PlutoTheThing's Profile
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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: MKey Medley v1.0
For: MKey Medley v1.0
This game is new so I will spoiler tag the review just in case.
Reveal SpoilerMKey Medley is a unique medley in a lot of ways, largely in the screens it picks. The game has a lot more variety in terms of gameplay, where most medleys stick to needle for their stages, this game has different mini-games, puzzles, standard needle and more gimmicky platforming to spice things up and make different sections feel fresh. The first two stages demonstrate this quite well, so many games both new and old, and the game doesn't stick to one boss per stage or anything, all of these things make the game feel very unique in terms of structure.
The bosses of this game are probably one of the biggest things that deserve to be talked about, this game does not use traditional medley style bosses (with one potential exception) and instead the bosses are usually just the original boss with very minor or potentially no changes. I think this leads to potentially the biggest drawback of the game, the lack of original content. This might seem silly to complain about in a medley, but the only things in this game which are truly original are the hubs in stage 4 and 5 which are relatively minor, and the final boss. This is not an objective flaw with the game, but I do think some of the appeal of medleys is seeing how they can create their own unique things using other stuff as a base, some of the most iconic sections of any medley tend to be their medley style bosses which combine a bunch of different fights into one grand battle. The final boss of MKey Medley does deliver in this regard and it's a really cool fight, especially in the second phase, but I wish there was more to make the game stand out from what it's taking it's screens from. I think where this design hurts the game the most is when there is a section used that you didn't like in the original game, it's likely mostly the same here. Notably for me, boss 3 is an avoidance from Permanence 2 I already wasn't big on, but replaying it here was very frustrating and was the weakest part of the game for me. In general stage 3 was probably the low point of the game for me, I mostly enjoyed it but stuff like the M2 screen and the I Don't Wanna Play A Trick On You screens were not my thing.
Stages 4 and 5 are really good, I really enjoy most of the stuff from stage rush, in particular the use of the Collab 2 Dotkid avoidance was a treat. Stage 5 in particular was my favorite part of the entire game, it takes the format of a magic tower style thing, no stats just keys and various fights which follow the medley format. Everything here was enjoyable and it was just so cool to see, the usage of the classic minigame made me laugh a lot. I've already touched on the final boss, to go slightly more in depth I think the first phase feels a bit unbalanced, there's some major choke points like the beginning of Permanence 2 which can be realy nasty and I also had trouble with the start of remilia because lining up the gaps in the keys was hard. I have no complaints about phase 2 though, it was a fantastic send off for the game. Overall the game is really fun, it has ups and downs but it's mostly high points and I found myself enjoying my time with it far more often than not. I wish there was more original content but this game probably has some of the best pure medley gameplay in any game, and it's really amazing that it got finished. Recommended for sure.
[5] Likes
Reveal SpoilerMKey Medley is a unique medley in a lot of ways, largely in the screens it picks. The game has a lot more variety in terms of gameplay, where most medleys stick to needle for their stages, this game has different mini-games, puzzles, standard needle and more gimmicky platforming to spice things up and make different sections feel fresh. The first two stages demonstrate this quite well, so many games both new and old, and the game doesn't stick to one boss per stage or anything, all of these things make the game feel very unique in terms of structure.
The bosses of this game are probably one of the biggest things that deserve to be talked about, this game does not use traditional medley style bosses (with one potential exception) and instead the bosses are usually just the original boss with very minor or potentially no changes. I think this leads to potentially the biggest drawback of the game, the lack of original content. This might seem silly to complain about in a medley, but the only things in this game which are truly original are the hubs in stage 4 and 5 which are relatively minor, and the final boss. This is not an objective flaw with the game, but I do think some of the appeal of medleys is seeing how they can create their own unique things using other stuff as a base, some of the most iconic sections of any medley tend to be their medley style bosses which combine a bunch of different fights into one grand battle. The final boss of MKey Medley does deliver in this regard and it's a really cool fight, especially in the second phase, but I wish there was more to make the game stand out from what it's taking it's screens from. I think where this design hurts the game the most is when there is a section used that you didn't like in the original game, it's likely mostly the same here. Notably for me, boss 3 is an avoidance from Permanence 2 I already wasn't big on, but replaying it here was very frustrating and was the weakest part of the game for me. In general stage 3 was probably the low point of the game for me, I mostly enjoyed it but stuff like the M2 screen and the I Don't Wanna Play A Trick On You screens were not my thing.
