see, the bosses will end up entirely overshadowing this half-decent platforming, making it essentially fruitless.
now, onto the bosses. one 'characteristic' of these bosses is a particularly important question. a big question that will plague you as you play them:
--- Why?
no seriously, why? were the LoveTrap bosses too simple and elegant that you had to go and destroy them like this? they're turned into these horrendous luckfests that are very painful to play. I'll stop generalizing things and start naming specific things. I'll simply go by boss rush order and compare 3 versions of each boss: the equivalent boss from Lovetrap, the regular NegiTrap variant, and the NegiTrap boss rush variant.
LoveTrap - Spelunker: simple joke boss, nothing else
NegiTrap - Cat Mario: same as before, this one's tolerable
NegiTrap Boss Rush - Cat Mario: same as before, in fact this one's more clever
LoveTrap - Daruma: interesting gimmick, executed about as well as it can be
NegiTrap - Reimu: also an interesting gimmick, executed somewhat poorly but it is what it is
NegiTrap Boss Rush - Reimu: same gimmick but more difficult: faster, more health and by product way more stressful and tilting. this isn't necessarily fun but it isn't necessarily unfun. it lands somewhere in the middle
LoveTrap - Cherry Papa: admittedly lame and very old, however stomachable in both variants. song is kinda fire
NegiTrap - Matryoshka: luck-based for sure with an annoying song. at least it has a 16px area of water on the side so you can actually do damage to this boss, as you'll just end up mashing jump and shoot while hoping it doesn't randomly kill you when it comes near you. this damage problem should be alleviated in other ways
NegiTrap Boss Rush - Matryoshka: insanely luck-based and downright bullshit, there is no skill element to any of this. you just hope for the best and there is not much else to it. I suppose staying in the top left is one of the better strategies still. also more health, because why not!
LoveTrap - Minagi: mashing with a kinda catchy song, I suppose nothing special but definitely not as bad as the clusterfuck that awaits in NegiTrap
NegiTrap - Idiot: semi-braindead boss where you just kinda mash and hope for the best. you're supposed to swim in the idiots as they bounce around. don't bother with the switches on the left, they won't help you. you just hope for the best anyway, the color of the screen hardly affects your odds to succeed in beating this boss. the only good thing about this boss is that its a clever idea, but horrendously executed.
NegiTrap Boss Rush - Idiot: boss so intensely horrible I had to use autofire. this also doubled as an autojump script, since the game has built-in WASP protection from what I can tell, which forces you to jump repeatedly while mashing with WASP. this autojump/autofire script helped quite a lot, as the jumping rate often matched the movement of the idiots themselves, allowing for them to be damaged much more efficiently (yes, that is what they're called in the game files as well, you really hit the nail on the head there). also you get called an idiot at the beginning of every single attempt; and there will be a lot of attempts. stupid and simple stuff like this doesn't usually matter, since you'd likely have the game muted by this point. if not, you'd be having musGuyRock.ogg playing in your dreams.. if you don't already. horribly luck-based if I haven't made that clear already
LoveTrap - 9/11: classic boss with a good concept. somewhat unclear vulnerability algorithm, they just sorta decide to be hittable when you're not near them as far as I know.
NegiTrap - Taiko: good and clever equivalent to the original and works somewhat well. attacks don't stray too far from the original and the entire thing works similarly, with pretty much the same vulnerability. take note of the reasonable amount of HP they have, as this is about to be ruined
NegiTrap Boss Rush - Taiko: unreasonable amounts of HP making the boss last genuinely 7+ minutes. this turns from a skill fight to an endurance fight just like that. additionally, you don't have doublejump anymore, as you aren't in water1 anymore, but in water3, which is painful to work with in the Nekoron engine. this time, the shot timings need to be even more precise and the vulnerability is even rarer than in the regular fight. combine taking less damage with a shit ton more health, and you get one hell of a boss to play and enjoy. I'm kidding of course, none of this is enjoyable to any extent. also the attacks themselves are harder, that should've been a given.
