Slick696969's Profile
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7 Ratings!
7 Reviews!
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7 Games
Game | Difficulty | User's Rating |
---|---|---|
dont | 30.0 | 10.0 |
I wanna Melanzana | 98.0 | 9.5 |
I Wanna Kill The Kamilia 3 | 93.0 | 7.0 |
I wanna Antichloroexcoloneldotkidcyberpiano | 15.0 | 6.9 |
I Wanna Be The Mindweaver | 55.0 | 5.0 |
I wanna gachiGASM | 30.0 | 0.1 |
i wanna kill roblox HARDER | 100.0 | 0.1 |
7 Reviews
Slick696969
For: I Wanna Kill The Kamilia 3
For: I Wanna Kill The Kamilia 3
Alright, I'm about to review every single thing in the game (from what I've played up to) with moderate detail, just be careful reading anything past this, as it "could" be a spoiler, but quoting Stonk, "who hasn't seen K3?" (I will put spoiler tags on this anyways just in case). I will update this as I continue to progress through the game.
Also, everything will have a verdict of a score between 1-10, 1 being absolute fucking dogshit and 10 being a fucking masterpiece.
Starting with the intro cutscene:
The cutscene is almost technically a rip from 498 tokio, but it has its own flair, with replaced textures and animations. Of course after watching it once, you'll pretty much never watch it again within the hundreds of thousands of hours you may put into this game
Verdict: 9/10
Menu:
The menu is aesthetically pleasing to look at, with striking visuals and sleek font. It definitely feels like a promising game. Pressing F2 will bring you back to the menu (for those newbies that are playing this as their first fangame... for some reason)
Verdict: 10/10
Opening Screens:
The opening screens are like the character quickly going through the previous two games of Kamilia and Kamilia 2, as the flashcards show. Simple stuff, if you die here somehow, don't play this game. It has a good atmosphere to it, and the animation before the actual first screen is top notch.
Verdict: 10/10
STAGE 1:
I Wanna Conquer the Blow Game 1 (a):
The first screen of Kamilia 3, which starts fairly easy, with moving spikes, an F jump, and a half diamond. Nothing too hard unless you are unable to jump less than 2-3 frames. The tile set is nice and is a good screen pick for the first screen. The buffs aren't too unfair. Also the music is a banger, super iconic for me.
Verdict: 8/10
I Wanna Conquer the Blow Game 1 (b).
This screen is easier than the first. Like, there's not much to say about this. It's just a casual screen with some moving spikes here and there.
Verdict: 6.5/10
Giripossible (a):
Tileset is default block textures but gray. Needle isn't the worst, the double diamond looking jump could cause some struggle with newbies, but otherwise, it's basically just a filler casual screen.
Verdict: 5/10
Giripossible (b):
The first screen that has two paths. Taking the left path introduces you to the various crystals hidden within the game. There are 50 crystals in the game, each varying in difficulty. The crystal isn't too hard, it's well done for an introductory crystal. Otherwise, this screen has some simple needle with moving up and down spikes that could mess with some first-timers.
Verdict: 7/10
I Wanna be the Heart (a):
First water screen of K3. Visually doesn't look the best. The cherries aren't the worst if you take your time, and I'm glad the newest version removes the corner in this screen. Crystal is in an extremely easy location. Otherwise, simple screen.
Verdict: 7/10
I Wanna be the Heart (b):
The save is across two screens, which is kinda annoying, but you'll get used to it. The needle isn't too bad, with some cherry cycles that you will need to figure out. The water jumping is slightly tricky for newcomers, and the diamond at the end can be very cucky, but it's a decent screen overall.
Verdict: 7/10
I Wanna Conquer the Blow Game 2 (a):
Heart screen, has a platform skip that I assume most people take, crystal can be annoying to get the trigger every single time, but if you know how to do the screen, then it's a piece of cake. Drop gate is wack sometimes. Tileset is kinda meh for me.
Verdict: 8/10
I Wanna Conquer the Blow Game 2 (b):
This screen has some interesting needle. The final diagonal from the rising platform can be tricky. Also the crystal is game design 100, as you don't actually need to do a million diagonals; amazing job.
Verdict: 8/10
I Wanna be the NCE (a):
This screen has a lot of saves, with a wide range of difficulty for some reason. The first save is piss easy, but then the second screen has two corners in one save, which is a weird difficulty spike. The drop diagonal at the end can be very tricky. Tileset is decent, with a decent background. Overall, strong screen.
Verdict: 6.5/10
I Wanna be the NCE (b):
The NCE screen that I don't usually remember, has quite an amount of diagonals. Be sure you're good at them! The saves aren't too bad in difficulty, and you'll get past them in no time.
Verdict: 6/10
I Wanna Celebrate 100 (a):
A space heaven like screen without the boundary walls. This screen is fairly easy, with one trap, and a super F skip if you're good enough. Crystal is quite obscure, like you'd have no idea the trigger was even there. Tileset is good and background is epic.
Verdict: 8/10
I Wanna Celebrate 100 (b):
A screen with a good amount of skips, and has that brown box thing that activates stuff. As long as you don't choke the final diagonals, and you have a moderate amount of consistency with the beginning drop, you'll be done with this screen in no time.
Verdict: 8/10
I Wanna Conquer the Blow Game 3 (a):
Lots of blow game screens, this screen contains our first secret stage of the game. If you are playing this game for the first time and are not good at doing any needle 70 or above, do not go for this secret. I honestly don't even want the health bar as I'm always used to just not seeing it. The tileset itself is quite basic as it's just black lines and white. The needle is quite fun, with a cucky diagonal at the end. A quite strong and memorable screen.
Verdict: 10/10
I Wanna Possible:
Our first secret stage of the game. This secret definitely has a spike in difficulty with the needle, with some fairly technical jumps, and an upwards plane. Once you get the item, you get infinite jump, and you need to backtrack to save 2. The tileset is basically flashing rainbow, and the background looks like the default background of GD but dark gray. Good screen overall.
Verdict: 9/10
I Wanna Conquer the Blow Game 3 (b):
This screen has some moving spikes, and easy 16 pixels that you can just line up for. As long as you can do diagonals with some ease, and can time your jumps with spike cycles, this screen will be done in no time.
Verdict: 9/10
I Wanna be the Ichor (a):
The screen has some interesting needle and design choices. The tile set is nice, the save barriers look cool, the background looks like a brightened stock image of an electromagnetic explosion. It's actually quite a fun screen.
Verdict: 10/10
I Wanna be the Ichor (b):
Oh boy this screen. The first time I was playing this, the first save had a jump that I was stuck on for a good hour before I got past it. If you know how to do it, it isn't the "worst", but it can be tricky. The rest of the screen is just a bunch of regular needle with some cycle waiting and minorly technical jumps.
Verdict: 8.5/10
I Wanna Enjoy the Game 2 (a):
A spotlight screen, with an unnecessary spotlight as you can still see the spikes anyways :). Does have a funny trap on first save. Quite precise needle compared to the previous screens. Ends with a stupid jump I still get stuck on every once in a while. Tile set is just default but gray, with plain gray background. Spotlight idea is cool though.
Verdict: 7/10
I Wanna Enjoy the Game 2 (b):
Funny screen-wrapping screen. If you know what to do, it's easy. You may need to look up a vid on the path, but the needle is easier than the first. Also has a button you need to shoot. Just remember you need to exit through the middle hole on the floor, anywhere else kills you.
Verdict: 8.5/10
I Wanna be the White & Black (a):
A white and black screen, simple design. Needle starts with up and down spike spam, and then separates into two paths, both of which have small pricks. This screen does have a crystal if you choose to take the harder path.
Verdict: 9/10
I Wanna be the White & Black (b):
Lots of gate jumps, also has a two path split. taking the harder path reveals the infamous Spike Love achievement. Do it if you have the balls to do it. Otherwise, the screen is simple, and you'll be right on your way to the first boss.
Verdict: 9/10
First Boss:
Oh boy, the first boss of the game. Flandre Scarlet. Basically, the screen wrapping orbs can be piss and cause literal impossible situations. The first attack isn't too bad, the giant cherry is easy, Rumia is just pattern with darkness. Crazy spike is piss at first but not too bad once you know how to do it. Mystia Lorelei is pretty much just see through the darkness as it isn't completely dark. Mush Mush's can be absolute assholes. Hat attack is hard as balls for the first boss. Flandre Scarlet Final can be quick if you did enough damage at the start. The song for this boss is also good to listen to, especially for just keying it out into the background. Crime and Punishment is just curving black cherry RNG. I like the song for it though. Otherwise not too bad of a first boss, could've been better.
Verdict: 7/10
OVERAL STAGE VERDICT: 8.5/10
STAGE 2:
I Wanna Vanish Needles!! (a):
Starts out with a homing rainbow flashing ball chasing you as you go through some fairly difficult needle. Block tile set isn't the worst, but the spikes tile set is literally just pink red, pure pink red. Ending trap is easy. Song is also a banger.
Verdict: 7/10
I Wanna Vanish Needles!! (b):
Literally a buff of the previous screen, with two balls instead of one. Also has a quite difficult crystal if you can't do buffed diagonals consistently. Ending trap is funny. Not much to say, these screens aren't too bad, fair memorability.
Verdict: 6/10
I Wanna be the piyopiyo trap (a):
Hey look, it's the funny no save inbetween the first and second screen screen! Drop could be difficult, also has a really easy crystal.
Verdict: 7/10
I Wanna be the piyopiyo trap (b):
No save, don't choke. Screen is shaped like a W, save at the end is unnecessary (if you aren't going for the crystal) speaking of which, the RNG crystal... its a thing that exists. With a 1/4096 chance of getting it every time you enter the blue portal, it can take either 1 minute, or 1 full day. I got kinda lucky with it only taking 2 hours, but be aware that you may need to leave your computer on overnight to get this crystal. Just have something hold the right key and then go take a nap or go to school, and you'll get it soon enough. Memorable crystal overall.
Verdict: 8/10
I Wanna be the Air (a):
Very crimson red screen. Tileset is meh, background is very pixelated. The traps are funny though ngl. Also has a small prick that can be very hard to jump over. Also it has a very funny tree trap. Overall, it's not too bad of a screen.
