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Game | Difficulty | User's Rating |
---|---|---|
I don't wanna download this game | 0.0 | 10.0 |
I wanna kill the Guy | 42.0 | 9.8 |
I Wanna Kill The Kamilia 2 Remake | 70.0 | 9.6 |
I wanna see the Barrage | 1.0 | 9.5 |
I wanna hear Okurimono Sunday | 31.0 | 9.5 |
I Wanna Find A Test Player | 19.0 | 9.5 |
I wanna see the Entrance | 2.0 | 9.0 |
I Wanna WandWandWand | 43.0 | 9.0 |
Pray Kill The Me | 17.0 | 8.5 |
I wanna eat the Rori Girl | 21.0 | 8.5 |
I wanna beat the maze | 10.0 | 7.0 |
4 Reviews
DanMario24
For: Pray Kill The Me
For: Pray Kill The Me
For how easy of an avoidance it has, there isn't really much downtime, which is really great! The attacks fit well with the music, and it's pretty short too. My favourite part about it are the general aesthetics that really complement the music well, especially during the climax.
[0] Likes
Rating: 8.5
Difficulty: 17
Mar 1, 2025
DanMario24
For: I don't wanna download this game
For: I don't wanna download this game
I am currently crying so hard right now. This is seriously the most beautiful, well put together story ever. I can’t believe how magical it was, [15% Downloaded]. That part truly made me shed a tear. And especially at [60% Downloaded] that part was just so truly heart touching words can not describe the series of emotions I felt. I absolutely loved the climax it had insanely excellent detail. Oh and we can’t forget the conclusion. The conclusion was the greatest and saddest conclusion I have ever seen better than any of the books I have read. Thank you so much for creating this absolute masterpiece. This is essentially the most important masterpiece of fangame history. It is a tragedy that this, it can’t be called a fangame, but a transcendent emotional experience, will be inaccessible for most. It beautifully encapsulates the human struggle to its basics; suffering, pleasure, faith, despair. It connects with the characters within the viewers, individuals suppressed within our own subconscious. It stays vibrant, fresh, and revolutionizes the art of storytelling and level design while making a damn of statement on what it means to be human. Entertaining, gripping, and simply exhilarating. This might be the most impactful piece of art I’ve come across in my life, and I’m definitely coming back to it in the near future to study it more deeply. this is an absolute masterpiece, I was brought to tears downloading this game, it absolutely moved my soul, and I don't think I can ever be the same. this fangame has changed my entire mental state, I am now at peace with who I am and what I will be doing later in my life. i have forgiven all my enemies and now I am a man of a pacifist life. I will move on, gotta move on, as the game says. the game is so inspirational, it shares it vast wisdom with all of us, and we are all so lucky that it would bestow it's great words with us. we are all children on I don't wanna download this game. hail I don't wanna download this game. hail I don't wanna download this game. Downloading the game, the download status escalating with this music... This made me tear up. How could such a game do such a thing? I'm struck by awe by this masterpiece. Especially when the game finishes downloading, showing its funny image. I can hear the music just from here, and so as the beautiful sound of the harmonic singing, synced to the download process. The progression, music and everything can be heard, enjoyed, seen and felt from a screen. You can really hear the breaths between the music artist, empathizing her love for this game. Truly what I call modern art. This was the most legendary performance by any IWBTG fangame I have ever played. The game was top tier and very life changing. This is one of the greatest work from a fangame I have ever seen especially on [60% Downloaded]. I am crying. This has made me go through an emotional rollercoaster. I cried, played Subway Surfers, and also watched a movie while downloading this game. This has made me go through so much. I passed depression because of this. It really inspired me to become an outstanding young man. well pleased like this game. Thank you.
Tagged as: Joke
Conceptual
[2] Likes
Rating: 10.0
Difficulty: 0
Feb 27, 2025
DanMario24
For: I Wanna Kill The Kamilia 2 Remake
For: I Wanna Kill The Kamilia 2 Remake
DIFFICULTY NOTE: Don’t be too afraid of the extremely high difficulty rating, in general K2’s difficulty is just a bunch of 20-62 content all together, with the final boss being around 64-70/100.
Ah, the Kamilia series, a shining beacon that stands out among time itself. I’m gonna be completely honest when I say that this was my second fangame (I got 8 screens though K3 and stopped to play this instead), and I’m pretty damn happy that it was second because GOD WAS IT A GOOD INTRODUCTION TO FANGAMES!
The easy start is a great beginner test to show the very basics, and I got to Boss 2 in 3-4 hours because of it. The difficulty curve is genuinely perfect, as it always tests you, while making sure that the difficulty spikes are never too high. In general this game is an excellent way to improve your skill from the bottom to the top, and if something is too hard, there’s no shame in taking a break to further boost your skill.
One thing that I should point out is that past boss 4, an overwhelming amount of things to learn start getting tasked on blind players, so don’t be afraid to use clear videos if things get too difficult to figure out.
My only real wish for this game is for regular progression achievements (like extra has) alongside special ones, totally not like I already wrote what I wish would be the regular ones to fill that void of mine, but hey, what do I know?
Now that my general talk is done, I want to talk about all the content, through the ups and downs of this game. I will be using a letter-styled ranking system, and below are the ranks themselves.
PEAK
S+
S
A
B
C
D
F
Now then, it’s time we dive into the specifics of this game (including my thoughts on each).
Reveal SpoilerSTAGE 1:
The first of the game’s needle, and a decent start at that, with some glimpses of jumps that you’ll regularly see in the coming stages. The difficulty of the stage isn’t too high, so new players can confidently try it out (like I did).
One thing about this stage is that some of the needle is kinda generic, which I understand given that it’s the first stage, and you don’t want to task too much on new players. Some screens do have interesting gimmicks though, such as Yellow Star, Dark Blue, and Fangame, not much else other than those 3.
While it isn’t the most memorable beginning, it’s definitely a good starting point that gets the ball rolling.
OVERALL: B Tier
BOSS 1:
The boss that sets the stage for all future bosses to come, and it does a good job at establishing it.