LoveTrap - Hatsune Miku: the first avoidance, as you may already know. despite not being a very good one by today's standards, it still works as a pretty tough classic-styled Miku avoidance in both the regular and boss rush variants within LoveTrap. there's some luck-based garbage and some rough patterns right at the end, with the infamous 'LoveTrap pattern' that will recur within all eternity throughout fangames. this pattern is designed in a genius way, since it's very versatile. by versatile I mean that a lot of alterations can be made to it, each one turning it something completely new every time. no two LoveTrap patterns are the same - the one featured in LoveTrap in particular is pretty rough, especially in the boss rush version.
NegiTrap - Hatsune Miku: at least it's not Kasane Teto or something ridiculous like that, how could karigito do something like that. not that bad of a boss, but nothing too special of a boss. it reeks of age, just like the aforementioned LoveTrap variant. aside from some suspect RNG moments which will get you somewhat angry (since you'll begin to notice that they'll happen more often than not at times), this is a livable boss that's just annoying. sort of like everything in this game, it's semi-livable but extremely annoying. there's no LoveTrap pattern present, but that doesn't stop the maker from throwing in things like other random patterns. I suppose they aren't anything too hard, so they aren't all too notable. it's also notably boring, and the song gets old fast
NegiTrap Boss Rush - Hatsune Miku: legitimately one of the worst Miku avoidances ever created. there is no fun to be had absolutely anywhere in this entire 3-minute, two-phase, teeth-pulling, extremely painful avoidance. this is the main offender of this entire game and is by far the most difficult boss, even including Big Kid. this boss is intensely stupid in many, many ways. nearly every single attack can wall you in some sort of way or give you situations that are insanely difficult to get out of. this will happen time and time again with no way to help any of it. now, the original LoveTrap boss rush Miku looks like a total blessing to play from this point of view - it has so much less luck and bad patterns. the two are simply incomparable, as they hardly feel like the same boss at this point. every single attack is poorly thought out to some extent, with very little consideration to player position and movement. the chibi Miku that follows you is the root cause of a lot of these problems, as she's going to be a pain in the ass if you're learning this fight by heart. if you did, I am deeply sorry for the suffering you've gone through - you should not have. those hours were better spent playing absolutely anything else and I am very sorry this message didn't reach you earlier. this Miku chase bullshittery is a problem in the LoveTrap pattern at the end of phase 1, as you'll be forced to do the pattern at the top of the screen, then at the bottom. the final burst she does before the last pattern is dependent on her positioning, which can make it survivable or unsurvivable. this is a complete coinflip and I have no idea how anyone would make it semi-consistent. after all, her final positioning depends on quite literally your *entire* series of movements throughout the whole fight leading up to that exact moment. you will just have to live with being killed by a very dense cherry ring that you won't be able to survive often. then we go onto phase 2 - I guess the transition is kinda cool. one funny thing about phase 2: while it is much worse than phase 1, you'll eventually find yourself not getting excited about reaching phase 2, as you'll realize just how low of a chance you have of actually passing it. the same things go for phase 2 as they do for phase 1: every attack can kill you with it not being your fault in the slightest, and the patterns are sucky and extremely learny. in fact, what's awesome about the patterns is that they'll take you about a thousand years to learn since it'll take a long time for you to reach them. they're over 2 minutes deep into the fight, and they aren't simple at all. and of course, all of it ends with one final series of overly-dense bursts and a very dumb random360, as the chibi Miku begins to rapidly fire cherries, going at double its regular chasing speed. this is pure, unfiltered luck. your strategy here is next to none beyond figuring out where to go, which you can do by using the eyes God gave you. intensely painful and miserable avoidance, by far the most painful thing in this game