Verdict: 8.5/10
I Wanna be the Air (b):
Even more traps, personally not as funny as the previous, but it's still fun. Screen is enjoyable.
Verdict: 7.5/10
I Wanna be the Prism (a):
Literally a puzzle screen. This screen ends in like 10 seconds. Crystal literally requires you to have beaten the 4th stage secret to get.
Verdict: 5/10
I Wanna be the Prism (b):
Another puzzle, which to this day, I still don't know how you figure it out. You just kinda wait and then hit the light switch and then the code pops up. Also, if you have arachnophobia, I'd highly recommend you hit the light switch 20 times, I'm sure you'll enjoy it. Overall, kinda boring, the puzzle could've been more "puzzlier"
Verdict: 4/10
I Wanna Buy the Crayon (a):
Epic speed and high jump, second jump is weird to pull off, but should be free once you pass it. Second part has some very weird diagonals that you might be stuck on for a little bit. Tile set isn't too bad. Background is just pixelated shiny particles against a dark blue purple background. Otherwise it isn't the worst screen, kinda memorable.
Verdict: 6.5/10
I Wanna Buy the Crayon (b):
First screen with vines. These vines... can suck massively. High gravity with vines is a wack combination of gimmicks. The low gravity diagonals at the top don't help make this save better either. The second save has some technical vines that may take some practice, but it is otherwise not bad of a screen, though there can be some improvements in the gameplay.
Verdict: 6/10
I Wanna Escape the Silver Tower (a):
This screen is a good spike in difficulty. Diagonal gates into diagonal gates, 16 pixels into gates into 16 pixels, diagonal into trap, you name it. The design is sleek and overall, I like this screen.
Verdict: 9/10
I Wanna Escape the Silver Tower (b):
This screen already starts with an incredibly easy skip so you don't have to do the gate at the beginning. Crystal is in an obscure location, and the crystal itself is back at the beginning. Corners are ass at the second save, but you will be out of it soon enough.
Verdict: 8.5/10
I Wanna Macaron (a):
Screen has our first ledge in the game, this took me hundreds of deaths the first time I went through this. The F jump a couple jumps after is hard as balls, but after that it's easy. Second save has some weird obstacles, but just find a preferable path and you'll be past it easily. The design isn't the worst, with the grate-like blocks and spikes and the gradient background.
Verdict: 8/10
I Wanna Macaron (b):
Save is midair over a spike which means you need to jump every time you die. Kinda annoying, but I respect the idea. The drop diagonal near the end of the first save can be troublesome. Second save has a lot of diagonals, and the ending is kind of bland. Otherwise, it's a fun screen.
Verdict: 7.5/10
I Wanna Payment (a):
This screen contains our second secret stage of the game. I genuinely had a lot more fun with this than I expected to. RNG cherries that spawn at a random location at a fixed time, combined with some fairly decent needle. The design is just default with a pure colour background. The secret obviously requires you to backtrack, and then Needle Satan happened. Overall, super fun screen.
Verdict: 9.5/10
I Wanna Needle Satan:
Oh god, this screen. Starts with some doable jumps, has an ass F jump into ledge and an even more ass awkward drop gate. The double diamond is easy once you get the pattern, upward plane is doable, F jump is awkward, the ledge into corner is really hard, and the drop diagonal near the end is choke city. The bonk double diamond sucks, the super F upward plane sucks, and literally every jump after that is just don't choke. Design is extremely bright, so don't play at a high brightness, less you want your eyes to suffer. Overall, this was actually more fun than I expected it to be, despite having some really hard needle.
Verdict: 9/10
I Wanna Payment (b):
Pulsing growth cherries... yeah, those are a thing. The first save is really easy, but the second save... that damn cherry gate. If you don't know how to do it, you're gonna be stuck on it for god knows how long. Doesn't help that the crystal requires you to do it three times in a row. This screen is just meh, I prefer the previous screen.
Verdict: 7/10
I Wanna Rose Gear (a):
A very dark aqua blue screen with some interesting needle and trap choices. The traps are not the worst to execute every time, but some can be quite tricky. The needle isn't too hard. Crystal location is super easy, with only one additional trap. Block design looks like four overlapped spikes. Spike design is decent. Overall a screen that just kinda flew over my head
Verdict: 6/10
I Wanna Rose Gear (b):
Ah yes, this screen, funny button at the start, kaizo blocks, many super F's and a drop gate. Funny w i d e spike trap, and a super funny secret achievement. A little bit of backtracking near the end, but very fun screen overall.
Verdict: 7/10
I Wanna Magnanimity:
A scrolling screen with some interesting needle and sprites. Spikes on rockets, minecart that you need to follow, big boy bugs that give you bad RNG 90% of the time, etc. Minecart also does the funny flip every once in a while, easy to tell when it does that. Screen does have a couple traps here and there, but once you get past all that, you will arrive at Boss 2. Also don't forget the crystal near the end ;)
Verdict: 8/10
Second Boss:
The second boss, Mr. Shine and Mr. Bright. Lots of RNG with their attack patterns, which could be borderline bullcrap on the first playthrough. This boss basically determines whether you're ready for the RNG aspect of upcoming bosses. Cirno can be really wacky with the RNG, tornado girl isn't too bad, I personally like the attack. Yuyuko is stupid easy, as long as you time the run right just right. Dice can be severely bad if you constantly get 9's. I was lucky during my run to get all 1's. Second phase is just first phase but faster and longer. Once you do enough damage, you get to the transition avoidance. We always scream AAAAAAAAAAAA because 1, the song, and 2, because this boss has some really hard RNG to dodge. The visual is nice, but it can be quite hard to dodge. The song for the transition is a banger. After you survive about 8 bars of cherry hell, you get to second dice roll, so just pray. Then the final phase is just both Mr. Shine and Mr. Bright on the battlefield with the attack speed of the second phase. Once you do enough damage, you hold your breath as the final dice roll determines your fate. The song for this boss is also good for just leaving it as the background noise, and it’s a very good song either way. Otherwise this is a very well made boss with some fun attacks. You'll be relieved you're on stage 3.
Verdict: 9/10
OVERALL STAGE VERDICT: 7.5/10
STAGE 3:
I Wanna be the Starter (a):
Starting off with an odd colour palette, and perhaps some of the worst music in the game, though I personally never cared. There is a hidden trigger off to the right that no one would've looked at unless you've played the original starter (where there was a save there). Also the ledge diamond ledge is pain. Definitely more challenging than the previous 2 saves.
Verdict: 5/10
I Wanna be the Starter (b):
You have to do two more jumps before you get the save. If you die, then back to the diamond jump you go. This screen is particularly easy, unless you're trying to get the crystal. A downwards plane... on the third stage, brilliant. This screen is easy though.
Verdict: 5/10
I Wanna be the QUT (a):
A 16 pixel simulator, definitely and obviously the best design choice! If you're consistent enough at 16 pixels, you'll be fine, but this screen can be piss. Also you can skip 2 16 pixels easily. Design however, is very good. Background can be somewhat distracting, but you'll ignore it soon enough. Overall, design is good, gameplay could be better.
Verdict: 7/10
I Wanna be the QUT (b):
More 16 pixels, christ. Both screens are just getting good at 16 pixels. Second save has some minorly technical jumps, but nothing too much to comprehend. There's not really much else to say really.
Verdict: 6.5/10
I Wanna be the Forehead (a):
A super ugly screen to look at, the block and spike design is atrocious. Blue and red used like this isn't pleasing at all. The gameplay is filled with traps and weird stuff. Learn the traps, and you'll probably be out soon, assuming you can do the somewhat difficult needle in this screen. Also the crystal is piss easy.
Verdict: 3/10
I Wanna be the Forehead (b):
Even more traps, some are funny, some aren't. The needle isn't too hard, minus the corner at the end that can get you a number of times. Just take your time, and you'll never have to look at that atrocity ever again... at least until you need to replay it for the secret boss.
Verdict: 3/10
I Wanna be the Picture (a):
Oh boy this screen, this was a difficulty spike and a half for me. Visually, it doesn't look too bad, but the needle is pretty damn hard. Combine it with traps and you got yourself a hella screen. It's also quite a long screen, especially if you decide to get the secret stage. Perseverance is required to get past this.
Verdict: 6/10
I Wanna be the Contrary:
The third secret stage of K3, and an odd choice too. There are only two screens in Contrary, as it's a mostly avoidance game. My guess is they chose this just to add the antichlorobenzene part in the third boss. Anyways, I haven't actually beaten this screen yet, but I'll judge off my own judgement, so don't take this part of my review for granted. The beginning jumps don't seem to be the worst. The next save has some weird corners, an upwards plane, and some more weird jumps, as well as a 2 frame. Next save has a double drop diagonal with a platform ledge. Then there's some platform tech, weirder jumps, more platform tech. Overall, seems fairly challenging but doable. The block design isn't the worst, and the background image is just lens flare. I'd recommend you just go for the stage 5 secret before doing any of the other secrets and stuff, so that you'll have enough skill to do it quickly.
Verdict: 6.5/10
I Wanna be the Picture (b):
And now we are back to picture. Many traps and fake blocks, some particularly difficult needle, and a pretty much free crystal. Just learn the traps and get gud at needle and it'll be over with. This screen will definitely take a while.
Verdict: 6/10
I Wanna uhuhu Spike 3 (a):
A visually amazing screen, with some pretty damn difficult, but fun needle. First save is kinda long, second save has two inverts. You'll probably be stuck on this screen for a while before getting past it. Also the crystal is pretty much free. Overall, a very nice screen.
Verdict: 9.5/10
I Wanna uhuhu Spike 3 (b):
Starting with some fairly technical jumps, first save isn't so bad. The second save however... my god those three mini spikes at the end. You either need to learn how to jump cancel, or get good at 1 framing. You might be able to clear it in 1 jump, but I'm not sure about it. Once you get past the second save, you're basically free for the next screen.