Stages 4 and 5 are really good, I really enjoy most of the stuff from stage rush, in particular the use of the Collab 2 Dotkid avoidance was a treat. Stage 5 in particular was my favorite part of the entire game, it takes the format of a magic tower style thing, no stats just keys and various fights which follow the medley format. Everything here was enjoyable and it was just so cool to see, the usage of the classic minigame made me laugh a lot. I've already touched on the final boss, to go slightly more in depth I think the first phase feels a bit unbalanced, there's some major choke points like the beginning of Permanence 2 which can be realy nasty and I also had trouble with the start of remilia because lining up the gaps in the keys was hard. I have no complaints about phase 2 though, it was a fantastic send off for the game. Overall the game is really fun, it has ups and downs but it's mostly high points and I found myself enjoying my time with it far more often than not. I wish there was more original content but this game probably has some of the best pure medley gameplay in any game, and it's really amazing that it got finished. Recommended for sure.
Rating: 8.5
Difficulty: 67
May 6, 2024
PlutoTheThing
For: Wujian Happy Needle
For: Wujian Happy Needle
Collab with a decent bit of variety, every stage feels quite distinct which is nice although in my opinion it's not always to the stage's benefit. I think in particular the 4th stage was quite annoying and I also didn't have a great time with the 3rd stage, the second save in particular felt a little weird since some jumps are basically meaningless and some are weirdly hard. In contrast I thought the rest of the stages were all enjoyable, in particular the last two were highlights of the experience, both felt really nice and creative. I also thought the first stage was pretty fun. Alright collab overall, could be better but could be much worse.
[0] Likes
Rating: 6.7
Difficulty: 70
May 6, 2024
PlutoTheThing
For: I wanna Melanzana
For: I wanna Melanzana
Melanzana is an avoidance which speaks for itself, it’s one of the most intimidating avoidances out there as it offers an almost 3 and a half minute long gauntlet of nonstop pattern gameplay, featuring brutally tight timings, strange and complex maneuvers, and almost no truly easy sections. In spite of that though I think the game is a little misunderstood in some aspects, largely due to the fact that a lot of people don’t even want to really try because of how much it demands from you.
The general gameplay of Melanzana is surprisingly varied, in theme with the song it’s sort of like learning a dance (at least what I imagine that’s like) where all the cherries are your dance partners, you learn how they move, where they go, and most importantly where you fit into all of this. What you’ll find is that while the game is ultra punishing for even the smallest mistakes, in a lot of ways it’s quite generous, offering a fair amount of leniency for a lot of inputs, there are no frame perfect inputs or anything although there are several tight timings, some that are only 2-3 frames. While you may spend hours learning one part, everything in the fight can become consistent with enough time, which makes learning the later bits a time consuming but manageable process which is extremely rewarding to power through.
A big part of what makes Melanzana feel so good is the patterns themselves, they are basically all centered around a particular motion and most of them flow into each other, which while overwhelming at times feels amazing to execute in most cases. A common criticism I see of this game is that it’s “all circles and lines” but I think this is a very misguided critique, while some bits may look similar and there are a few motions the game uses multiple times (such as walking off a platform and jumping back on) for the most part everything in the game feels quite distinct, and that includes all the spinning lines the game is known for. Every bit has its own nuances that separate it from the rest of the avoidance that you have to adapt to, and I personally never felt like it was repetitive or like something was overdone. Some parts of the avoidance that stood out to me were the first pre-chorus, which has some super tight movements especially at the start, but feels really good and visually is my favorite part of the fight, verse 2 which was my favorite part, it feels super fluid and smooth throughout and was always extremely satisfying to pull off, and the second chorus, which is relatively simple compared to the rest of the fight but still has some really intense bits along with patterns that felt super satisfying to execute. Nearly every part of the fight however has at least something cool that’s both challenging and fun, there’s some bits which are better than others for sure (for instance I think the zoom-out is a little stupid especially since it encourages using a 1 frame jump) but even then I don’t think I ever was truly frustrated with a pattern or input, they all felt good.