LoveTrap - Big Kid: an extremely difficult boss that almost everyone has heard of and by far the most difficult section of LoveTrap. the boss ranks to this day as one of the most difficult things in adventure game history, being entirely unrivalled for a long, long time. cleverly designed and brutally difficult boss, requiring very complex tactics and a deep understanding of how the boss works to gain any sort of consistency at it. I don't mean consistency as in clearing it multiple times, I meant consistency as getting far. this absolute beast has 100 HP and you'll most definitely feel every single one scrape by as you play
NegiTrap - Big Kid: certainly much, much easier. I wouldn't even rate this as 80, it falls just short. after what Long Miku put you through, this should be easy to endure. it's somewhat fun, as you can be quite liberal with the shots and get away with it. thankfully, this boss has half the HP of LoveTrap Big Kid, so it's over twice as fast. there is a common issue of triple red leeks in this boss, or 'triples' as I like to call them. they can appear at random and don't function the same way as doubles do in the original LoveTrap. in NegiTrap you have your doublejump, allowing for singles, doubles and triples. triples require quite a precise jump and thinking ahead of time. the window to land a triple successfully is somewhat tight and can be made impossible very easily - be it with slightly bad maneuvering or poor decision making.. or just a cherry in the wrong spot at the wrong time. speaking of - the bounces can be a little off at times, as the cherries don't have their image_speed function set to 0, making illogical bounces possible. this often won't be the cause of your death but can cause irregularities and confusion.
NegiTrap EX - Big Kid: likely impossible, I don't think anyone would want to play and beat this. it just wouldn't be worth it. same shit as LoveTrap EX Big Kid: much faster bullets, much faster cherries. not sure about HP though.
now, an interesting tidbit here: the game technically ends after beating regular Miku. you can just enter a warp in the item room that sends you to the end credits. this is by definition the end of the base game and can be considered a clear. I suppose if you cut off your playthrough there, this game doesn't seem too bad. however, delve into what is now extra clearly (since it's past the end credits), and you'll see what this game is truly about. unspeakable horror that few have laid their eyes on or cleared (God forbid)
Extra platforming is alright, it utilizes some stuff from the game you've already seen - as does LoveTrap. all it does is make it harder and slightly more confusing, having some odd pathing choices. often dead ends are filled with generic warp objects that warp you back to room01A - which is the hub. I'm not sure if this is how it works in the original, but it's kinda confusing and doesn't make much sense. why not just block them off? who knows at this point, and honestly who cares. why should I question this game so much? in fact, I don't know why I began playing this game in the first place. not much of this was worth it, or the guide that I've made on it. I suppose if some perilous soul wants to partake in trying to beat this game, they can use that video.
it's rare to see a true disaster like this
[2] Likes
calling this game luck-based is like calling the sky blue at this point. this game is legitimately one of the most luck-based things ever created. not just the bosses, but the platforming as well. there is so much wrong with this game at its core that I would go as far as to say this game is unfixable. we're way past the point of no return is what I'm trying to say
NegiTrap is a LoveTrap ripoff at it's core. this game has a simple formula: everything LoveTrap does semi-correctly, this game does completely incorrectly. the only way to well and truly understand this concept is to play this game. however, I do not recommend this as it is a thoroughly painful experience
to begin to understand this game, we'll start from the very beginning. the first save in the game is already designed to waste your time as much as possible. I don't know what was so bad about LoveTrap just having some traps and a platform section that you WON'T need to backtrack through repeatedly in order to progress. yes, the platform is slow in both games, but in LoveTrap at least you do something while you're on the platform. if you're just waiting, which is the case in this game, you're just adding unnecessary bloat to the game. this directly makes it worse. this is one of many cases of simply poor design throughout this game. I can't help but think all of this was made with suffering in mind - something about this entire game just radiates deep vitriolic hate and resent. various areas of this game are filled to the brim with traps, invisible triggers and other annoying things; so much so that it begins to not even resemble LoveTrap. you really have to watch your step at every single moment in this entire game (which is very long mind you).