Verdict: 9/10
I Wanna be the Justice (a):
This screen is literal conveyor hell. I had so much trouble with this screen first time playing because I suck at conveyors, and the needle is quite difficult. First save isn't the worst, second save sucks because of F jump on conveyor. Block design is very green, but the background animation is cool. Once you get past this screen, another screen of conveyor hell awaits you.
Verdict: 6.5/10
I Wanna be the Justice (b):
First save has some piss jumps. The save is short, but the jumps are very difficult. Expect to be stuck on this for a while. Second save is where more conveyors happen. Moving cherries on conveyors, excellent. The first two sections aren't bad, the third is challenging. The crystal is also in a super easy location. Also, don't choke the final jump :)
Verdict: 6/10
I Wanna be the Flower (a):
My god this screen sucks. The block design is bad, the visual is bad. The first save needle is ok, it's just some weird diamonds and gates and funny trap in all four directions. Second save needle sucks. So many hidden triggers, and a small prick gate three times in a row. Final obstacle isn't the worst, as long as you focus on the cycles. Overall, a very tricky screen to get past by.
Verdict: 3/10
I Wanna be the Flower (b):
This screen isn't as hard as the first. However, the water diamond can suck. The corridors near the end have a lot of traps, but it's easy to get past all of them. You can save at a good location at the start so you can just hold left and get past a good amount of obstacles. Otherwise, not too bad of a screen gameplay wise. Gotta emphasize that horrible design.
Verdict: 4/10
I Wanna Hope the End of (a):
A super cool screen with simplistic visuals, and a cool tilting spike gimmick. Super fun to execute the jumps, funny trap at the start. The jumps are fairly tricky, especially with the gimmick. The crystal is in a super easy location. Just keep going at it, and you'll beat it.
Verdict: 10/10
I Wanna Hope the End of (b):
The way harder counterpart of the previous screen. This screen has some really difficult jumps. A diamond, a weird techy drop, and a super hard jump at the end. This screen is a difficulty spike, but it's really just preparing you for the hell of the next two screens...
Verdict: 9.5/10
I Wanna be the RZ (a):
Perhaps the biggest difficulty spike in all of K3. It starts with four really hard and techy jumps. This save can take hours or days. The next save is longer, with some brutal jumps, and a brutal ending jump. This screen can take days or even a week. The visuals are ok. Overall, a brutal screen that could go with slight nerfs.
Verdict: 8/10
I Wanna be the RZ (b):
And now for the first screen but on crack and weed at the same time. The first save is fairly brutal to begin with, with some extremely technical jumps and a fair share of 16 pixels and corners. The second save however... my god I was stuck on that shit for close to 10 hours. Already starts with three diagonals in one jump. No good align jumps. Weird ass corners, and two brutal jumps at the end. This screen is a fucking difficulty spike and a half. Expect to be stuck on this garbage for days to weeks. At least it autosaves as you enter the guy castle, speaking of which.
Verdict: 7/10
The Guy Castle:
The guy castle is an ascension upwards. The visuals are definitely way more stunning than other fangames. The needle isn't the worst. There are some funny traps involving the Boos. The secret achievement isn't the worst to get. The crystal though... requires you to beat most of the guy castle in 1 attempt. There's also the funny jump refresher screen with a diamond and 4 diagonals in a row. This castle has a lot of diagonals in fact. The save gimmick is cool where you basically have to "kill" the saves in order to properly save. If you have the autogun from stage 2 secret, the saves are easy to get. Also the final corner is choke city. Once you exit, the floor will do a funny, and the stage 3 boss will begin
Verdict: 9/10
Third Boss:
The third boss is The Guy in it's super big, head in smashed window phase. The first attack isn't so bad, with a couple times where RNG won't line up. The next attack is basically free, which is concerning since the enemy that pops up is from RZ. The screen flip part is all pattern, so it's easy to read. Kracko is also pattern, so it's easy. Next shooting phase isn't too bad, but the rogue spike can lead to some finnicky situations. The reverse controls can be funky on first playthrough, but it's manageable since scythe is mostly pattern, with only RNG applying to the height it starts at. Sieo can have some weird RNG at times, but it's manageable. The screen shaking is quite violent though, and it can disorientate you quite easily. After that you got the best part of the boss, Antichlorobenzene. Flower part is easy, Contrary part is not. You gotta learn the path, and make sure that you are exact, as being slightly off can cause a butterfly effect. The transition song is an absolute banger. After that, you got super easy RZ attack, a Kracko attack where you can either do it normally or go over the fire, and then final attack, which is very easily chokeable. Also, just make sure you know how to live the choke gun at the very end, because it would suck if you choked that. Overall, a very aesthetically pleasing boss with excellent music choices and great design and attack choices. Now we begin with Stage 4.
Verdict: 9/10
OVERALL STAGE VERDICT: 7.5/10
STAGE 4:
I Wanna Sunspike (a):
And now we begin with a ridiculously huge difficulty spike. The jumps in sunspike are ridiculous to get past. Double corners, bonk double diamonds, etc. At least the song is a banger. I just wish the needle could be better, because the visuals are stunning and are a great introductory to stage 4. If you can get by with the ridiculously hard needle, it's not too bad of a screen.
Verdict: 7.5/10
I Wanna Sunspike (b):
Another sunspike screen with ridiculous needle. This time with a double corner, and a double diagonal, both of which are piss. The crystal is located on the right path, so if you're used to taking the left path, you are at a bit of a disadvantage. The block design also changes from a dimmed flashing neon line style, to a white outline, which is a little strange, but I don't mind. It also doesn't help that there is an invisible trigger in the middle of the screen, which seems to do absolutely nothing but is completely necessary. Otherwise a very hard screen to get by, and will be quite annoying.
Verdict: 7/10
I Wanna be the Azure (a):
This first screen is ridiculously easy. You could replace Azure with RZ and it would fit better. The only semi hard thing about this screen are the final jumps, which could mess with some players who haven't dealt with slopes. You will be done with this screen in less than an hour. The design is kinda meh, but it isn't absurdly bad either. The spikes are cool though.
Verdict: 6/10
I Wanna be the Azure (b):
This screen is a little harder, but it's still way too easy compared to the hell of sunspike. The only potentially hard part is the F jump near the end, but it's quite simple, and you'll be done with this screen in less than 2 hours.
Verdict: 6.5/10
I Wanna Enjoy the Excursion (a):
An interesting screen where your player speed is boosted up and there are gravity changes that luckily don't invert your controls. Personally, the first save is the hardest, everything else is fairly doable. As long as you get used to the speed of the player, you'll get this screen over with. The design looks like the inside of an insane asylum, but it's cool to look at.
Verdict: 8/10
I Wanna Enjoy the Excursion (b):
The funny bubble kid part of the game. The kid has momentum physics when you move, so the first half is somewhat challenging. Once you get past that though, the second half is practically free, as long as you take your time. Overall, not bad of a screen, can get boring during the second half, first half will keep you on your toes.
Verdict: 9.5/10
I Wanna Be the Tempest:
A downwards freescroll screen, with some hectic needle. Remember to jump when you spawn in the water, and don't miss the crystal trigger if you're going for that for some reason. The visuals are somewhat odd for my liking, and the needle is pretty damn hard. Awkward diagonals, cycle waiting, technical jumps, etc. Tempest is also home to a super piss fruit save. Tempest will require a good amount of trial and error, pattern learning, and consistency to get past. The final drop is pretty epic to do though. Also, tempest has a music change, which is also quite iconic to me, and is a banger. Overall, piss screen, but feels satisfying to get past.
Verdict: 7.5/10
I Wanna be the Butterfly (a):
A lane of water scrolling up and down, pretty creative ngl. I actually really like the needle in this first screen, it's quite fun. Visually, looks pretty good, needle is kinda difficult, but I got it done reasonably fast. Overall a very good screen. The secret path will add a lot more needle to the save, but it's fairly doable.
Verdict: 8/10
I Wanna be the TAS:
The 4th secret, and personally the 2nd hardest one. Starts off with a steak ledge, brilliant. A corner, and more ledges. First save isn't too bad, second save is easy, third is a double diamond, a weird corner, and a TAS drop into a drop diamond (what), easily hardest save in the secret. Fourth save has that weird upwards plane and then uninteresting jumps. Fifth save is just tiring for your fingers. Design is just basic default blocks. Overall pretty fun, besides the TAS drop.
Verdict: 8.5/10
I Wanna be the Butterfly (b):
This screen is wayyy harder than the previous. It is super long, and the cherry in the center can be a massive cuck fest, especially during blue phase. As long as you know your path, and don't choke the final drop gate, you will beat this soon, but it is quite annoying.
Verdict: 7/10
I Wanna be the Hades (a):
This screen has some very short saves. However, to compensate, the needle is piss hard. Ledges onto ledges, super F corners, bonk double inverts, a buffed ledge, one jump diamonds, upward planes, all of that sweet stuff. The design is quite ugly, but in a somewhat "good and iconic" way. At least the crystal is short. The third save is definitely the hardest out of the first screen saves. Play this enough, and you may get past all the nightmareish stuff... at least until you realize there's a second screen.
Verdict: 8.5/10
I Wanna be the Hades (b):
Again, more piss needle. Diamonds, double corners, triple corners, 16 pixels, double diamonds, bunnyhops, buffed upward plane (though it's piss easy if you can jump cancel), weird gates, even more of that sweet stuff. Each save I'd say will take an average of about 1 hour. Once you get past all that, it's all relatively easy stuff until the final 3 screens of stage 4.
Verdict: 8/10
I Wanna Go the Dotkid! (a):
A dotkid screen, with super repetitive jumps, tight jumps for dotkid hitbox, and funny cherries that spawn more cherries at the top. The needle for the first screen honestly isn't so bad. However, I do find the cherries harder to comprehend than in the second screen. Also, there is one more music change here, which is also a banger. Shooting will deactivate/activate your red circle, so touching the save is all that's required to save. If you can get by with reading the cherries properly and doing the somewhat difficult needle, this first screen will be relatively simple for you. The design is extremely simple, with a black background and default blocks, but I find this to be a good use because you can see your hitbox easier.