This boss is more of a series of mini-bosses rather than just facing off against one enemy, which definitely makes it unique in a sense. The attacks have a fair share of RNG, moderate enough that it isn’t overwhelming to new players, while also including pattern in the first and last attacks. All that should generally be enough to help a new player understand what they will be dealing with in future bosses.
One issue that I have though is that Jirachi is a massive difficulty spike compared to everything else in the boss, all thanks to the fact that you have to balance dodging the smaller stars with the bigger star (which is aimed).
Generally this boss is a good starting point, and sets a good image for upcoming bosses after that.
OVERALL: A Tier
STAGE 2:
A really fun step-up from the previous stage, with some really hype music. The stage has some really good gimmicks in screens such as Showdown, Greeeen, and Run The Terminal.
One screen on this stage though isn't so good in quality however, and it just so happens to be Tribute (sorry). The biggest issue that I have with the screen is that where other trap screens at least have a sense of where to go, Tribute merely just feels like a directionless maze.
My favourite part of the stage however, is how it sets up the anticipation for boss 2. After the 9th screen, the music cuts off, and you're in a familiar place. Past all the needle, you grab the save, and go through the boss portal. The fakeout is a pretty funny one, I'll admit. But then, you're in the room where the most significant battle happened, and thus, you realise who the boss that you have to fight is.
OVERALL: B Tier
BOSS 2:
This boss is the point where newbies will start to struggle.
The Guy himself returns, and plays nothing like the IWBTG version, for better. He's got splitting bullets, bursts of fire, and a gun with enough fire rate to keep you running. And along with this come other bosses from other games, Miku with her random horizontal apples, Regige and Regirock with their falling rocks, Space Invaders with their laser beams, Flandre with her crimson ripples (hardest attack in the fight), and Gustav with his sword & spike bursts. They are all implemented seamlessly and it's amazing.
This is a great fight, and a good step up from the first boss in terms of difficulty.
OVERALL: B Tier
STAGE 3:
One of the better stages in terms of quality, with a really varied amount of screens full of creativity. Each of the gimmicks are utilised well to make difficult setups, and don’t just feel like they’re obnoxiously buffing jumps by making them frame perfect. Generally just, a great stage with extremely memorable screens, especially stuff like Skyclad, Diverse, See The Moon, and Take the Time-machine.
OVERALL: A Tier
BOSS 3:
This boss is the first of K2’s many colossal difficulty spikes.
The quality of said difficulty spike you may ask? Y E S!!!!!
So the way that this fight works is that after Influka’s set of attacks, you get something from another game, before it goes back to her (this repeats for every phase except for phase 5). I cannot express the quality of this fight, the insane variety from both luka and the intermissions, the genuinely peak music, and the fairness of it all despite having some scary RNG at parts. Better yet, because Pochi was nerfed in the remake, he’s no longer an absurd difficulty spike.
Another thing about Luka’s attacks is that the first phase attacks repeat on phase 4, and the start of phase 5, which makes this phase extremely flukable and I love it. This boss will push newbies to their limits, and it does it in a way that feels right, well done to Influka for achieving this!
OVERALL: S+ Tier
STAGE 4:
There’s nothing really special about this stage, just generic needle without much cool gimmicks. There are some relatively notable screens in this stage such as Galaxy, Phantom, Conscience, and Kill The Guy, but that’s about it. The quality of this stage isn’t bad per-se, it’s just pretty plain, not much else to write about.
OVERALL: C Tier
BOSS 4:
IMPORTANT NOTE: THIS IS THE POINT WHERE A LOT GETS TASKED ON BLIND PLAYERS, DON’T BE AFRAID TO LOOK UP CLEAR VIDEOS PAST THIS POINT.
Straight to the point, I’m not big into this boss, I’m sorry.
The biggest problem that I have is how phases 1 and 2 just drag on for so long without much happening in them, when there’s two attacks per phase that’s really cool, but add a third one in and I feel it just loses its punch (not counting the intermission between phases 1 & 2).
The bats part is where things finally start happening, they may feel like luckshit at first, but there’s a variety of ways to evade them (TIP: Look at the order in which they activate). The intermission to phase 2 is where the fight picks up in difficulty, as you are thrown into an avoidance that is genuinely really hard to figure out without a solution video, and even when knowing what to do, it’s pretty difficult.
Phase 3 is the hardest part of the fight, you have to survive random bats that dive towards your location, whilst also keeping an eye on the other flying enemies, and rising lava. The main source of difficulty (and what personally makes the entire fight hard imo) is when Big Kid’s head appears at the 32 and 11 second marks, and the reason that it’s ludicrously hard is because THE BATS ARE NOT WEIGHTED TOWARDS THE RIGHT SIDE WHEN BIG KID HEAD IS ON-SCREEN. Unless you’re good with having to get up close to where the bullets are firing from (and actually avoiding them, which becomes 10 times harder when close to their spawn), good luck with both instances of it.
I think that the boss had some pretty good ideas, especially in the second half, it’s just such a shame that the first two phases are such a slog to get through on each attempt.
OVERALL: D Tier
STAGE 5:
FOREWARNING: Past this point, the difficulty just spirals out of control, I wish you luck.
THIS STAGE, OH MY GOODNESS GRACIOUS ISDRFUDFOGSFGHUODYHOFUYHTFIOHGUEDUSHG, I FUCKING LOVE IT.
In-case you couldn’t tell by my manic reaction, this is by far my favourite stage in the entire game. I have a policy for difficulty, that being to “make hard tricks” as opposed to “make tricks hard”, THIS STAGE DOES THIS SO PERFECTLY IT’S UNBELIEVABLE. And even outside of this, the gimmicks for each of the screens are so unique, with genuinely perfect execution, each screen of this stage stands out so clearly.
There is one reason why I refrained from giving this screen the PEAK tier though, I’ll give you a hint, it starts with a P.
…yeah, that screen.
I’m not necessarily mad at the screen itself, what I am mad about is this ridiculously difficult screen being placed in a stage of mostly 49-54 difficulty needle, and not Stage 6. I genuinely would have been much happier if this screen and Sadist (stage 6-7) swapped places. Genuinely just, I’m upset that it got misplaced in a stage that is too easy to house it, that’s why I refrained from giving this stage a PEAK tier.
