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Hi! I like all sorts of fangames, and my reviews are based on how much I liked them!
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PlutoTheThing
For: I wanna Reincarnation Ascension
For: I wanna Reincarnation Ascension
Reincarnation Ascension is a game that's fallen into a very unfortunate category of avoidance, being a prime example of one of the nastiest things in the avoidance hall of fame. It’s not quite like the other games in this status though, it’s not a despair avoidance where it’s brutally hard and fast barrage where both skill and a large amount of luck are required to succeed. In fact, this game is mostly pattern, however it still manages to have quite an infamous reputation. The reasons why this game is bad are a bit hard to explain concisely, so I’ll try to be a bit elaborate and go into my personal views on avoidance design, and why this game misses the mark.
One of the most important aspects of almost any avoidance is the song. The song is not just a thing playing in the background to give some audio cues and carry the avoidance forward, it’s for many fights, the most basic aspect the fight is built around. The most iconic avoidances are often ones that can take the song and interweave the gameplay with it, making an experience which feels almost choreographed to whatever song was chosen. Some songs are definitely more conducive to an avoidance, whereas others aren’t. It’s definitely bold to make an avoidance to a song that’s maybe not as suited to more traditional avoidance attack design and pacing, and that’s the thing I respect the most about Reincarnation Ascension. The song is an eerie, unsettling miku song with dubstep segments that goes on for 7 minutes. I can’t imagine it’s easy to make an avoidance to something like this, so even trying is commendable. However, I think the challenges presented by the song kind of cause the avoidance to collapse on itself. It’s not all bad, I think the visuals are hit or miss, there’s a lot of bits that maybe feel a bit empty but I think there’s the groundwork for something really cool looking here, and some sections are really nice. From a practical standpoint some segments are also too dark, to the point where you may need to adjust your monitor, but it’s not the biggest problem. The bullet movement is probably my favorite part of the visuals, especially the final pattern of the fight, with the big cherries spinning around and the stuff orbiting them, it’s chaotic and dizzying and the song feels like it’s spiraling in a chaotic way, it’s really nice and a very cool ending on paper. Considering the fight is somewhat reserved in what the attacks are conceptually, I definitely think it’s clear effort was put into the fight and there’s elements of something great. However it’s impossible to talk about this avoidance without at some point mentioning the actual attack design.
By far the biggest thing holding this game back is the attacks. The majority of this avoidance is pattern. There’s nothing wrong with this at all, some amazing avoidances are mostly pattern, however when you think of a well regarded pattern avoidance like Melanzana, or something less extravagant like COSMO which is pattern heavy, the patterns are very different from the ones in Reincarnation Ascension. There’s an emphasis on movement, bullets moving in interesting ways, stuff like that which make them both a visual treat but also something fun to play without being boring. The patterns in Reincarnation Ascension however are reminiscent of “shape from the center” patterns, a subset of pattern which is exactly what it sounds like. The issues with this kind of pattern for me at least, are that they lack those interesting movements or visual intrigue, they are just the same thing for however long they last, and instead of focusing on memorizing a cool movement that feels good, it’s all about the memorizing with none of the satisfaction of pulling off a cool pattern, with very few exceptions. The difficulty of the game means that it’s not super practical to sightread these, there’s too many, with too many things guaranteed to kill you without memory. This is already kinda bad, but the non-pattern attacks really seal the deal for the game. The RNG is really high variance, ranging from free to impossible, which means that on top of the mind numbing pattern bits, you are occasionally gonna lose attempts to something really stupid that you can’t do much about. It’s not a massive issue but the RNG attacks don’t feel amazing to play or read, which makes the lack of balance feel much worse, as it just feels like you die sometimes for no real reason. This is compounded with the pacing of the fight, there’s very few RNG bits before the 4 minute mark, but once you hit that point there’s a big section of it. This essentially means that you spend over half the fight on autopilot, and it’s ESPECIALLY egregious that after the RNG segments is by far the most complex pattern at the very end of the fight. All of these things add up very quickly, and you’ll begin to see why this game has the reputation it does, and it’s honestly a shame it’s like this.