Verdict: 8.5/10
I Wanna Go the Dotkid! (b):
Another dotkid screen, this time with water, and twice the cherries! I find the cherries more easier to comprehend because I can just imagine them going up and down instead of constantly down. The needle is quite a spike from the previous, but was manageable after path learning and cycle learning. Some of the later jumps are a little finnicky with the dotkid hitbox, but nothing too much, especially if you're at this point legitimately. Both screens are quite enjoyable overall.
Verdict: 9/10
I Wanna be the Black (a):
The funny sexy Mario and Luigi screen, with kaizo blocks everywhere, and RNG projectiles shooting from some random place on Mario and Luigi. This entire screen is just learning the path and getting lucky. The crystal is at a fairly easy location once you get the good RNG. Overall, not much to say, I'm just intrigued they decided to pick this screen out of every screen in Black.
Verdict: 6.5/10
I Wanna be the Black (b):
Same design, different maze, and also no save so if you fail, you gotta go back to screen 1! This screen is even more of an RNG fest because of the very top. Also not much to say, just gotta get lucky and learn the correct path. Just pray to the Mario and Luigi gods and you'll probably maybe get past these two screens.
Verdict: 6/10
I Wanna be the Maze (a):
Fairly ugly, but classic looking screen. Starts with a bunch of diagonal spam, followed by traps, followed by gate spam. The crystal requires you to do 12 more gates on top of the 9 already required ones. Also remember to shoot the green block thing to activate the trap. Just learn the path, and you'll be well on your way.
Verdict: 5.5/10
I Wanna be the Maze (b):
A completely different styled screen, this time based around the idea of your path slowly disappearing as you go through the maze. There are hidden triggers you need to hit throughout this save everywhere, as well as specific blocks you need to activate (they show you which ones when you get to the end with actually getting to the end). This screen is easy if you take a screenshot of the maze before you do it, and then just using it for reference. Honestly a very easy screen if you take your time.
Verdict: 7/10
I Wanna be the Emperor (a):
Fairly short screen, has a button you need to press that activates a cherry that follows you. Needle is particularly difficult, but is manageable. Design looks like my grandmother's tablecloth. Pretty fun screen overall
Verdict: 8.5/10
I Wanna be the Emperor (b):
Oh boy this mess of a screen. The first save is absolute hell, requiring you to do a slightly nerfed double diamond everytime you fail past that, not to mention there are fake blocks, ass needle gameplay, and a crystal within that save. If you get past that, you are pretty much good to go, as the part where the screen flips isn't too difficult. Also, there is another crystal in the screen after it flips. Note that the part that is 5 blocks high, there is an invisible vine to the right wall. Interesting game design, but it's kinda obvious if you're observant. This is a pretty easy screen once you get past the first save.
Verdict: 7/10
I Wanna be the Emperor (c):
Yes, I'm doing 3 parts since there are technically 3 screens. The third screen is the first screen but flipped upside-down, and is where the second crystal is actually located. This third screen is piss easy. The only hard parts are the corner and the two gates. When you go up back to the starting position, boss rush will start. Boss rush, the biggest roadblock in K3. You will be stuck on this for weeks to months. My experience with the bosses will be written below.
Verdict: 8.5/10
BOSS RUSH: (note: I will be referring to attack names based on their default Deadsplit names)
Let's start with....
Dotkid:
I did this boss first because it was easiest. Most attacks are free besides two of them (red and blue, and outrage). There is quite a decent amount of luck involved with the boss. The layout is just your typical 9 platform layout with black background and default blocks. The first attack is pretty much pattern, stay in the middle can have some cucky RNG sometimes, but it's pretty easy. Three circles is literally free once you know how to do it. Red and blue is our first actually somewhat difficult attack. The cherries can be moving in places that make it near impossible or really hard to dodge, even with dotkid hitbox. Plus, the blue cherries can be moving in such a way that it makes the rainbow burst part of the attack much more difficult than it normally is. "Impossible" is easy as fuck. Gray burst can give some cucky RNG from time to time, but it is a mostly easy attack. Elevating Fruit is literally impossible to die to unless gray burst gave you bad RNG and forced you onto the ground. Triple colour burst can give some really wack RNG, especially into the transition to outrage. Outrage is by far the hardest attack in this boss. Since the bursts of the green cherries are aimed, that aspect is easy to dodge. The purple rings are aimed as well. However, the cyan cherries can give either moderately hard or flat out impossible RNG, and that's where most of the difficulty comes in. You may feel like you have no idea what you're doing and just kinda, "doing" it, which will probably be the most likely scenario. After outrage, you still have final, which is just stay in the bottom left corner and wait in anticipation for the spiral. As long as you don't choke it, dotkid will be a quick fight. Dotkid lasted 16 hours for my playthrough. Overall, a fun boss with a very good song, if you can get over the weird RNG.
Verdict: 8.5/10
Colonel:
I did this boss second. The intro can be weird from time to time, but usually around 2/3 of the time, you'll pass it. The first attack can be kinda weird, especially when it's combined with the orange arrow spirals. This can give some really funky RNG. Dots is actually a super fun attack because the projectiles feel more lenient somehow (at least for me). Green seeds is tricky to read because of the fast slow fast bullets. You'll need to read ahead to know how to dodge them. Blue arrows isn't too bad of an attack. It's mostly just "do I dodge the fast one first or the slow one first". And then curving happened. Easily the hardest attack of the entire boss. The curving starts getting more extreme as you dodge more, and combined with some god awful RNG, this attack can be extremely tricky and in some scenarios, impossible. Final is easily the most stressful as it feels like it's going on forever as your eyes are more focused on everything. It's not the hardset, but it'll definitely feel stressful as hell. Platform is in my opinion, the most scariest part. I personally had a lot of stress coming into this attack... for the first 5 minutes. Do not be afraid to take your time on this attack. I took 20 minutes on this phase just to be ultra safe and not die. Within 5 minutes, I hardly felt anymore stress. It definitely feels very satisfying to beat the boss. And I never got tired of the song looping over and over during platform either, as it's a super good song. The visuals are just default gray blocks with black background. Overall, a super fun boss with some fun attacks and a satisfying end. My total time on this boss is 24 hours.
Verdict: 9/10
Emperor Miku:
I did this boss third. I like to refer to this boss as the Light Mode Boss as it's the only boss in boss rush pre-Influka with a white background. This boss has 6 phases, and you need to shoot Miku 15 times per phase. Pattern is easy once you know the path. Count to 15 is just as it sounds, count to 15. This is because on the 14th shot, you know to just spam her and not worry about the green cherries that aim at you every time you shoot her. This attack lasts for a very long time, and almost feels like a filler. Also, keep in mind there is a crystal here. It is best to get the crystal on this attack. Do not forget about this crystal, or you'll have to do what I need to do and rebeat Miku. Lines is pretty much pattern if you take a general path. The path will vary since the line bursts into random directions. Gray circles is literally just pattern if you do the exact same thing every time. Fruit waves is stressful, just remember to read red before orange, and you'll be good. Final is easily the most stressful and the hardest. Curving cherries, with every 5 shots, getting more dense as you go on. It definitely feels good to beat the boss once you get your shots in. Visually, it's actually a cool concept as the block and Miku sprite hue shifts through the colours of the rainbow, and with each phase, more and more blocks break off and disappear. Also, the song is actually amazing. You'll probably only hear about 5 minutes of the song when playing emperor Miku, so feel free to search up the OG song as it's 8 minutes long. Overall, a super fun boss with some cucky RNG from time to time, and pretty good visuals, minus the white background that makes my eyes bleed if I stare at it for too long. I spent 26 hours on this boss.
Verdict: 8/10
Piano:
I did this boss as my fourth and final boss before Influka. Piano has an infamous legacy of being an absolute cocksucker with the RNG. And during the playthrough, I completely agree with the community. With 54 hours, and 5412 deaths, this boss has stupid amounts of RNG and really hard attacks. Starting with the pre-invert section, early attacks isn't so bad. Spinning attack isn't the worst, the burst can be kinda gay though. Fast attack has some pretty damn fast bullets, so you will need to read them good. Easy stuff is self explanatory, its easy stuff, with only a couple moments for potentially bad RNG. Fountain is completely free until the burst. Those parts of the bossfight aren't the worst, even though I have a 16% success rate to get past that section. Moving on to the next section. Invert isn't so bad, you just need to react or read fast. Circles is easy once you know how to dodge every possible orientation, since there's only like, 6-7 you need to remember. Yellow stream isn't the worst as long as you know what you're reading for and inch your way forward. Triple piano has some pretty fast bullets, you'll need to read them fast. Please has fucking fast bullets, so you will need to read fast. And the spiral attack isn't too bad, until the last couple bullets that are going at the speed of light. Most likely, you'll need to remember some common orientations and just remember what to do when you get it. Slow, is super stressful, and is anticipation city. 45 seconds of slow bullets from every direction, minus a range of up directions. This attack can give you flat out impossible attacks. If you don't have the timer from secret 3, just listen to the high F#'s in the song. The ones that last for 8 beats, or abnormally longer than the rest is the one to listen for, as line happens 3 seconds after that. Speaking of which, line can suck sometimes, especially when the projectiles are in bad locations. Otherwise, just read where the projectiles are, and dedicate your movement to left or right. Red/Blue is easy as long as you read it properly, and the spiral spin thing it does can be cucky from time to time, but just read the red and blue for about 2 seconds, and then focus on the piano's projectiles. Curving can be super hard to read. Just remember cyan bullets curve upwards and green bullets curve downwards. I'm glad they nerfed this in the most recent version of K3. Once they pick up speed, you gotta either react super fast, or read far ahead, as fast curving is hard. Final isn't the most difficult, but there is major stress at that part, and can lead to deaths caused by mega stress. Once the bullets stop and do its final burst, you will be ecstatic that it's finally over. I definitely felt that way. Overall, piss boss with stupid RNG that can go kill itself (I do sometimes replay it just because I still like the boss because it's unique, but I'm not gonna try and beat it again for now).