Other than that, I genuinely beg all players of this skill to attempt this stage, it’s so extraordinary.
OVERALL: S+ Tier
BOSS 5 (PHASE 1):
I’m gonna jump straight to the point, the first phase of this boss is fully memorisation based, with only 2 RNG parts. The first RNG part carries the entire difficulty of the phase, second is a freebie. I’m generally just not a fan of memorisation based bosses, so my ranking of this phase isn’t too high. One thing that does slightly bring it up is that even after all the memorisation, it’s actually really damn cool to play, with everything happening very quickly in the fight. Oh and the music… THE MUSIC… OH MY GOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH FSDRUGDIFGUUHFGIHUFGOH, THE MUSIC IS GENUINELY SO FUCKING PEAK.
SIDE NOTE: During the Sanae & Koishi part, there’s a safe spot, I do not know whether it’s intended or not.
OVERALL: B Tier
BOSS 5 (PHASE 2):
This phase is another massive K2 difficulty spike (and on par with boss-rush imo), memorisation is only required for the avoidance, but other than that it’s not too rude.
The first difficult part of this phase is the green orbs part, not only is it really hard to see which one is about to fire, but you typically have 2 of them on-screen at the same time. The orbs are just their own thing entirely that you genuinely have to put hundreds of attempts into before you really get the hang of it, but eventually you do, and it feels really cool to pull off.
The avoidance not only tasks so much on players blind (I’d recommend using a clear video for strats), but is pretty hard even knowing what to do. The first phase can be really hard because the cyan apples can interfere with routes, it especially does NOT help just how long the first part of the avoidance goes on for. The second part of the avoidance is the most brutal, that being the infamous (difficulty-wise) Lovetrap attack. Lastly, I’m really a fan of the music used in said avoidance, BOSS 5’S SOUNDTRACK HAS NO RIGHT TO BE THIS PEAK!!!!!
The last part is one massive stress test, that being the Gradius part. Whilst the part is not as hard as everything prior, not only is it really far into the phase, but you can easily choke if you aren’t careful. What I especially love that the devs did was syncing my favourite part of the song to the start of the Gradius phase, it adds so much to the tension and really expresses just how close you are to victory. What I am not such a fan of though, is the screen boundaries killing you, which is impossible to figure out unless you actually die to it (to which blind players likely will).
OVERALL: A Tier
STAGE 6:
The second-hardest stage in the game, a big tip that I have for this stage is to practice double diamonds before attempting it, you will be thankful that you did.
Like with stage 5, this is a really gimmicky stage that (mostly) does difficulty right, housing what may be some of the most memorable screens in the game. Each screen stands out from the last, and some of the gimmicks are awesome. Another charming thing that this stage does is having a song for each individual screen, which really adds life to already lively screens. My favourite screens from this stage are Dotkid, Crimson, Breaking out, Sadist, Popularity, and Lovetrap.
One issue that I have though is that the difficulty of this stage isn’t the most well balanced, I personally found the first screen to be miles harder than everything else in the stage (I’m just not good at precision needle), and the rest wasn’t too bad. Some jumps are also harder than most of this stage, let me list a few.
The first jump of Destination, which will really hurt your wrist
The first save in Seven Trials, that being a triple diamond
The first jump of Catastrophe, most brutal jump in the stage imo
It’s definitely a good test of skill for how far you’ve come, I just wish it was balanced a bit better, generally a good penultimate stage. Everything after this is the point where the game starts to get really interesting.
SIDE NOTE: Remember my comment on PYF’s placement in Stage 5? Sadist (screen 7) is the screen that I feel like it should have swapped places with, for a better difficulty curve.
OVERALL: A Tier
DESTINATION:
What I personally found to be the hardest boss of the 4, and it’s mainly thanks to one attack alone.
I loved this boss, the way that it works is that it chooses between 4 attacks at random, which is amazing because you can practice them by rolling them directly at the start. Each of the 4 stand out from one another, all have their own unique quirks and dodging strats, and are just very good overall. Better yet, because 4 of the 5 (counting white) attacks are random, routing is only required for one attack.
The hardest part for me was yellow, which is the attack in question that required routing, and it made up most of the fight’s difficulty.
Generally just, amazing boss because of everything I mentioned, please fight it when you reach boss rush.
OVERALL: PEAK Tier
CRIMSON:
Contrasting Destination, I found this to be easiest.
My favourite boss, not just in boss rush, but in the entire game. The way that it works is that there are 4 demons that rotate around the room every 4 seconds, red, yellow, green, and blue. Shooting any of the four demons shoots out a different kind of revenge bullet. What I love so much about this boss is the experimentation that can be done, the fact that any order of killing the boss works (and yes, even green first). When they reach half health they shoot out more difficult versions of their revenge bullets, which doubles the experimentation factor, and blue even turns the platforms to water at half health.
The fact that an achievement is rewarded for experimentation in this boss really goes to show how versatile Crimson is, I can’t recommend this fight enough.
OVERALL: PEAK Tier
NUE:
This boss is one massive test of reading, and it does it really well, especially with the added element of infinite jump. The amount of ways it pulls off random dodging is just delightful, each pattern being unique to the last.
Most of the fight’s difficulty comes from the timeout pattern, laser, since it's actually impossible to see when the bullets stop. Once you memorise what points to stop moving at in laser, you'll be able to reach UFO, which is more anxiety inducing than difficult.
Also did I mention just how much I LOVE the remix that was used for this fight? Especially during the UFO attack when it hits the high note, fights that hit the most climatic parts during their final attacks may well be a newfound love of mine.
One annoyance that I had about the boss was how Nue’s hitbox switched from her body to her head in attacks 2 and 3, which just feels pointless given you can shoot her body in all the other phases, but other than that I really liked it.
OVERALL: A Tier
GRAVITY MAN:
What I personally found to be the weakest of the boss rush bosses, but that doesn’t mean that I still enjoyed it.