There’s also some depth in the fight which is maybe not obvious to a viewer, there’s a good variety of random elements which change how exactly you need to perform a pattern. Some of them are a little unbalanced, notably getting green instead of purple on intro 2 is a bit trickier, and I personally struggled a lot with getting a “3” on the numbered cherry at the end of verse 2, although it may be a personal issue. The random elements are abundant and definitely keep things fresh, it’s a testament to how well made this game is in my opinion. While not perfect and in some ways definitely improved upon by its successor, Verre (although I haven’t played it yet :P), Melanzana still manages to be an incredibly impressive game in just the fact it exists. It’s so impressive, so complex, and so well made. It’s obviously not for everyone, no pattern avoidance ever will be, but for as much as Melanzana asks of the player in order to overcome the challenge it presents, it ensures that every second you spend is worth your time.
[4] Likes
The general gameplay of Melanzana is surprisingly varied, in theme with the song it’s sort of like learning a dance (at least what I imagine that’s like) where all the cherries are your dance partners, you learn how they move, where they go, and most importantly where you fit into all of this. What you’ll find is that while the game is ultra punishing for even the smallest mistakes, in a lot of ways it’s quite generous, offering a fair amount of leniency for a lot of inputs, there are no frame perfect inputs or anything although there are several tight timings, some that are only 2-3 frames. While you may spend hours learning one part, everything in the fight can become consistent with enough time, which makes learning the later bits a time consuming but manageable process which is extremely rewarding to power through.
A big part of what makes Melanzana feel so good is the patterns themselves, they are basically all centered around a particular motion and most of them flow into each other, which while overwhelming at times feels amazing to execute in most cases. A common criticism I see of this game is that it’s “all circles and lines” but I think this is a very misguided critique, while some bits may look similar and there are a few motions the game uses multiple times (such as walking off a platform and jumping back on) for the most part everything in the game feels quite distinct, and that includes all the spinning lines the game is known for. Every bit has its own nuances that separate it from the rest of the avoidance that you have to adapt to, and I personally never felt like it was repetitive or like something was overdone. Some parts of the avoidance that stood out to me were the first pre-chorus, which has some super tight movements especially at the start, but feels really good and visually is my favorite part of the fight, verse 2 which was my favorite part, it feels super fluid and smooth throughout and was always extremely satisfying to pull off, and the second chorus, which is relatively simple compared to the rest of the fight but still has some really intense bits along with patterns that felt super satisfying to execute. Nearly every part of the fight however has at least something cool that’s both challenging and fun, there’s some bits which are better than others for sure (for instance I think the zoom-out is a little stupid especially since it encourages using a 1 frame jump) but even then I don’t think I ever was truly frustrated with a pattern or input, they all felt good.
There’s also some depth in the fight which is maybe not obvious to a viewer, there’s a good variety of random elements which change how exactly you need to perform a pattern. Some of them are a little unbalanced, notably getting green instead of purple on intro 2 is a bit trickier, and I personally struggled a lot with getting a “3” on the numbered cherry at the end of verse 2, although it may be a personal issue. The random elements are abundant and definitely keep things fresh, it’s a testament to how well made this game is in my opinion. While not perfect and in some ways definitely improved upon by its successor, Verre (although I haven’t played it yet :P), Melanzana still manages to be an incredibly impressive game in just the fact it exists. It’s so impressive, so complex, and so well made. It’s obviously not for everyone, no pattern avoidance ever will be, but for as much as Melanzana asks of the player in order to overcome the challenge it presents, it ensures that every second you spend is worth your time.
Rating: 10.0
Difficulty: 96
Apr 30, 2024
PlutoTheThing
For: I wanna be the Air
For: I wanna be the Air
Lengthy trap game, the platforming in a lot of places feels long and drawn out although it has it's moments where it's decently fun. The bosses are the highlight, in particular the Yuyuko boss is quite good and the Bad Apple fight was pretty clever. Definitely a game with good parts but I do think it suffers from it's length a bit, it gets a bit stale halfway through and then just keeps on going.
[0] Likes
Rating: 5.7
Difficulty: 33
Apr 17, 2024
PlutoTheThing
For: I wanna be the Yassan(21)
For: I wanna be the Yassan(21)
Strange game, a lot of the platforming is very weak, kinda uninteresting for the most part and at times a little awkward and uncomfortable. The bosses are a mixed bag, boss 1 is fun but very short, boss 2 is okay, and the final boss was weirdly frustrating despite not being that hard, it was just really really annoying, kinda uncomfortable to play, and was really unrewarding to beat. It was definitely the low point for me, and there's not really any parts I thought were particularly good either. Definitely could be better but could be a lot worse at the same time.
[0] Likes
Rating: 4.7
Difficulty: 51
Apr 16, 2024
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