Verdict: 7/10
And now that boss rush is over, we can now review the best boss in the entire game... (up to this point)
REVIEW PART 2 ON SLICK6969 ACCOUNT!:
[4] Likes
Also, everything will have a verdict of a score between 1-10, 1 being absolute fucking dogshit and 10 being a fucking masterpiece.
Starting with the intro cutscene:
The cutscene is almost technically a rip from 498 tokio, but it has its own flair, with replaced textures and animations. Of course after watching it once, you'll pretty much never watch it again within the hundreds of thousands of hours you may put into this game
Verdict: 9/10
Menu:
The menu is aesthetically pleasing to look at, with striking visuals and sleek font. It definitely feels like a promising game. Pressing F2 will bring you back to the menu (for those newbies that are playing this as their first fangame... for some reason)
Verdict: 10/10
Opening Screens:
The opening screens are like the character quickly going through the previous two games of Kamilia and Kamilia 2, as the flashcards show. Simple stuff, if you die here somehow, don't play this game. It has a good atmosphere to it, and the animation before the actual first screen is top notch.
Verdict: 10/10
STAGE 1:
I Wanna Conquer the Blow Game 1 (a):
The first screen of Kamilia 3, which starts fairly easy, with moving spikes, an F jump, and a half diamond. Nothing too hard unless you are unable to jump less than 2-3 frames. The tile set is nice and is a good screen pick for the first screen. The buffs aren't too unfair. Also the music is a banger, super iconic for me.
Verdict: 8/10
I Wanna Conquer the Blow Game 1 (b).
This screen is easier than the first. Like, there's not much to say about this. It's just a casual screen with some moving spikes here and there.
Verdict: 6.5/10
Giripossible (a):
Tileset is default block textures but gray. Needle isn't the worst, the double diamond looking jump could cause some struggle with newbies, but otherwise, it's basically just a filler casual screen.
Verdict: 5/10
Giripossible (b):
The first screen that has two paths. Taking the left path introduces you to the various crystals hidden within the game. There are 50 crystals in the game, each varying in difficulty. The crystal isn't too hard, it's well done for an introductory crystal. Otherwise, this screen has some simple needle with moving up and down spikes that could mess with some first-timers.
Verdict: 7/10
I Wanna be the Heart (a):
First water screen of K3. Visually doesn't look the best. The cherries aren't the worst if you take your time, and I'm glad the newest version removes the corner in this screen. Crystal is in an extremely easy location. Otherwise, simple screen.
Verdict: 7/10
I Wanna be the Heart (b):
The save is across two screens, which is kinda annoying, but you'll get used to it. The needle isn't too bad, with some cherry cycles that you will need to figure out. The water jumping is slightly tricky for newcomers, and the diamond at the end can be very cucky, but it's a decent screen overall.
Verdict: 7/10
I Wanna Conquer the Blow Game 2 (a):
Heart screen, has a platform skip that I assume most people take, crystal can be annoying to get the trigger every single time, but if you know how to do the screen, then it's a piece of cake. Drop gate is wack sometimes. Tileset is kinda meh for me.
Verdict: 8/10
I Wanna Conquer the Blow Game 2 (b):
This screen has some interesting needle. The final diagonal from the rising platform can be tricky. Also the crystal is game design 100, as you don't actually need to do a million diagonals; amazing job.
Verdict: 8/10
I Wanna be the NCE (a):
This screen has a lot of saves, with a wide range of difficulty for some reason. The first save is piss easy, but then the second screen has two corners in one save, which is a weird difficulty spike. The drop diagonal at the end can be very tricky. Tileset is decent, with a decent background. Overall, strong screen.
Verdict: 6.5/10
I Wanna be the NCE (b):
The NCE screen that I don't usually remember, has quite an amount of diagonals. Be sure you're good at them! The saves aren't too bad in difficulty, and you'll get past them in no time.
Verdict: 6/10
I Wanna Celebrate 100 (a):
A space heaven like screen without the boundary walls. This screen is fairly easy, with one trap, and a super F skip if you're good enough. Crystal is quite obscure, like you'd have no idea the trigger was even there. Tileset is good and background is epic.
Verdict: 8/10
I Wanna Celebrate 100 (b):
A screen with a good amount of skips, and has that brown box thing that activates stuff. As long as you don't choke the final diagonals, and you have a moderate amount of consistency with the beginning drop, you'll be done with this screen in no time.
Verdict: 8/10
I Wanna Conquer the Blow Game 3 (a):
Lots of blow game screens, this screen contains our first secret stage of the game. If you are playing this game for the first time and are not good at doing any needle 70 or above, do not go for this secret. I honestly don't even want the health bar as I'm always used to just not seeing it. The tileset itself is quite basic as it's just black lines and white. The needle is quite fun, with a cucky diagonal at the end. A quite strong and memorable screen.
Verdict: 10/10
I Wanna Possible:
Our first secret stage of the game. This secret definitely has a spike in difficulty with the needle, with some fairly technical jumps, and an upwards plane. Once you get the item, you get infinite jump, and you need to backtrack to save 2. The tileset is basically flashing rainbow, and the background looks like the default background of GD but dark gray. Good screen overall.
Verdict: 9/10
I Wanna Conquer the Blow Game 3 (b):
This screen has some moving spikes, and easy 16 pixels that you can just line up for. As long as you can do diagonals with some ease, and can time your jumps with spike cycles, this screen will be done in no time.
Verdict: 9/10
I Wanna be the Ichor (a):
The screen has some interesting needle and design choices. The tile set is nice, the save barriers look cool, the background looks like a brightened stock image of an electromagnetic explosion. It's actually quite a fun screen.
Verdict: 10/10
I Wanna be the Ichor (b):
Oh boy this screen. The first time I was playing this, the first save had a jump that I was stuck on for a good hour before I got past it. If you know how to do it, it isn't the "worst", but it can be tricky. The rest of the screen is just a bunch of regular needle with some cycle waiting and minorly technical jumps.
Verdict: 8.5/10
I Wanna Enjoy the Game 2 (a):
A spotlight screen, with an unnecessary spotlight as you can still see the spikes anyways :). Does have a funny trap on first save. Quite precise needle compared to the previous screens. Ends with a stupid jump I still get stuck on every once in a while. Tile set is just default but gray, with plain gray background. Spotlight idea is cool though.
Verdict: 7/10
I Wanna Enjoy the Game 2 (b):
Funny screen-wrapping screen. If you know what to do, it's easy. You may need to look up a vid on the path, but the needle is easier than the first. Also has a button you need to shoot. Just remember you need to exit through the middle hole on the floor, anywhere else kills you.
Verdict: 8.5/10
I Wanna be the White & Black (a):
A white and black screen, simple design. Needle starts with up and down spike spam, and then separates into two paths, both of which have small pricks. This screen does have a crystal if you choose to take the harder path.
Verdict: 9/10
I Wanna be the White & Black (b):
Lots of gate jumps, also has a two path split. taking the harder path reveals the infamous Spike Love achievement. Do it if you have the balls to do it. Otherwise, the screen is simple, and you'll be right on your way to the first boss.
Verdict: 9/10
First Boss:
Oh boy, the first boss of the game. Flandre Scarlet. Basically, the screen wrapping orbs can be piss and cause literal impossible situations. The first attack isn't too bad, the giant cherry is easy, Rumia is just pattern with darkness. Crazy spike is piss at first but not too bad once you know how to do it. Mystia Lorelei is pretty much just see through the darkness as it isn't completely dark. Mush Mush's can be absolute assholes. Hat attack is hard as balls for the first boss. Flandre Scarlet Final can be quick if you did enough damage at the start. The song for this boss is also good to listen to, especially for just keying it out into the background. Crime and Punishment is just curving black cherry RNG. I like the song for it though. Otherwise not too bad of a first boss, could've been better.
Verdict: 7/10
OVERAL STAGE VERDICT: 8.5/10
STAGE 2:
I Wanna Vanish Needles!! (a):
Starts out with a homing rainbow flashing ball chasing you as you go through some fairly difficult needle. Block tile set isn't the worst, but the spikes tile set is literally just pink red, pure pink red. Ending trap is easy. Song is also a banger.
Verdict: 7/10
I Wanna Vanish Needles!! (b):
Literally a buff of the previous screen, with two balls instead of one. Also has a quite difficult crystal if you can't do buffed diagonals consistently. Ending trap is funny. Not much to say, these screens aren't too bad, fair memorability.
Verdict: 6/10
I Wanna be the piyopiyo trap (a):
Hey look, it's the funny no save inbetween the first and second screen screen! Drop could be difficult, also has a really easy crystal.
Verdict: 7/10
I Wanna be the piyopiyo trap (b):
No save, don't choke. Screen is shaped like a W, save at the end is unnecessary (if you aren't going for the crystal) speaking of which, the RNG crystal... its a thing that exists. With a 1/4096 chance of getting it every time you enter the blue portal, it can take either 1 minute, or 1 full day. I got kinda lucky with it only taking 2 hours, but be aware that you may need to leave your computer on overnight to get this crystal. Just have something hold the right key and then go take a nap or go to school, and you'll get it soon enough. Memorable crystal overall.
Verdict: 8/10
I Wanna be the Air (a):
Very crimson red screen. Tileset is meh, background is very pixelated. The traps are funny though ngl. Also has a small prick that can be very hard to jump over. Also it has a very funny tree trap. Overall, it's not too bad of a screen.
Verdict: 8.5/10
I Wanna be the Air (b):
Even more traps, personally not as funny as the previous, but it's still fun. Screen is enjoyable.
Verdict: 7.5/10
I Wanna be the Prism (a):
Literally a puzzle screen. This screen ends in like 10 seconds. Crystal literally requires you to have beaten the 4th stage secret to get.
Verdict: 5/10
I Wanna be the Prism (b):
Another puzzle, which to this day, I still don't know how you figure it out. You just kinda wait and then hit the light switch and then the code pops up. Also, if you have arachnophobia, I'd highly recommend you hit the light switch 20 times, I'm sure you'll enjoy it. Overall, kinda boring, the puzzle could've been more "puzzlier"
Verdict: 4/10
I Wanna Buy the Crayon (a):
Epic speed and high jump, second jump is weird to pull off, but should be free once you pass it. Second part has some very weird diagonals that you might be stuck on for a little bit. Tile set isn't too bad. Background is just pixelated shiny particles against a dark blue purple background. Otherwise it isn't the worst screen, kinda memorable.