much of the platforming is sub-par at best and terrible at worst. primarily, the worst platforming is found in the bad apple stage and the first secret in the hub area - the gravity secret. the bad apple stage exploits invisible platforming and uncomfortable maneuvering with moving platforms, producing difficult and primarily annoying gameplay. in most other areas, platforming is just "LoveTrap but I recreated it from memory". however, the creator's memory seems to fade more and more as the game goes on, as he sort of loses the original concepts of LoveTrap in many cases and just makes whatever he feels like. this is usually okay; but only if these "making whatever" areas were even slightly fun and enjoyable to play. a notably bad secret is the water secret. it's a humungous RNG-based save with very frustrating water corners in the middle of it, making you extremely nervous. now, why is it RNG-based? because there's leeks that spawn on the far left and right sides. you can shoot them and they disappear - if not for the bullets often vstringing straight through them. I'm not sure if this is the right term, though. what I mean to say is that the bullets move through them and don't end up colliding with them on the right frame. this causes a lot of "what do you mean? I clearly shot it!" situations, often at very unfortunate times. this entire save is a mess and plainly doesn't work as a concept. also on the backtrack the leeks can randomly return in pulses. I have no idea what causes this to happen, and looking through the game's code makes the cause no clearer. at least you have Konata to look at, if that's your thing (it shouldn't be, they all look 12 in the show). the cycle stage with the cherry circles is actually kinda fun and somewhat well designed, with a slight exception for the secret which is a bit finnicky and difficult. this part of the game isn't that bad, but the bosses that are sprinkled throughout definitely are. as you will come to see, the bosses will end up entirely overshadowing this half-decent platforming, making it essentially fruitless.
now, onto the bosses. one 'characteristic' of these bosses is a particularly important question. a big question that will plague you as you play them:
--- Why?
no seriously, why? were the LoveTrap bosses too simple and elegant that you had to go and destroy them like this? they're turned into these horrendous luckfests that are very painful to play. I'll stop generalizing things and start naming specific things. I'll simply go by boss rush order and compare 3 versions of each boss: the equivalent boss from Lovetrap, the regular NegiTrap variant, and the NegiTrap boss rush variant.
LoveTrap - Spelunker: simple joke boss, nothing else
NegiTrap - Cat Mario: same as before, this one's tolerable
NegiTrap Boss Rush - Cat Mario: same as before, in fact this one's more clever
LoveTrap - Daruma: interesting gimmick, executed about as well as it can be
NegiTrap - Reimu: also an interesting gimmick, executed somewhat poorly but it is what it is
NegiTrap Boss Rush - Reimu: same gimmick but more difficult: faster, more health and by product way more stressful and tilting. this isn't necessarily fun but it isn't necessarily unfun. it lands somewhere in the middle
LoveTrap - Cherry Papa: admittedly lame and very old, however stomachable in both variants. song is kinda fire
NegiTrap - Matryoshka: luck-based for sure with an annoying song. at least it has a 16px area of water on the side so you can actually do damage to this boss, as you'll just end up mashing jump and shoot while hoping it doesn't randomly kill you when it comes near you. this damage problem should be alleviated in other ways
NegiTrap Boss Rush - Matryoshka: insanely luck-based and downright bullshit, there is no skill element to any of this. you just hope for the best and there is not much else to it. I suppose staying in the top left is one of the better strategies still. also more health, because why not!
LoveTrap - Minagi: mashing with a kinda catchy song, I suppose nothing special but definitely not as bad as the clusterfuck that awaits in NegiTrap
NegiTrap - Idiot: semi-braindead boss where you just kinda mash and hope for the best. you're supposed to swim in the idiots as they bounce around. don't bother with the switches on the left, they won't help you. you just hope for the best anyway, the color of the screen hardly affects your odds to succeed in beating this boss. the only good thing about this boss is that its a clever idea, but horrendously executed.