This boss is fully routing based, except for the last phase, which is mostly random dodging. The phases themselves only toggle when the boss reaches a certain amount of health, which adds to the routing aspect. I like how each phase combines different attacks of almost all of the robot masters from Mega Man 5, and does so in a way that two robot master attacks blend into the individual phases well. Generally, once you can consistently get to the last phase, it’s pretty good.
OVERALL: B Tier
BIG KID (PHASE 1):
Ah yes, one of the most memorable bosses in the IWBTG community, the nightmare of veteran players. Big Kid himself…
Yeah uh, difficulty wise, it’s literally the second-easiest in boss rush, and mostly because they removed double-shots.
The fight itself is genuinely a really interesting one, centered around revenge bullets, with more of them spawning per-hit the more you progress through the fight. Including the fact that you can only use a single jump, that limitation actually makes dodging pretty cool, especially in the later half. What I love about the fight is how a bouncing apple is introduced near the end, which adds to the strategy element on when you should and shouldn’t hit Big Kid. It’s genuinely a really cool fight of patience and strategy.
OVERALL: A Tier
BIG KID (PHASE 2, AKA CHASE):
Consider this as preparation for M-Stage, it’s also as close as K2 gets to K3 M-Stage, which is cool.
The jumps here are pretty wacky and varied, with some actually really clever setups. The screen itself doesn’t move too fast, which gives you plenty of time to catch up if you fall behind, just make sure that you only rush when you need to and you should be good. There are also fake paths in this phase too, so… That’s something!
One notable problem is that the difficulty balancing is kind of a mess, there are only 10 jumps that are actually really hard, and the rest is just really easy needle. 5 of the hard jumps are all condensed into the middle section where you have to quickly go right, so if you can master that part, hopefully it shouldn’t take too long to beat.
Generally a good conclusion to Stage 6, but like that stage, suffers from inconsistent difficulty balancing.
OVERALL: B Tier
M-STAGE:
The final test before the big upcoming fight, the last of the game’s needle. While others find this easier than Big Kid Chase, I’m really bad at precision needle, so this was ludicrously difficult for me.
One thing that I like about this stage is how they brought back the speed boosters from Catastrophe, which really made some of the saves unique, because I had to consider my exact movements.
There are some problems I have with this stage though. For one, the entire second half (except for save 9)... Is a massive difficulty drop compared to the first, it took me 2 hours to reach save 5, and after that I breezed through to save 9 in just 45 minutes. Another weird design choice is the fact that most of the saves are above the ground, which feels pointless given that they are surrounded by bullet blockers, at that point it’s just better to have them on the ground than in the air.
One other issue that I have doesn’t necessarily involve any questionable design decisions, it’s the fact that I just feel there’s a lot of missed potential with this stage. Where they brought the speed boosters from Catastrophe into this stage, I don’t see why they couldn’t have brought back other elements from previous screens, such as:
The timed platforms from Showdown
The reverse control lines from Phantom
The shifting platforms from Conscience
The bullet bill shooters from KTG
The conveyors from Scapegoat
The hitbox-size increaser from Locus
Because they only used the speed boosters when designing M-Stage, the last save genuinely felt like they were running out of ideas, which is really sad to see.
This stage is definitely a good final test before the grand finale, but even so, there’s a lot of missed potential that just wasn’t tapped upon.
OVERALL: B Tier
FINAL BOSS (PHASE 1):
By far the hardest boss in the game, and it’s not even close.
The way that the phase generally works is that after the intro of lasers and bombs, the boss chooses between 5 attacks at random. Once you survive all 5 of the attacks, you are given a checkpoint for phases 2-4.
Difficulty-wise, the main hard parts are red and blue. The reading required for red is pretty difficult, worsened by the Beelzebub shots, but one thing that makes it easier is that the outlines of the two Big Kid Heads don't kill you. Blue just does whatever the fuck it wants, if it decides to throw lots of curveballs in your route (and it does this A LOT), you'll have to quickly improvise or die, it especially gets worse in the last few seconds where the red Nue orbs are brought into play. All in all those two can be quite a terror. One honourable mention that I also found hard was the final spike burst at the end of yellow, it's genuinely so hard to read, and so hard to tell whether you need to jump or hold still.
What I love about this phase is how it genuinely feels like a proper callback to every boss prior, a reflection of not only the past, but how far you've progressed through the game. Every single circle is an amazing encapsulation of everything that these bosses were, while also making them really hard in a way that feels right, but still stays faithful to them.
One annoyance that I have is that the bombs don’t disappear after the screen goes black, meaning that they can end up in the safe-spots that you need to be in when the lasers strike, thus rendering it impossible. This issue can be prevented by reading that bombs are going to drop on that safe-spot, thus moving to the one next to it, but the bad news is that the bombs can rarely drop in both of the safe spots close to you (not as often as one safe-spot being rendered useless, but notable enough to write about). Generally, the enjoyability of this phase can depend on how much this issue bothers you.
Generally, S-tier for everything else in the fight, A-tier for the issue with the bombs that I mentioned.
OVERALL: A Tier
FINAL BOSS (PHASE 2):
That was only the first part, prepare to die, by Kamilia’s power.
COOL FACT THAT YOU PROBABLY ALREADY KNEW: This entire phase was remade since the old one was much worse, it's also much harder too, so that's cool.
Seal is primarily focused around random combinations, there are 4 air attacks, and 3 ground attacks. This is amazing because with the tens of hours that you'll likely spend fighting this phase of Kamilia, this phase ensures that the start will never get repetitive and boring. As for everything else in this attack, it's all patience based (you typically have to endure 3 combinations), so try not to get too greedy! The Solgyrn revenge bullets work well as a way of getting the player down onto the ground, plus the various patterns Kamilia fires during that stage is cool.
Orbs is where the fight gets difficult, you have to constantly shoot at the orbs to reduce their HP under a 99 second timer, each individual orb having a different pattern. The difficulty comes from the fact that the orbs not only shoot revenge bullets, but always spawn in a random order every attempt. What's insane about this phase is how each individual orb has 3 phases depending on how many orbs you've taken down already, I can't imagine how much balancing, time, and effort it must have taken, so I genuinely fucking salute SULDALV for pulling it off. This attack is amazing, you have to carefully balance aggressive shooting with caution, making sure that you don't get cornered, I love it.