Verdict: 6.5/10
I Wanna Buy the Crayon (b):
First screen with vines. These vines... can suck massively. High gravity with vines is a wack combination of gimmicks. The low gravity diagonals at the top don't help make this save better either. The second save has some technical vines that may take some practice, but it is otherwise not bad of a screen, though there can be some improvements in the gameplay.
Verdict: 6/10
I Wanna Escape the Silver Tower (a):
This screen is a good spike in difficulty. Diagonal gates into diagonal gates, 16 pixels into gates into 16 pixels, diagonal into trap, you name it. The design is sleek and overall, I like this screen.
Verdict: 9/10
I Wanna Escape the Silver Tower (b):
This screen already starts with an incredibly easy skip so you don't have to do the gate at the beginning. Crystal is in an obscure location, and the crystal itself is back at the beginning. Corners are ass at the second save, but you will be out of it soon enough.
Verdict: 8.5/10
I Wanna Macaron (a):
Screen has our first ledge in the game, this took me hundreds of deaths the first time I went through this. The F jump a couple jumps after is hard as balls, but after that it's easy. Second save has some weird obstacles, but just find a preferable path and you'll be past it easily. The design isn't the worst, with the grate-like blocks and spikes and the gradient background.
Verdict: 8/10
I Wanna Macaron (b):
Save is midair over a spike which means you need to jump every time you die. Kinda annoying, but I respect the idea. The drop diagonal near the end of the first save can be troublesome. Second save has a lot of diagonals, and the ending is kind of bland. Otherwise, it's a fun screen.
Verdict: 7.5/10
I Wanna Payment (a):
This screen contains our second secret stage of the game. I genuinely had a lot more fun with this than I expected to. RNG cherries that spawn at a random location at a fixed time, combined with some fairly decent needle. The design is just default with a pure colour background. The secret obviously requires you to backtrack, and then Needle Satan happened. Overall, super fun screen.
Verdict: 9.5/10
I Wanna Needle Satan:
Oh god, this screen. Starts with some doable jumps, has an ass F jump into ledge and an even more ass awkward drop gate. The double diamond is easy once you get the pattern, upward plane is doable, F jump is awkward, the ledge into corner is really hard, and the drop diagonal near the end is choke city. The bonk double diamond sucks, the super F upward plane sucks, and literally every jump after that is just don't choke. Design is extremely bright, so don't play at a high brightness, less you want your eyes to suffer. Overall, this was actually more fun than I expected it to be, despite having some really hard needle.
Verdict: 9/10
I Wanna Payment (b):
Pulsing growth cherries... yeah, those are a thing. The first save is really easy, but the second save... that damn cherry gate. If you don't know how to do it, you're gonna be stuck on it for god knows how long. Doesn't help that the crystal requires you to do it three times in a row. This screen is just meh, I prefer the previous screen.
Verdict: 7/10
I Wanna Rose Gear (a):
A very dark aqua blue screen with some interesting needle and trap choices. The traps are not the worst to execute every time, but some can be quite tricky. The needle isn't too hard. Crystal location is super easy, with only one additional trap. Block design looks like four overlapped spikes. Spike design is decent. Overall a screen that just kinda flew over my head
Verdict: 6/10
I Wanna Rose Gear (b):
Ah yes, this screen, funny button at the start, kaizo blocks, many super F's and a drop gate. Funny w i d e spike trap, and a super funny secret achievement. A little bit of backtracking near the end, but very fun screen overall.
Verdict: 7/10
I Wanna Magnanimity:
A scrolling screen with some interesting needle and sprites. Spikes on rockets, minecart that you need to follow, big boy bugs that give you bad RNG 90% of the time, etc. Minecart also does the funny flip every once in a while, easy to tell when it does that. Screen does have a couple traps here and there, but once you get past all that, you will arrive at Boss 2. Also don't forget the crystal near the end ;)
Verdict: 8/10
Second Boss:
The second boss, Mr. Shine and Mr. Bright. Lots of RNG with their attack patterns, which could be borderline bullcrap on the first playthrough. This boss basically determines whether you're ready for the RNG aspect of upcoming bosses. Cirno can be really wacky with the RNG, tornado girl isn't too bad, I personally like the attack. Yuyuko is stupid easy, as long as you time the run right just right. Dice can be severely bad if you constantly get 9's. I was lucky during my run to get all 1's. Second phase is just first phase but faster and longer. Once you do enough damage, you get to the transition avoidance. We always scream AAAAAAAAAAAA because 1, the song, and 2, because this boss has some really hard RNG to dodge. The visual is nice, but it can be quite hard to dodge. The song for the transition is a banger. After you survive about 8 bars of cherry hell, you get to second dice roll, so just pray. Then the final phase is just both Mr. Shine and Mr. Bright on the battlefield with the attack speed of the second phase. Once you do enough damage, you hold your breath as the final dice roll determines your fate. The song for this boss is also good for just leaving it as the background noise, and it’s a very good song either way. Otherwise this is a very well made boss with some fun attacks. You'll be relieved you're on stage 3.
Verdict: 9/10
OVERALL STAGE VERDICT: 7.5/10
STAGE 3:
I Wanna be the Starter (a):
Starting off with an odd colour palette, and perhaps some of the worst music in the game, though I personally never cared. There is a hidden trigger off to the right that no one would've looked at unless you've played the original starter (where there was a save there). Also the ledge diamond ledge is pain. Definitely more challenging than the previous 2 saves.
Verdict: 5/10
I Wanna be the Starter (b):
You have to do two more jumps before you get the save. If you die, then back to the diamond jump you go. This screen is particularly easy, unless you're trying to get the crystal. A downwards plane... on the third stage, brilliant. This screen is easy though.
Verdict: 5/10
I Wanna be the QUT (a):
A 16 pixel simulator, definitely and obviously the best design choice! If you're consistent enough at 16 pixels, you'll be fine, but this screen can be piss. Also you can skip 2 16 pixels easily. Design however, is very good. Background can be somewhat distracting, but you'll ignore it soon enough. Overall, design is good, gameplay could be better.
Verdict: 7/10
I Wanna be the QUT (b):
More 16 pixels, christ. Both screens are just getting good at 16 pixels. Second save has some minorly technical jumps, but nothing too much to comprehend. There's not really much else to say really.
Verdict: 6.5/10
I Wanna be the Forehead (a):
A super ugly screen to look at, the block and spike design is atrocious. Blue and red used like this isn't pleasing at all. The gameplay is filled with traps and weird stuff. Learn the traps, and you'll probably be out soon, assuming you can do the somewhat difficult needle in this screen. Also the crystal is piss easy.
Verdict: 3/10
I Wanna be the Forehead (b):
Even more traps, some are funny, some aren't. The needle isn't too hard, minus the corner at the end that can get you a number of times. Just take your time, and you'll never have to look at that atrocity ever again... at least until you need to replay it for the secret boss.
Verdict: 3/10
I Wanna be the Picture (a):
Oh boy this screen, this was a difficulty spike and a half for me. Visually, it doesn't look too bad, but the needle is pretty damn hard. Combine it with traps and you got yourself a hella screen. It's also quite a long screen, especially if you decide to get the secret stage. Perseverance is required to get past this.
Verdict: 6/10
I Wanna be the Contrary:
The third secret stage of K3, and an odd choice too. There are only two screens in Contrary, as it's a mostly avoidance game. My guess is they chose this just to add the antichlorobenzene part in the third boss. Anyways, I haven't actually beaten this screen yet, but I'll judge off my own judgement, so don't take this part of my review for granted. The beginning jumps don't seem to be the worst. The next save has some weird corners, an upwards plane, and some more weird jumps, as well as a 2 frame. Next save has a double drop diagonal with a platform ledge. Then there's some platform tech, weirder jumps, more platform tech. Overall, seems fairly challenging but doable. The block design isn't the worst, and the background image is just lens flare. I'd recommend you just go for the stage 5 secret before doing any of the other secrets and stuff, so that you'll have enough skill to do it quickly.
Verdict: 6.5/10
I Wanna be the Picture (b):
And now we are back to picture. Many traps and fake blocks, some particularly difficult needle, and a pretty much free crystal. Just learn the traps and get gud at needle and it'll be over with. This screen will definitely take a while.
Verdict: 6/10
I Wanna uhuhu Spike 3 (a):
A visually amazing screen, with some pretty damn difficult, but fun needle. First save is kinda long, second save has two inverts. You'll probably be stuck on this screen for a while before getting past it. Also the crystal is pretty much free. Overall, a very nice screen.
Verdict: 9.5/10
I Wanna uhuhu Spike 3 (b):
Starting with some fairly technical jumps, first save isn't so bad. The second save however... my god those three mini spikes at the end. You either need to learn how to jump cancel, or get good at 1 framing. You might be able to clear it in 1 jump, but I'm not sure about it. Once you get past the second save, you're basically free for the next screen.
Verdict: 9/10
I Wanna be the Justice (a):
This screen is literal conveyor hell. I had so much trouble with this screen first time playing because I suck at conveyors, and the needle is quite difficult. First save isn't the worst, second save sucks because of F jump on conveyor. Block design is very green, but the background animation is cool. Once you get past this screen, another screen of conveyor hell awaits you.
Verdict: 6.5/10
I Wanna be the Justice (b):
First save has some piss jumps. The save is short, but the jumps are very difficult. Expect to be stuck on this for a while. Second save is where more conveyors happen. Moving cherries on conveyors, excellent. The first two sections aren't bad, the third is challenging. The crystal is also in a super easy location. Also, don't choke the final jump :)
Verdict: 6/10
I Wanna be the Flower (a):
My god this screen sucks. The block design is bad, the visual is bad. The first save needle is ok, it's just some weird diamonds and gates and funny trap in all four directions. Second save needle sucks. So many hidden triggers, and a small prick gate three times in a row. Final obstacle isn't the worst, as long as you focus on the cycles. Overall, a very tricky screen to get past by.