I don’t hate this game at all, however I do think it has a lot of missed potential. The song is phenomenal, I adore it, and while I do think it’s probably very challenging to make a great avoidance to the song because the nature of it, I feel like it’s not impossible, and I think deep inside Reincarnation Ascension is something awesome and cool, but it misses the mark in some fundamental areas which leads to an avoidance which is extremely flawed. I wouldn’t really recommend it, but I also don’t think it’s absolute garbage, just a bit of an unfortunate game that could be much, much better.
[3] Likes
One of the most important aspects of almost any avoidance is the song. The song is not just a thing playing in the background to give some audio cues and carry the avoidance forward, it’s for many fights, the most basic aspect the fight is built around. The most iconic avoidances are often ones that can take the song and interweave the gameplay with it, making an experience which feels almost choreographed to whatever song was chosen. Some songs are definitely more conducive to an avoidance, whereas others aren’t. It’s definitely bold to make an avoidance to a song that’s maybe not as suited to more traditional avoidance attack design and pacing, and that’s the thing I respect the most about Reincarnation Ascension. The song is an eerie, unsettling miku song with dubstep segments that goes on for 7 minutes. I can’t imagine it’s easy to make an avoidance to something like this, so even trying is commendable. However, I think the challenges presented by the song kind of cause the avoidance to collapse on itself. It’s not all bad, I think the visuals are hit or miss, there’s a lot of bits that maybe feel a bit empty but I think there’s the groundwork for something really cool looking here, and some sections are really nice. From a practical standpoint some segments are also too dark, to the point where you may need to adjust your monitor, but it’s not the biggest problem. The bullet movement is probably my favorite part of the visuals, especially the final pattern of the fight, with the big cherries spinning around and the stuff orbiting them, it’s chaotic and dizzying and the song feels like it’s spiraling in a chaotic way, it’s really nice and a very cool ending on paper. Considering the fight is somewhat reserved in what the attacks are conceptually, I definitely think it’s clear effort was put into the fight and there’s elements of something great. However it’s impossible to talk about this avoidance without at some point mentioning the actual attack design.
By far the biggest thing holding this game back is the attacks. The majority of this avoidance is pattern. There’s nothing wrong with this at all, some amazing avoidances are mostly pattern, however when you think of a well regarded pattern avoidance like Melanzana, or something less extravagant like COSMO which is pattern heavy, the patterns are very different from the ones in Reincarnation Ascension. There’s an emphasis on movement, bullets moving in interesting ways, stuff like that which make them both a visual treat but also something fun to play without being boring. The patterns in Reincarnation Ascension however are reminiscent of “shape from the center” patterns, a subset of pattern which is exactly what it sounds like. The issues with this kind of pattern for me at least, are that they lack those interesting movements or visual intrigue, they are just the same thing for however long they last, and instead of focusing on memorizing a cool movement that feels good, it’s all about the memorizing with none of the satisfaction of pulling off a cool pattern, with very few exceptions. The difficulty of the game means that it’s not super practical to sightread these, there’s too many, with too many things guaranteed to kill you without memory. This is already kinda bad, but the non-pattern attacks really seal the deal for the game. The RNG is really high variance, ranging from free to impossible, which means that on top of the mind numbing pattern bits, you are occasionally gonna lose attempts to something really stupid that you can’t do much about. It’s not a massive issue but the RNG attacks don’t feel amazing to play or read, which makes the lack of balance feel much worse, as it just feels like you die sometimes for no real reason. This is compounded with the pacing of the fight, there’s very few RNG bits before the 4 minute mark, but once you hit that point there’s a big section of it. This essentially means that you spend over half the fight on autopilot, and it’s ESPECIALLY egregious that after the RNG segments is by far the most complex pattern at the very end of the fight. All of these things add up very quickly, and you’ll begin to see why this game has the reputation it does, and it’s honestly a shame it’s like this.
I don’t hate this game at all, however I do think it has a lot of missed potential. The song is phenomenal, I adore it, and while I do think it’s probably very challenging to make a great avoidance to the song because the nature of it, I feel like it’s not impossible, and I think deep inside Reincarnation Ascension is something awesome and cool, but it misses the mark in some fundamental areas which leads to an avoidance which is extremely flawed. I wouldn’t really recommend it, but I also don’t think it’s absolute garbage, just a bit of an unfortunate game that could be much, much better.