Spikes is what I found to be the easiest attack in the fight, as long as you have at least 20 seconds on the timer, it's fine (except for when it chooses violence, but luckily that's very rare). Not much else to talk about other than the fact that it's a good transition into the final attack.
Final is what I personally found to be the hardest attack not just in Kamilia, but in all of K2:R. The boss chooses between 10 attacks at random, 5 of which are much harder than the other 5. It’s especially not helpful that the attack has 300hp, so it’ll take around 7 attacks to kill Kamilia (which means that you’re bound to experience 2 hard attacks MINIMUM). For me, it was all about getting consistent at the 3 attacks prior to this one, and trust me when I say that they all get really consistent for just how hard of a phase this is. While all of the attacks in final are routable (which is what I had to do), the non-screenwrap attacks can be improvised if you’re good at claustrophobic dodging, which is genuinely excellent.
This phase wrecked me, tore me asunder, stole every last remaining piece of my sanity. But yet, I still stand, I'm proud to have experienced it despite how much pain it caused me. This is genuinely the perfect finale to the entire game, an amazing fight to accomplish the goal of the game, and I wouldn’t have wished for this final boss any other way.
OVERALL: S+ Tier
This game has generally had its ups and downs, but even so, it remains as one of the best fangames out there because of what it has done for me, and for others. Well done to Influka for making the game, and well done to SULDALV for making such an excellent remake.
[1] Like
Ah, the Kamilia series, a shining beacon that stands out among time itself. I’m gonna be completely honest when I say that this was my second fangame (I got 8 screens though K3 and stopped to play this instead), and I’m pretty damn happy that it was second because GOD WAS IT A GOOD INTRODUCTION TO FANGAMES!
The easy start is a great beginner test to show the very basics, and I got to Boss 2 in 3-4 hours because of it. The difficulty curve is genuinely perfect, as it always tests you, while making sure that the difficulty spikes are never too high. In general this game is an excellent way to improve your skill from the bottom to the top, and if something is too hard, there’s no shame in taking a break to further boost your skill.
One thing that I should point out is that past boss 4, an overwhelming amount of things to learn start getting tasked on blind players, so don’t be afraid to use clear videos if things get too difficult to figure out.
My only real wish for this game is for regular progression achievements (like extra has) alongside special ones, totally not like I already wrote what I wish would be the regular ones to fill that void of mine, but hey, what do I know?
Now that my general talk is done, I want to talk about all the content, through the ups and downs of this game. I will be using a letter-styled ranking system, and below are the ranks themselves.
PEAK
S+
S
A
B
C
D
F
Now then, it’s time we dive into the specifics of this game (including my thoughts on each).
Reveal SpoilerSTAGE 1:
The first of the game’s needle, and a decent start at that, with some glimpses of jumps that you’ll regularly see in the coming stages. The difficulty of the stage isn’t too high, so new players can confidently try it out (like I did).
One thing about this stage is that some of the needle is kinda generic, which I understand given that it’s the first stage, and you don’t want to task too much on new players. Some screens do have interesting gimmicks though, such as Yellow Star, Dark Blue, and Fangame, not much else other than those 3.
While it isn’t the most memorable beginning, it’s definitely a good starting point that gets the ball rolling.
OVERALL: B Tier
BOSS 1:
The boss that sets the stage for all future bosses to come, and it does a good job at establishing it.
This boss is more of a series of mini-bosses rather than just facing off against one enemy, which definitely makes it unique in a sense. The attacks have a fair share of RNG, moderate enough that it isn’t overwhelming to new players, while also including pattern in the first and last attacks. All that should generally be enough to help a new player understand what they will be dealing with in future bosses.
One issue that I have though is that Jirachi is a massive difficulty spike compared to everything else in the boss, all thanks to the fact that you have to balance dodging the smaller stars with the bigger star (which is aimed).
Generally this boss is a good starting point, and sets a good image for upcoming bosses after that.
OVERALL: A Tier
STAGE 2:
A really fun step-up from the previous stage, with some really hype music. The stage has some really good gimmicks in screens such as Showdown, Greeeen, and Run The Terminal.
One screen on this stage though isn't so good in quality however, and it just so happens to be Tribute (sorry). The biggest issue that I have with the screen is that where other trap screens at least have a sense of where to go, Tribute merely just feels like a directionless maze.
My favourite part of the stage however, is how it sets up the anticipation for boss 2. After the 9th screen, the music cuts off, and you're in a familiar place. Past all the needle, you grab the save, and go through the boss portal. The fakeout is a pretty funny one, I'll admit. But then, you're in the room where the most significant battle happened, and thus, you realise who the boss that you have to fight is.
OVERALL: B Tier
BOSS 2:
This boss is the point where newbies will start to struggle.
The Guy himself returns, and plays nothing like the IWBTG version, for better. He's got splitting bullets, bursts of fire, and a gun with enough fire rate to keep you running. And along with this come other bosses from other games, Miku with her random horizontal apples, Regige and Regirock with their falling rocks, Space Invaders with their laser beams, Flandre with her crimson ripples (hardest attack in the fight), and Gustav with his sword & spike bursts. They are all implemented seamlessly and it's amazing.
This is a great fight, and a good step up from the first boss in terms of difficulty.
OVERALL: B Tier
STAGE 3:
One of the better stages in terms of quality, with a really varied amount of screens full of creativity. Each of the gimmicks are utilised well to make difficult setups, and don’t just feel like they’re obnoxiously buffing jumps by making them frame perfect. Generally just, a great stage with extremely memorable screens, especially stuff like Skyclad, Diverse, See The Moon, and Take the Time-machine.
OVERALL: A Tier
BOSS 3:
This boss is the first of K2’s many colossal difficulty spikes.
The quality of said difficulty spike you may ask? Y E S!!!!!