Verdict: 3/10
I Wanna be the Flower (b):
This screen isn't as hard as the first. However, the water diamond can suck. The corridors near the end have a lot of traps, but it's easy to get past all of them. You can save at a good location at the start so you can just hold left and get past a good amount of obstacles. Otherwise, not too bad of a screen gameplay wise. Gotta emphasize that horrible design.
Verdict: 4/10
I Wanna Hope the End of (a):
A super cool screen with simplistic visuals, and a cool tilting spike gimmick. Super fun to execute the jumps, funny trap at the start. The jumps are fairly tricky, especially with the gimmick. The crystal is in a super easy location. Just keep going at it, and you'll beat it.
Verdict: 10/10
I Wanna Hope the End of (b):
The way harder counterpart of the previous screen. This screen has some really difficult jumps. A diamond, a weird techy drop, and a super hard jump at the end. This screen is a difficulty spike, but it's really just preparing you for the hell of the next two screens...
Verdict: 9.5/10
I Wanna be the RZ (a):
Perhaps the biggest difficulty spike in all of K3. It starts with four really hard and techy jumps. This save can take hours or days. The next save is longer, with some brutal jumps, and a brutal ending jump. This screen can take days or even a week. The visuals are ok. Overall, a brutal screen that could go with slight nerfs.
Verdict: 8/10
I Wanna be the RZ (b):
And now for the first screen but on crack and weed at the same time. The first save is fairly brutal to begin with, with some extremely technical jumps and a fair share of 16 pixels and corners. The second save however... my god I was stuck on that shit for close to 10 hours. Already starts with three diagonals in one jump. No good align jumps. Weird ass corners, and two brutal jumps at the end. This screen is a fucking difficulty spike and a half. Expect to be stuck on this garbage for days to weeks. At least it autosaves as you enter the guy castle, speaking of which.
Verdict: 7/10
The Guy Castle:
The guy castle is an ascension upwards. The visuals are definitely way more stunning than other fangames. The needle isn't the worst. There are some funny traps involving the Boos. The secret achievement isn't the worst to get. The crystal though... requires you to beat most of the guy castle in 1 attempt. There's also the funny jump refresher screen with a diamond and 4 diagonals in a row. This castle has a lot of diagonals in fact. The save gimmick is cool where you basically have to "kill" the saves in order to properly save. If you have the autogun from stage 2 secret, the saves are easy to get. Also the final corner is choke city. Once you exit, the floor will do a funny, and the stage 3 boss will begin
Verdict: 9/10
Third Boss:
The third boss is The Guy in it's super big, head in smashed window phase. The first attack isn't so bad, with a couple times where RNG won't line up. The next attack is basically free, which is concerning since the enemy that pops up is from RZ. The screen flip part is all pattern, so it's easy to read. Kracko is also pattern, so it's easy. Next shooting phase isn't too bad, but the rogue spike can lead to some finnicky situations. The reverse controls can be funky on first playthrough, but it's manageable since scythe is mostly pattern, with only RNG applying to the height it starts at. Sieo can have some weird RNG at times, but it's manageable. The screen shaking is quite violent though, and it can disorientate you quite easily. After that you got the best part of the boss, Antichlorobenzene. Flower part is easy, Contrary part is not. You gotta learn the path, and make sure that you are exact, as being slightly off can cause a butterfly effect. The transition song is an absolute banger. After that, you got super easy RZ attack, a Kracko attack where you can either do it normally or go over the fire, and then final attack, which is very easily chokeable. Also, just make sure you know how to live the choke gun at the very end, because it would suck if you choked that. Overall, a very aesthetically pleasing boss with excellent music choices and great design and attack choices. Now we begin with Stage 4.
Verdict: 9/10
OVERALL STAGE VERDICT: 7.5/10
STAGE 4:
I Wanna Sunspike (a):
And now we begin with a ridiculously huge difficulty spike. The jumps in sunspike are ridiculous to get past. Double corners, bonk double diamonds, etc. At least the song is a banger. I just wish the needle could be better, because the visuals are stunning and are a great introductory to stage 4. If you can get by with the ridiculously hard needle, it's not too bad of a screen.
Verdict: 7.5/10
I Wanna Sunspike (b):
Another sunspike screen with ridiculous needle. This time with a double corner, and a double diagonal, both of which are piss. The crystal is located on the right path, so if you're used to taking the left path, you are at a bit of a disadvantage. The block design also changes from a dimmed flashing neon line style, to a white outline, which is a little strange, but I don't mind. It also doesn't help that there is an invisible trigger in the middle of the screen, which seems to do absolutely nothing but is completely necessary. Otherwise a very hard screen to get by, and will be quite annoying.
Verdict: 7/10
I Wanna be the Azure (a):
This first screen is ridiculously easy. You could replace Azure with RZ and it would fit better. The only semi hard thing about this screen are the final jumps, which could mess with some players who haven't dealt with slopes. You will be done with this screen in less than an hour. The design is kinda meh, but it isn't absurdly bad either. The spikes are cool though.
Verdict: 6/10
I Wanna be the Azure (b):
This screen is a little harder, but it's still way too easy compared to the hell of sunspike. The only potentially hard part is the F jump near the end, but it's quite simple, and you'll be done with this screen in less than 2 hours.
Verdict: 6.5/10
I Wanna Enjoy the Excursion (a):
An interesting screen where your player speed is boosted up and there are gravity changes that luckily don't invert your controls. Personally, the first save is the hardest, everything else is fairly doable. As long as you get used to the speed of the player, you'll get this screen over with. The design looks like the inside of an insane asylum, but it's cool to look at.
Verdict: 8/10
I Wanna Enjoy the Excursion (b):
The funny bubble kid part of the game. The kid has momentum physics when you move, so the first half is somewhat challenging. Once you get past that though, the second half is practically free, as long as you take your time. Overall, not bad of a screen, can get boring during the second half, first half will keep you on your toes.
Verdict: 9.5/10
I Wanna Be the Tempest:
A downwards freescroll screen, with some hectic needle. Remember to jump when you spawn in the water, and don't miss the crystal trigger if you're going for that for some reason. The visuals are somewhat odd for my liking, and the needle is pretty damn hard. Awkward diagonals, cycle waiting, technical jumps, etc. Tempest is also home to a super piss fruit save. Tempest will require a good amount of trial and error, pattern learning, and consistency to get past. The final drop is pretty epic to do though. Also, tempest has a music change, which is also quite iconic to me, and is a banger. Overall, piss screen, but feels satisfying to get past.
Verdict: 7.5/10
I Wanna be the Butterfly (a):
A lane of water scrolling up and down, pretty creative ngl. I actually really like the needle in this first screen, it's quite fun. Visually, looks pretty good, needle is kinda difficult, but I got it done reasonably fast. Overall a very good screen. The secret path will add a lot more needle to the save, but it's fairly doable.
Verdict: 8/10
I Wanna be the TAS:
The 4th secret, and personally the 2nd hardest one. Starts off with a steak ledge, brilliant. A corner, and more ledges. First save isn't too bad, second save is easy, third is a double diamond, a weird corner, and a TAS drop into a drop diamond (what), easily hardest save in the secret. Fourth save has that weird upwards plane and then uninteresting jumps. Fifth save is just tiring for your fingers. Design is just basic default blocks. Overall pretty fun, besides the TAS drop.
Verdict: 8.5/10
I Wanna be the Butterfly (b):
This screen is wayyy harder than the previous. It is super long, and the cherry in the center can be a massive cuck fest, especially during blue phase. As long as you know your path, and don't choke the final drop gate, you will beat this soon, but it is quite annoying.
Verdict: 7/10
I Wanna be the Hades (a):
This screen has some very short saves. However, to compensate, the needle is piss hard. Ledges onto ledges, super F corners, bonk double inverts, a buffed ledge, one jump diamonds, upward planes, all of that sweet stuff. The design is quite ugly, but in a somewhat "good and iconic" way. At least the crystal is short. The third save is definitely the hardest out of the first screen saves. Play this enough, and you may get past all the nightmareish stuff... at least until you realize there's a second screen.
Verdict: 8.5/10
I Wanna be the Hades (b):
Again, more piss needle. Diamonds, double corners, triple corners, 16 pixels, double diamonds, bunnyhops, buffed upward plane (though it's piss easy if you can jump cancel), weird gates, even more of that sweet stuff. Each save I'd say will take an average of about 1 hour. Once you get past all that, it's all relatively easy stuff until the final 3 screens of stage 4.
Verdict: 8/10
I Wanna Go the Dotkid! (a):
A dotkid screen, with super repetitive jumps, tight jumps for dotkid hitbox, and funny cherries that spawn more cherries at the top. The needle for the first screen honestly isn't so bad. However, I do find the cherries harder to comprehend than in the second screen. Also, there is one more music change here, which is also a banger. Shooting will deactivate/activate your red circle, so touching the save is all that's required to save. If you can get by with reading the cherries properly and doing the somewhat difficult needle, this first screen will be relatively simple for you. The design is extremely simple, with a black background and default blocks, but I find this to be a good use because you can see your hitbox easier.
Verdict: 8.5/10
I Wanna Go the Dotkid! (b):
Another dotkid screen, this time with water, and twice the cherries! I find the cherries more easier to comprehend because I can just imagine them going up and down instead of constantly down. The needle is quite a spike from the previous, but was manageable after path learning and cycle learning. Some of the later jumps are a little finnicky with the dotkid hitbox, but nothing too much, especially if you're at this point legitimately. Both screens are quite enjoyable overall.
Verdict: 9/10
I Wanna be the Black (a):
The funny sexy Mario and Luigi screen, with kaizo blocks everywhere, and RNG projectiles shooting from some random place on Mario and Luigi. This entire screen is just learning the path and getting lucky. The crystal is at a fairly easy location once you get the good RNG. Overall, not much to say, I'm just intrigued they decided to pick this screen out of every screen in Black.