NegiTrap Boss Rush - Idiot: boss so intensely horrible I had to use autofire. this also doubled as an autojump script, since the game has built-in WASP protection from what I can tell, which forces you to jump repeatedly while mashing with WASP. this autojump/autofire script helped quite a lot, as the jumping rate often matched the movement of the idiots themselves, allowing for them to be damaged much more efficiently (yes, that is what they're called in the game files as well, you really hit the nail on the head there). also you get called an idiot at the beginning of every single attempt; and there will be a lot of attempts. stupid and simple stuff like this doesn't usually matter, since you'd likely have the game muted by this point. if not, you'd be having musGuyRock.ogg playing in your dreams.. if you don't already. horribly luck-based if I haven't made that clear already
LoveTrap - 9/11: classic boss with a good concept. somewhat unclear vulnerability algorithm, they just sorta decide to be hittable when you're not near them as far as I know.
NegiTrap - Taiko: good and clever equivalent to the original and works somewhat well. attacks don't stray too far from the original and the entire thing works similarly, with pretty much the same vulnerability. take note of the reasonable amount of HP they have, as this is about to be ruined
NegiTrap Boss Rush - Taiko: unreasonable amounts of HP making the boss last genuinely 7+ minutes. this turns from a skill fight to an endurance fight just like that. additionally, you don't have doublejump anymore, as you aren't in water1 anymore, but in water3, which is painful to work with in the Nekoron engine. this time, the shot timings need to be even more precise and the vulnerability is even rarer than in the regular fight. combine taking less damage with a shit ton more health, and you get one hell of a boss to play and enjoy. I'm kidding of course, none of this is enjoyable to any extent. also the attacks themselves are harder, that should've been a given.
LoveTrap - Hatsune Miku: the first avoidance, as you may already know. despite not being a very good one by today's standards, it still works as a pretty tough classic-styled Miku avoidance in both the regular and boss rush variants within LoveTrap. there's some luck-based garbage and some rough patterns right at the end, with the infamous 'LoveTrap pattern' that will recur within all eternity throughout fangames. this pattern is designed in a genius way, since it's very versatile. by versatile I mean that a lot of alterations can be made to it, each one turning it something completely new every time. no two LoveTrap patterns are the same - the one featured in LoveTrap in particular is pretty rough, especially in the boss rush version.
NegiTrap - Hatsune Miku: at least it's not Kasane Teto or something ridiculous like that, how could karigito do something like that. not that bad of a boss, but nothing too special of a boss. it reeks of age, just like the aforementioned LoveTrap variant. aside from some suspect RNG moments which will get you somewhat angry (since you'll begin to notice that they'll happen more often than not at times), this is a livable boss that's just annoying. sort of like everything in this game, it's semi-livable but extremely annoying. there's no LoveTrap pattern present, but that doesn't stop the maker from throwing in things like other random patterns. I suppose they aren't anything too hard, so they aren't all too notable. it's also notably boring, and the song gets old fast
NegiTrap Boss Rush - Hatsune Miku: legitimately one of the worst Miku avoidances ever created. there is no fun to be had absolutely anywhere in this entire 3-minute, two-phase, teeth-pulling, extremely painful avoidance. this is the main offender of this entire game and is by far the most difficult boss, even including Big Kid. this boss is intensely stupid in many, many ways. nearly every single attack can wall you in some sort of way or give you situations that are insanely difficult to get out of. this will happen time and time again with no way to help any of it. now, the original LoveTrap boss rush Miku looks like a total blessing to play from this point of view - it has so much less luck and bad patterns. the two are simply incomparable, as they hardly feel like the same boss at this point. every single attack is poorly thought out to some extent, with very little consideration to player position and movement. the chibi Miku that follows you is the root cause of a lot of these problems, as she's going to be a pain in the ass if you're learning this fight by heart. if you did, I am deeply sorry for the suffering you've gone through - you should not have. those hours were better spent playing absolutely anything else and I am very sorry this message didn't reach you earlier. this Miku chase bullshittery is a problem in the LoveTrap pattern at the end of phase 1, as you'll be forced to do the pattern at the top of the screen, then at the bottom. the