So the way that this fight works is that after Influka’s set of attacks, you get something from another game, before it goes back to her (this repeats for every phase except for phase 5). I cannot express the quality of this fight, the insane variety from both luka and the intermissions, the genuinely peak music, and the fairness of it all despite having some scary RNG at parts. Better yet, because Pochi was nerfed in the remake, he’s no longer an absurd difficulty spike.
Another thing about Luka’s attacks is that the first phase attacks repeat on phase 4, and the start of phase 5, which makes this phase extremely flukable and I love it. This boss will push newbies to their limits, and it does it in a way that feels right, well done to Influka for achieving this!
OVERALL: S+ Tier
STAGE 4:
There’s nothing really special about this stage, just generic needle without much cool gimmicks. There are some relatively notable screens in this stage such as Galaxy, Phantom, Conscience, and Kill The Guy, but that’s about it. The quality of this stage isn’t bad per-se, it’s just pretty plain, not much else to write about.
OVERALL: C Tier
BOSS 4:
IMPORTANT NOTE: THIS IS THE POINT WHERE A LOT GETS TASKED ON BLIND PLAYERS, DON’T BE AFRAID TO LOOK UP CLEAR VIDEOS PAST THIS POINT.
Straight to the point, I’m not big into this boss, I’m sorry.
The biggest problem that I have is how phases 1 and 2 just drag on for so long without much happening in them, when there’s two attacks per phase that’s really cool, but add a third one in and I feel it just loses its punch (not counting the intermission between phases 1 & 2).
The bats part is where things finally start happening, they may feel like luckshit at first, but there’s a variety of ways to evade them (TIP: Look at the order in which they activate). The intermission to phase 2 is where the fight picks up in difficulty, as you are thrown into an avoidance that is genuinely really hard to figure out without a solution video, and even when knowing what to do, it’s pretty difficult.
Phase 3 is the hardest part of the fight, you have to survive random bats that dive towards your location, whilst also keeping an eye on the other flying enemies, and rising lava. The main source of difficulty (and what personally makes the entire fight hard imo) is when Big Kid’s head appears at the 32 and 11 second marks, and the reason that it’s ludicrously hard is because THE BATS ARE NOT WEIGHTED TOWARDS THE RIGHT SIDE WHEN BIG KID HEAD IS ON-SCREEN. Unless you’re good with having to get up close to where the bullets are firing from (and actually avoiding them, which becomes 10 times harder when close to their spawn), good luck with both instances of it.
I think that the boss had some pretty good ideas, especially in the second half, it’s just such a shame that the first two phases are such a slog to get through on each attempt.
OVERALL: D Tier
STAGE 5:
FOREWARNING: Past this point, the difficulty just spirals out of control, I wish you luck.
THIS STAGE, OH MY GOODNESS GRACIOUS ISDRFUDFOGSFGHUODYHOFUYHTFIOHGUEDUSHG, I FUCKING LOVE IT.
In-case you couldn’t tell by my manic reaction, this is by far my favourite stage in the entire game. I have a policy for difficulty, that being to “make hard tricks” as opposed to “make tricks hard”, THIS STAGE DOES THIS SO PERFECTLY IT’S UNBELIEVABLE. And even outside of this, the gimmicks for each of the screens are so unique, with genuinely perfect execution, each screen of this stage stands out so clearly.
There is one reason why I refrained from giving this screen the PEAK tier though, I’ll give you a hint, it starts with a P.
…yeah, that screen.
I’m not necessarily mad at the screen itself, what I am mad about is this ridiculously difficult screen being placed in a stage of mostly 49-54 difficulty needle, and not Stage 6. I genuinely would have been much happier if this screen and Sadist (stage 6-7) swapped places. Genuinely just, I’m upset that it got misplaced in a stage that is too easy to house it, that’s why I refrained from giving this stage a PEAK tier.
Other than that, I genuinely beg all players of this skill to attempt this stage, it’s so extraordinary.
OVERALL: S+ Tier
BOSS 5 (PHASE 1):
I’m gonna jump straight to the point, the first phase of this boss is fully memorisation based, with only 2 RNG parts. The first RNG part carries the entire difficulty of the phase, second is a freebie. I’m generally just not a fan of memorisation based bosses, so my ranking of this phase isn’t too high. One thing that does slightly bring it up is that even after all the memorisation, it’s actually really damn cool to play, with everything happening very quickly in the fight. Oh and the music… THE MUSIC… OH MY GOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH FSDRUGDIFGUUHFGIHUFGOH, THE MUSIC IS GENUINELY SO FUCKING PEAK.
SIDE NOTE: During the Sanae & Koishi part, there’s a safe spot, I do not know whether it’s intended or not.
OVERALL: B Tier
BOSS 5 (PHASE 2):
This phase is another massive K2 difficulty spike (and on par with boss-rush imo), memorisation is only required for the avoidance, but other than that it’s not too rude.
The first difficult part of this phase is the green orbs part, not only is it really hard to see which one is about to fire, but you typically have 2 of them on-screen at the same time. The orbs are just their own thing entirely that you genuinely have to put hundreds of attempts into before you really get the hang of it, but eventually you do, and it feels really cool to pull off.
The avoidance not only tasks so much on players blind (I’d recommend using a clear video for strats), but is pretty hard even knowing what to do. The first phase can be really hard because the cyan apples can interfere with routes, it especially does NOT help just how long the first part of the avoidance goes on for. The second part of the avoidance is the most brutal, that being the infamous (difficulty-wise) Lovetrap attack. Lastly, I’m really a fan of the music used in said avoidance, BOSS 5’S SOUNDTRACK HAS NO RIGHT TO BE THIS PEAK!!!!!
The last part is one massive stress test, that being the Gradius part. Whilst the part is not as hard as everything prior, not only is it really far into the phase, but you can easily choke if you aren’t careful. What I especially love that the devs did was syncing my favourite part of the song to the start of the Gradius phase, it adds so much to the tension and really expresses just how close you are to victory. What I am not such a fan of though, is the screen boundaries killing you, which is impossible to figure out unless you actually die to it (to which blind players likely will).