Verdict: 6.5/10
I Wanna be the Black (b):
Same design, different maze, and also no save so if you fail, you gotta go back to screen 1! This screen is even more of an RNG fest because of the very top. Also not much to say, just gotta get lucky and learn the correct path. Just pray to the Mario and Luigi gods and you'll probably maybe get past these two screens.
Verdict: 6/10
I Wanna be the Maze (a):
Fairly ugly, but classic looking screen. Starts with a bunch of diagonal spam, followed by traps, followed by gate spam. The crystal requires you to do 12 more gates on top of the 9 already required ones. Also remember to shoot the green block thing to activate the trap. Just learn the path, and you'll be well on your way.
Verdict: 5.5/10
I Wanna be the Maze (b):
A completely different styled screen, this time based around the idea of your path slowly disappearing as you go through the maze. There are hidden triggers you need to hit throughout this save everywhere, as well as specific blocks you need to activate (they show you which ones when you get to the end with actually getting to the end). This screen is easy if you take a screenshot of the maze before you do it, and then just using it for reference. Honestly a very easy screen if you take your time.
Verdict: 7/10
I Wanna be the Emperor (a):
Fairly short screen, has a button you need to press that activates a cherry that follows you. Needle is particularly difficult, but is manageable. Design looks like my grandmother's tablecloth. Pretty fun screen overall
Verdict: 8.5/10
I Wanna be the Emperor (b):
Oh boy this mess of a screen. The first save is absolute hell, requiring you to do a slightly nerfed double diamond everytime you fail past that, not to mention there are fake blocks, ass needle gameplay, and a crystal within that save. If you get past that, you are pretty much good to go, as the part where the screen flips isn't too difficult. Also, there is another crystal in the screen after it flips. Note that the part that is 5 blocks high, there is an invisible vine to the right wall. Interesting game design, but it's kinda obvious if you're observant. This is a pretty easy screen once you get past the first save.
Verdict: 7/10
I Wanna be the Emperor (c):
Yes, I'm doing 3 parts since there are technically 3 screens. The third screen is the first screen but flipped upside-down, and is where the second crystal is actually located. This third screen is piss easy. The only hard parts are the corner and the two gates. When you go up back to the starting position, boss rush will start. Boss rush, the biggest roadblock in K3. You will be stuck on this for weeks to months. My experience with the bosses will be written below.
Verdict: 8.5/10
BOSS RUSH: (note: I will be referring to attack names based on their default Deadsplit names)
Let's start with....
Dotkid:
I did this boss first because it was easiest. Most attacks are free besides two of them (red and blue, and outrage). There is quite a decent amount of luck involved with the boss. The layout is just your typical 9 platform layout with black background and default blocks. The first attack is pretty much pattern, stay in the middle can have some cucky RNG sometimes, but it's pretty easy. Three circles is literally free once you know how to do it. Red and blue is our first actually somewhat difficult attack. The cherries can be moving in places that make it near impossible or really hard to dodge, even with dotkid hitbox. Plus, the blue cherries can be moving in such a way that it makes the rainbow burst part of the attack much more difficult than it normally is. "Impossible" is easy as fuck. Gray burst can give some cucky RNG from time to time, but it is a mostly easy attack. Elevating Fruit is literally impossible to die to unless gray burst gave you bad RNG and forced you onto the ground. Triple colour burst can give some really wack RNG, especially into the transition to outrage. Outrage is by far the hardest attack in this boss. Since the bursts of the green cherries are aimed, that aspect is easy to dodge. The purple rings are aimed as well. However, the cyan cherries can give either moderately hard or flat out impossible RNG, and that's where most of the difficulty comes in. You may feel like you have no idea what you're doing and just kinda, "doing" it, which will probably be the most likely scenario. After outrage, you still have final, which is just stay in the bottom left corner and wait in anticipation for the spiral. As long as you don't choke it, dotkid will be a quick fight. Dotkid lasted 16 hours for my playthrough. Overall, a fun boss with a very good song, if you can get over the weird RNG.
Verdict: 8.5/10
Colonel:
I did this boss second. The intro can be weird from time to time, but usually around 2/3 of the time, you'll pass it. The first attack can be kinda weird, especially when it's combined with the orange arrow spirals. This can give some really funky RNG. Dots is actually a super fun attack because the projectiles feel more lenient somehow (at least for me). Green seeds is tricky to read because of the fast slow fast bullets. You'll need to read ahead to know how to dodge them. Blue arrows isn't too bad of an attack. It's mostly just "do I dodge the fast one first or the slow one first". And then curving happened. Easily the hardest attack of the entire boss. The curving starts getting more extreme as you dodge more, and combined with some god awful RNG, this attack can be extremely tricky and in some scenarios, impossible. Final is easily the most stressful as it feels like it's going on forever as your eyes are more focused on everything. It's not the hardset, but it'll definitely feel stressful as hell. Platform is in my opinion, the most scariest part. I personally had a lot of stress coming into this attack... for the first 5 minutes. Do not be afraid to take your time on this attack. I took 20 minutes on this phase just to be ultra safe and not die. Within 5 minutes, I hardly felt anymore stress. It definitely feels very satisfying to beat the boss. And I never got tired of the song looping over and over during platform either, as it's a super good song. The visuals are just default gray blocks with black background. Overall, a super fun boss with some fun attacks and a satisfying end. My total time on this boss is 24 hours.
Verdict: 9/10
Emperor Miku:
I did this boss third. I like to refer to this boss as the Light Mode Boss as it's the only boss in boss rush pre-Influka with a white background. This boss has 6 phases, and you need to shoot Miku 15 times per phase. Pattern is easy once you know the path. Count to 15 is just as it sounds, count to 15. This is because on the 14th shot, you know to just spam her and not worry about the green cherries that aim at you every time you shoot her. This attack lasts for a very long time, and almost feels like a filler. Also, keep in mind there is a crystal here. It is best to get the crystal on this attack. Do not forget about this crystal, or you'll have to do what I need to do and rebeat Miku. Lines is pretty much pattern if you take a general path. The path will vary since the line bursts into random directions. Gray circles is literally just pattern if you do the exact same thing every time. Fruit waves is stressful, just remember to read red before orange, and you'll be good. Final is easily the most stressful and the hardest. Curving cherries, with every 5 shots, getting more dense as you go on. It definitely feels good to beat the boss once you get your shots in. Visually, it's actually a cool concept as the block and Miku sprite hue shifts through the colours of the rainbow, and with each phase, more and more blocks break off and disappear. Also, the song is actually amazing. You'll probably only hear about 5 minutes of the song when playing emperor Miku, so feel free to search up the OG song as it's 8 minutes long. Overall, a super fun boss with some cucky RNG from time to time, and pretty good visuals, minus the white background that makes my eyes bleed if I stare at it for too long. I spent 26 hours on this boss.
Verdict: 8/10
Piano:
I did this boss as my fourth and final boss before Influka. Piano has an infamous legacy of being an absolute cocksucker with the RNG. And during the playthrough, I completely agree with the community. With 54 hours, and 5412 deaths, this boss has stupid amounts of RNG and really hard attacks. Starting with the pre-invert section, early attacks isn't so bad. Spinning attack isn't the worst, the burst can be kinda gay though. Fast attack has some pretty damn fast bullets, so you will need to read them good. Easy stuff is self explanatory, its easy stuff, with only a couple moments for potentially bad RNG. Fountain is completely free until the burst. Those parts of the bossfight aren't the worst, even though I have a 16% success rate to get past that section. Moving on to the next section. Invert isn't so bad, you just need to react or read fast. Circles is easy once you know how to dodge every possible orientation, since there's only like, 6-7 you need to remember. Yellow stream isn't the worst as long as you know what you're reading for and inch your way forward. Triple piano has some pretty fast bullets, you'll need to read them fast. Please has fucking fast bullets, so you will need to read fast. And the spiral attack isn't too bad, until the last couple bullets that are going at the speed of light. Most likely, you'll need to remember some common orientations and just remember what to do when you get it. Slow, is super stressful, and is anticipation city. 45 seconds of slow bullets from every direction, minus a range of up directions. This attack can give you flat out impossible attacks. If you don't have the timer from secret 3, just listen to the high F#'s in the song. The ones that last for 8 beats, or abnormally longer than the rest is the one to listen for, as line happens 3 seconds after that. Speaking of which, line can suck sometimes, especially when the projectiles are in bad locations. Otherwise, just read where the projectiles are, and dedicate your movement to left or right. Red/Blue is easy as long as you read it properly, and the spiral spin thing it does can be cucky from time to time, but just read the red and blue for about 2 seconds, and then focus on the piano's projectiles. Curving can be super hard to read. Just remember cyan bullets curve upwards and green bullets curve downwards. I'm glad they nerfed this in the most recent version of K3. Once they pick up speed, you gotta either react super fast, or read far ahead, as fast curving is hard. Final isn't the most difficult, but there is major stress at that part, and can lead to deaths caused by mega stress. Once the bullets stop and do its final burst, you will be ecstatic that it's finally over. I definitely felt that way. Overall, piss boss with stupid RNG that can go kill itself (I do sometimes replay it just because I still like the boss because it's unique, but I'm not gonna try and beat it again for now).
Verdict: 7/10
And now that boss rush is over, we can now review the best boss in the entire game... (up to this point)
REVIEW PART 2 ON SLICK6969 ACCOUNT!:
Rating: 7.0 70
Difficulty: 93 93
Oct 7, 2020
Slick696969
For: I wanna Antichloroexcoloneldotkidcyberpiano
For: I wanna Antichloroexcoloneldotkidcyberpiano
Amazing piece of art
[0] Likes
Rating: 6.9 69
Difficulty: 15 15
Oct 1, 2020
Slick696969
For: I wanna Melanzana
For: I wanna Melanzana
Currently 1:03 into the boss, fun avoidance with excellent visuals that look amazing at every point
[0] Likes
Rating: 9.5 95
Difficulty: 98 98
Oct 1, 2020
Slick696969
For: I Wanna Be The Mindweaver
For: I Wanna Be The Mindweaver
Interesting game
divorce papers lol
[0] Likes
divorce papers lol
Rating: 5.0 50
Difficulty: 55 55
Oct 1, 2020
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