Rating: 4.5
Difficulty: 88
Dec 20, 2024
PlutoTheThing
For: Happy Fantazma
For: Happy Fantazma
Really well made avoidance, there's a lot of unique attacks with bullets that move in somewhat unconventional ways which leads to some interesting challenges throughout the fight. The game has some kind of weird things, like a few attacks, especially the curving + aimed, can occasionally give some scenarios which are a little absurd, and a few places where you can die to stuff that feels a bit strange, like the cherries exploding during the pattern sections. These issues are minor though and the avoidance is very consistent and skill based in spite of these things, they never really impacted my enjoyment. The fight as a whole is just really chill and fun, and there's some really pretty visuals throughout. While the battlegrounds version of this fight is a more condensed and in my opinion better version, it doesn't stop this one from standing on it's own and still being well worth your time. Highly recommended.
[0] Likes
Rating: 9.5
Difficulty: 90
Dec 17, 2024
PlutoTheThing
For: I wanna be the Super Fish
For: I wanna be the Super Fish
This is a buff of an iconic Ao avoidance, there's one save of needle that's relatively easy and then the game truly begins. The original fish is already quite a difficult barrage game and here basically every attack has minor changes that make quite a big impact on them. The difficulty balance issues of the original are present in this game but I think it's less egregious, while a few attacks, especially final, dominate the difficulty of the game overall, the rest is still adequately challenging to the point where the game is more consistently engaging, which I believe makes it more enjoyable. With that being said some of the RNG is a little silly, the most blatant example is corners which can just obliterate you, although I take more issue with prefinal section which is a really frustrating attack to die to, easily the weakest part of the fight for me. The final attack is just absurd but it's still such a great climax to the avoidance that I think it fits despite the difficulty spike. If you don't take this game too seriously then there's fun to be had, although the silly moments mean it can be frustrating if you take it too seriously. Still I really like it and would probably recommend it to people if they know what they are getting into.
[1] Like
Rating: 8.5
Difficulty: 95
Dec 14, 2024
PlutoTheThing
For: I wanna be the Darkness
For: I wanna be the Darkness
I adore the way this avoidance is designed, it's about 75% pattern and 25% RNG, and there's a learning curve for the RNG attacks as well as a lot of them are unconventional and the visuals can be a bit intense. All of this works out really well, the game is very enjoyable to learn and get better at and it feels super good to execute the patterns in it, in general I think pattern design is something Ouka is very good at. The RNG attacks can be hard to get used to but I found they basically all got very consistent, which made the game as a whole extremely satisfying to play as you get better at it. I also think the pacing is very strong, there's a few sections that are a bit lacking, a few bits of dead space where very little or nothing is going on, but when the game is at full throttle it's extremely energetic and fun to play, and I adore the ending section. It's very intense and it's such a powerful way to end a fight. Highly recommended if you like pattern heavy avoidance, it's some of the most fun I've had.
[0] Likes
Rating: 9.7
Difficulty: 88
Dec 11, 2024
PlutoTheThing
For: Nanami Challenge II
For: Nanami Challenge II
This review is based on a 100% Clear
The bulk of this game is a very lengthy save which is vertically oriented and uses JTool gimmicks, and it's pretty fun. I think it gets more enjoyable the better you get at it, practice wasn't super enjoyable for me but then actually playing the save especially as it went on and I was getting past the first screen very often was a lot of fun. Most jumps feel quite good and there's some decently interesting parts which prevent it from feeling like 2.5 minutes of the same thing over and over. The extra is a nice bonus, nothing crazy but it's fun and pretty well made. If you enjoy long saves then this is probably gonna be a good time.
[0] Likes
The bulk of this game is a very lengthy save which is vertically oriented and uses JTool gimmicks, and it's pretty fun. I think it gets more enjoyable the better you get at it, practice wasn't super enjoyable for me but then actually playing the save especially as it went on and I was getting past the first screen very often was a lot of fun. Most jumps feel quite good and there's some decently interesting parts which prevent it from feeling like 2.5 minutes of the same thing over and over. The extra is a nice bonus, nothing crazy but it's fun and pretty well made. If you enjoy long saves then this is probably gonna be a good time.
Rating: 8.3
Difficulty: 86
Dec 9, 2024
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