final burst she does before the last pattern is dependent on her positioning, which can make it survivable or unsurvivable. this is a complete coinflip and I have no idea how anyone would make it semi-consistent. after all, her final positioning depends on quite literally your *entire* series of movements throughout the whole fight leading up to that exact moment. you will just have to live with being killed by a very dense cherry ring that you won't be able to survive often. then we go onto phase 2 - I guess the transition is kinda cool. one funny thing about phase 2: while it is much worse than phase 1, you'll eventually find yourself not getting excited about reaching phase 2, as you'll realize just how low of a chance you have of actually passing it. the same things go for phase 2 as they do for phase 1: every attack can kill you with it not being your fault in the slightest, and the patterns are sucky and extremely learny. in fact, what's awesome about the patterns is that they'll take you about a thousand years to learn since it'll take a long time for you to reach them. they're over 2 minutes deep into the fight, and they aren't simple at all. and of course, all of it ends with one final series of overly-dense bursts and a very dumb random360, as the chibi Miku begins to rapidly fire cherries, going at double its regular chasing speed. this is pure, unfiltered luck. your strategy here is next to none beyond figuring out where to go, which you can do by using the eyes God gave you. intensely painful and miserable avoidance, by far the most painful thing in this game
LoveTrap - Big Kid: an extremely difficult boss that almost everyone has heard of and by far the most difficult section of LoveTrap. the boss ranks to this day as one of the most difficult things in adventure game history, being entirely unrivalled for a long, long time. cleverly designed and brutally difficult boss, requiring very complex tactics and a deep understanding of how the boss works to gain any sort of consistency at it. I don't mean consistency as in clearing it multiple times, I meant consistency as getting far. this absolute beast has 100 HP and you'll most definitely feel every single one scrape by as you play
NegiTrap - Big Kid: certainly much, much easier. I wouldn't even rate this as 80, it falls just short. after what Long Miku put you through, this should be easy to endure. it's somewhat fun, as you can be quite liberal with the shots and get away with it. thankfully, this boss has half the HP of LoveTrap Big Kid, so it's over twice as fast. there is a common issue of triple red leeks in this boss, or 'triples' as I like to call them. they can appear at random and don't function the same way as doubles do in the original LoveTrap. in NegiTrap you have your doublejump, allowing for singles, doubles and triples. triples require quite a precise jump and thinking ahead of time. the window to land a triple successfully is somewhat tight and can be made impossible very easily - be it with slightly bad maneuvering or poor decision making.. or just a cherry in the wrong spot at the wrong time. speaking of - the bounces can be a little off at times, as the cherries don't have their image_speed function set to 0, making illogical bounces possible. this often won't be the cause of your death but can cause irregularities and confusion.
NegiTrap EX - Big Kid: likely impossible, I don't think anyone would want to play and beat this. it just wouldn't be worth it. same shit as LoveTrap EX Big Kid: much faster bullets, much faster cherries. not sure about HP though.
now, an interesting tidbit here: the game technically ends after beating regular Miku. you can just enter a warp in the item room that sends you to the end credits. this is by definition the end of the base game and can be considered a clear. I suppose if you cut off your playthrough there, this game doesn't seem too bad. however, delve into what is now extra clearly (since it's past the end credits), and you'll see what this game is truly about. unspeakable horror that few have laid their eyes on or cleared (God forbid)
Extra platforming is alright, it utilizes some stuff from the game you've already seen - as does LoveTrap. all it does is make it harder and slightly more confusing, having some odd pathing choices. often dead ends are filled with generic warp objects that warp you back to room01A - which is the hub. I'm not sure if this is how it works in the original, but it's kinda confusing and doesn't make much sense. why not just block them off? who knows at this point, and honestly who cares. why should I question this game so much? in fact, I don't know why I began playing this game in the first place. not much of this was worth it, or the guide that I've made on it. I suppose if some perilous soul wants to partake in trying to beat this game, they can use that video.
it's rare to see a true disaster like this
Rating: 0.7
Difficulty: 84
Nov 29, 2024
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