OVERALL: A Tier
STAGE 6:
The second-hardest stage in the game, a big tip that I have for this stage is to practice double diamonds before attempting it, you will be thankful that you did.
Like with stage 5, this is a really gimmicky stage that (mostly) does difficulty right, housing what may be some of the most memorable screens in the game. Each screen stands out from the last, and some of the gimmicks are awesome. Another charming thing that this stage does is having a song for each individual screen, which really adds life to already lively screens. My favourite screens from this stage are Dotkid, Crimson, Breaking out, Sadist, Popularity, and Lovetrap.
One issue that I have though is that the difficulty of this stage isn’t the most well balanced, I personally found the first screen to be miles harder than everything else in the stage (I’m just not good at precision needle), and the rest wasn’t too bad. Some jumps are also harder than most of this stage, let me list a few.
The first jump of Destination, which will really hurt your wrist
The first save in Seven Trials, that being a triple diamond
The first jump of Catastrophe, most brutal jump in the stage imo
It’s definitely a good test of skill for how far you’ve come, I just wish it was balanced a bit better, generally a good penultimate stage. Everything after this is the point where the game starts to get really interesting.
SIDE NOTE: Remember my comment on PYF’s placement in Stage 5? Sadist (screen 7) is the screen that I feel like it should have swapped places with, for a better difficulty curve.
OVERALL: A Tier
DESTINATION:
What I personally found to be the hardest boss of the 4, and it’s mainly thanks to one attack alone.
I loved this boss, the way that it works is that it chooses between 4 attacks at random, which is amazing because you can practice them by rolling them directly at the start. Each of the 4 stand out from one another, all have their own unique quirks and dodging strats, and are just very good overall. Better yet, because 4 of the 5 (counting white) attacks are random, routing is only required for one attack.
The hardest part for me was yellow, which is the attack in question that required routing, and it made up most of the fight’s difficulty.
Generally just, amazing boss because of everything I mentioned, please fight it when you reach boss rush.
OVERALL: PEAK Tier
CRIMSON:
Contrasting Destination, I found this to be easiest.
My favourite boss, not just in boss rush, but in the entire game. The way that it works is that there are 4 demons that rotate around the room every 4 seconds, red, yellow, green, and blue. Shooting any of the four demons shoots out a different kind of revenge bullet. What I love so much about this boss is the experimentation that can be done, the fact that any order of killing the boss works (and yes, even green first). When they reach half health they shoot out more difficult versions of their revenge bullets, which doubles the experimentation factor, and blue even turns the platforms to water at half health.
The fact that an achievement is rewarded for experimentation in this boss really goes to show how versatile Crimson is, I can’t recommend this fight enough.
OVERALL: PEAK Tier
NUE:
This boss is one massive test of reading, and it does it really well, especially with the added element of infinite jump. The amount of ways it pulls off random dodging is just delightful, each pattern being unique to the last.
Most of the fight’s difficulty comes from the timeout pattern, laser, since it's actually impossible to see when the bullets stop. Once you memorise what points to stop moving at in laser, you'll be able to reach UFO, which is more anxiety inducing than difficult.
Also did I mention just how much I LOVE the remix that was used for this fight? Especially during the UFO attack when it hits the high note, fights that hit the most climatic parts during their final attacks may well be a newfound love of mine.
One annoyance that I had about the boss was how Nue’s hitbox switched from her body to her head in attacks 2 and 3, which just feels pointless given you can shoot her body in all the other phases, but other than that I really liked it.
OVERALL: A Tier
GRAVITY MAN:
What I personally found to be the weakest of the boss rush bosses, but that doesn’t mean that I still enjoyed it.
This boss is fully routing based, except for the last phase, which is mostly random dodging. The phases themselves only toggle when the boss reaches a certain amount of health, which adds to the routing aspect. I like how each phase combines different attacks of almost all of the robot masters from Mega Man 5, and does so in a way that two robot master attacks blend into the individual phases well. Generally, once you can consistently get to the last phase, it’s pretty good.
OVERALL: B Tier
BIG KID (PHASE 1):
Ah yes, one of the most memorable bosses in the IWBTG community, the nightmare of veteran players. Big Kid himself…
Yeah uh, difficulty wise, it’s literally the second-easiest in boss rush, and mostly because they removed double-shots.
The fight itself is genuinely a really interesting one, centered around revenge bullets, with more of them spawning per-hit the more you progress through the fight. Including the fact that you can only use a single jump, that limitation actually makes dodging pretty cool, especially in the later half. What I love about the fight is how a bouncing apple is introduced near the end, which adds to the strategy element on when you should and shouldn’t hit Big Kid. It’s genuinely a really cool fight of patience and strategy.
OVERALL: A Tier
BIG KID (PHASE 2, AKA CHASE):
Consider this as preparation for M-Stage, it’s also as close as K2 gets to K3 M-Stage, which is cool.
The jumps here are pretty wacky and varied, with some actually really clever setups. The screen itself doesn’t move too fast, which gives you plenty of time to catch up if you fall behind, just make sure that you only rush when you need to and you should be good. There are also fake paths in this phase too, so… That’s something!
One notable problem is that the difficulty balancing is kind of a mess, there are only 10 jumps that are actually really hard, and the rest is just really easy needle. 5 of the hard jumps are all condensed into the middle section where you have to quickly go right, so if you can master that part, hopefully it shouldn’t take too long to beat.
Generally a good conclusion to Stage 6, but like that stage, suffers from inconsistent difficulty balancing.
OVERALL: B Tier
M-STAGE:
The final test before the big upcoming fight, the last of the game’s needle. While others find this easier than Big Kid Chase, I’m really bad at precision needle, so this was ludicrously difficult for me.
One thing that I like about this stage is how they brought back the speed boosters from Catastrophe, which really made some of the saves unique, because I had to consider my exact movements.
There are some problems I have with this stage though. For one, the entire second half (except for save 9)... Is a massive difficulty drop compared to the first, it took me 2 hours to reach save 5, and after that I breezed through to save 9 in just 45 minutes. Another weird design choice is the fact that most of the saves are above the ground, which feels pointless given that they are surrounded by bullet blockers, at that point it’s just better to have them on the ground than in the air.
One other issue that I have doesn’t necessarily involve any questionable design decisions, it’s the fact that I just feel there’s a lot of missed potential with this stage. Where they brought the speed boosters from Catastrophe into this stage, I don’t see why they couldn’t have brought back other elements from previous screens, such as:
The timed platforms from Showdown
The reverse control lines from Phantom
The shifting platforms from Conscience
The bullet bill shooters from KTG
The conveyors from Scapegoat
The hitbox-size increaser from Locus
Because they only used the speed boosters when designing M-Stage, the last save genuinely felt like they were running out of ideas, which is really sad to see.
This stage is definitely a good final test before the grand finale, but even so, there’s a lot of missed potential that just wasn’t tapped upon.
OVERALL: B Tier
FINAL BOSS (PHASE 1):
By far the hardest boss in the game, and it’s not even close.
The way that the phase generally works is that after the intro of lasers and bombs, the boss chooses between 5 attacks at random. Once you survive all 5 of the attacks, you are given a checkpoint for phases 2-4.
Difficulty-wise, the main hard parts are red and blue. The reading required for red is pretty difficult, worsened by the Beelzebub shots, but one thing that makes it easier is that the outlines of the two Big Kid Heads don't kill you. Blue just does whatever the fuck it wants, if it decides to throw lots of curveballs in your route (and it does this A LOT), you'll have to quickly improvise or die, it especially gets worse in the last few seconds where the red Nue orbs are brought into play. All in all those two can be quite a terror. One honourable mention that I also found hard was the final spike burst at the end of yellow, it's genuinely so hard to read, and so hard to tell whether you need to jump or hold still.
What I love about this phase is how it genuinely feels like a proper callback to every boss prior, a reflection of not only the past, but how far you've progressed through the game. Every single circle is an amazing encapsulation of everything that these bosses were, while also making them really hard in a way that feels right, but still stays faithful to them.
One annoyance that I have is that the bombs don’t disappear after the screen goes black, meaning that they can end up in the safe-spots that you need to be in when the lasers strike, thus rendering it impossible. This issue can be prevented by reading that bombs are going to drop on that safe-spot, thus moving to the one next to it, but the bad news is that the bombs can rarely drop in both of the safe spots close to you (not as often as one safe-spot being rendered useless, but notable enough to write about). Generally, the enjoyability of this phase can depend on how much this issue bothers you.
Generally, S-tier for everything else in the fight, A-tier for the issue with the bombs that I mentioned.
OVERALL: A Tier
FINAL BOSS (PHASE 2):
That was only the first part, prepare to die, by Kamilia’s power.
COOL FACT THAT YOU PROBABLY ALREADY KNEW: This entire phase was remade since the old one was much worse, it's also much harder too, so that's cool.
Seal is primarily focused around random combinations, there are 4 air attacks, and 3 ground attacks. This is amazing because with the tens of hours that you'll likely spend fighting this phase of Kamilia, this phase ensures that the start will never get repetitive and boring. As for everything else in this attack, it's all patience based (you typically have to endure 3 combinations), so try not to get too greedy! The Solgyrn revenge bullets work well as a way of getting the player down onto the ground, plus the various patterns Kamilia fires during that stage is cool.
Orbs is where the fight gets difficult, you have to constantly shoot at the orbs to reduce their HP under a 99 second timer, each individual orb having a different pattern. The difficulty comes from the fact that the orbs not only shoot revenge bullets, but always spawn in a random order every attempt. What's insane about this phase is how each individual orb has 3 phases depending on how many orbs you've taken down already, I can't imagine how much balancing, time, and effort it must have taken, so I genuinely fucking salute SULDALV for pulling it off. This attack is amazing, you have to carefully balance aggressive shooting with caution, making sure that you don't get cornered, I love it.
Spikes is what I found to be the easiest attack in the fight, as long as you have at least 20 seconds on the timer, it's fine (except for when it chooses violence, but luckily that's very rare). Not much else to talk about other than the fact that it's a good transition into the final attack.
Final is what I personally found to be the hardest attack not just in Kamilia, but in all of K2:R. The boss chooses between 10 attacks at random, 5 of which are much harder than the other 5. It’s especially not helpful that the attack has 300hp, so it’ll take around 7 attacks to kill Kamilia (which means that you’re bound to experience 2 hard attacks MINIMUM). For me, it was all about getting consistent at the 3 attacks prior to this one, and trust me when I say that they all get really consistent for just how hard of a phase this is. While all of the attacks in final are routable (which is what I had to do), the non-screenwrap attacks can be improvised if you’re good at claustrophobic dodging, which is genuinely excellent.
This phase wrecked me, tore me asunder, stole every last remaining piece of my sanity. But yet, I still stand, I'm proud to have experienced it despite how much pain it caused me. This is genuinely the perfect finale to the entire game, an amazing fight to accomplish the goal of the game, and I wouldn’t have wished for this final boss any other way.
OVERALL: S+ Tier
This game has generally had its ups and downs, but even so, it remains as one of the best fangames out there because of what it has done for me, and for others. Well done to Influka for making the game, and well done to SULDALV for making such an excellent remake.
Rating: 9.6
Difficulty: 70
Feb 6, 2025
DanMario24
For: I wanna see the Barrage
For: I wanna see the Barrage
A really excellent automatic avoidance that plays like a fancy light-show. The music is super high energy, the patterns are SO PRETTY, with lots of variety to them, and in general it's so cleverly designed with all the bullets going around the players location. If you have 3 minutes, I would definitely recommend playing this (maybe grab some popcorn too, haha).
[0] Likes
Rating: 9.5
Difficulty: 1
Jan 2, 2025
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6 Favorite Games
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I wanna see the Barrage | 1.0 | 9.5 |
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11 Cleared Games
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I wanna see the Barrage | 1.0 | 9.5 |
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I wanna kill the Guy | 42.0 | 9.8 |
I don't wanna download this game | 0.0 | 10.0 |
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I Wanna Kill The Kamilia 2 Remake | 70.0 | 9.6 |
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