17 Reviews:
WayToGoMan
This is the avoidance i have cleared to get back to i wanna be the guy fangames.
It was very difficult and frustrating, but this comes from my lack of skill.
A lot of pattern attacks mixed with RNG.
Worst part is the last attack. It's a complete RNG troll i thankfully only died to once.
If you want a challenge play this game.
Time: 11 hours
[2] Likes
It was very difficult and frustrating, but this comes from my lack of skill.
A lot of pattern attacks mixed with RNG.
Worst part is the last attack. It's a complete RNG troll i thankfully only died to once.
If you want a challenge play this game.
Time: 11 hours
Rating: 9.0 90
Difficulty: 85 85
Aug 15, 2017
Xplayerlol
Really fun and really difficult medium-length (3 min) avoidance that blends equal amounts of RNG and patterns. Between the upbeat song and the colorful visuals, it creates a playful, light-hearted mood enhanced by simplistic attacks that aren’t overly dense or fast, but definitely are challenging.
The creativity is shown in the very nature of the fight. The attacks themselves do not look super unique, but they often feel unique in the way they play out. Whether it’s by combining two attacks in one, by adding awkward transitions, by creating elaborate patterns out of simple attacks or by adding minor effects, the fight always feels like a spectacle. Many avoidance makers feel overly preoccupied with how an avoidance looks to the viewer, ignoring how it feels to the player. Denparadigm has no such concern. It appeals to both.
My favorite attack in the whole game is the Sunny Rain pattern, which starts out with a sun and rain (made of cherries) but keeps get more abstract as it goes on. However, I should note that the rest of the fight is visually much more mundane (Though the final pattern is also a sight to behold).
Denparadigm’s main selling point is definitely gameplay. It’s by far the comfiest avoidance I have ever played. The fight can be divided into five main segments of intense action, with small breaks in the form of calmer attacks between each segment. Every time you feel like you need to rest, the game provides you with a couple seconds to recompose yourself.
But it goes even beyond that. Every attack has its own peculiarity that makes it hard to forget (Even at the end of your grind), while still not demanding a lot from the player. The result is an engaging fight where no attack feels like a complete waste of time, but no attack should prevent you from concentrating on your current roadblock either.
I believe avoidance players use the term ‘flow’ to describe these characteristics. Denparadigm flows very well, from the beginning to the very end. On top of all that, the difficulty balance is very respectable. Walls are incredibly rare, if at all present, and the first attack is a good indicator of the difficulty of the others.
There’s one caveat. I originally intended to beat this avoidance blind, but ended up giving up during the last chorus. Learning the last pattern sequence on your own is not very fun. There are SO many reasonable-looking possibilities, but only a handful of them work. If you are the type that likes to create your own strats for pattern avoidances, beware. Unless you are Plynq, I guess, in which case you can come up with this instead: https://youtu.be/eMZn-vb2P-Q?t=151
Come to think of it, it’s also pretty neat how you can come up with your own solutions to survive certain pattern sections, but this aspect is a little limited so I wouldn’t call it a highlight.
Actually, there are two caveats. The final attack is a luck check. In terms of luck checks, it’s not that bad - it only lasts two seconds and skill does not play much of a role, so you can turn your brain off with no stress. However, luck checks are pretty much the laziest way of giving your avoidance a grand finale, so I can’t really defend this.
There might be three caveats? I don’t think this is a good pick for newer players to increase their skill level. The more often you die to the intro, the worse your experience is likely to become - because there’s a lot of patterns to learn, you don’t want to waste attempts on RNG. 2020 me was unable to make it through the rain(intro), he can confirm. I’d rather recommend this as a peaceful grind to experienced players.
With that being said, I really like this avoidance. It’s pretty great for how simple it looks. Highly recommended (to experienced players).
The creativity is shown in the very nature of the fight. The attacks themselves do not look super unique, but they often feel unique in the way they play out. Whether it’s by combining two attacks in one, by adding awkward transitions, by creating elaborate patterns out of simple attacks or by adding minor effects, the fight always feels like a spectacle. Many avoidance makers feel overly preoccupied with how an avoidance looks to the viewer, ignoring how it feels to the player. Denparadigm has no such concern. It appeals to both.
My favorite attack in the whole game is the Sunny Rain pattern, which starts out with a sun and rain (made of cherries) but keeps get more abstract as it goes on. However, I should note that the rest of the fight is visually much more mundane (Though the final pattern is also a sight to behold).
Denparadigm’s main selling point is definitely gameplay. It’s by far the comfiest avoidance I have ever played. The fight can be divided into five main segments of intense action, with small breaks in the form of calmer attacks between each segment. Every time you feel like you need to rest, the game provides you with a couple seconds to recompose yourself.
But it goes even beyond that. Every attack has its own peculiarity that makes it hard to forget (Even at the end of your grind), while still not demanding a lot from the player. The result is an engaging fight where no attack feels like a complete waste of time, but no attack should prevent you from concentrating on your current roadblock either.
I believe avoidance players use the term ‘flow’ to describe these characteristics. Denparadigm flows very well, from the beginning to the very end. On top of all that, the difficulty balance is very respectable. Walls are incredibly rare, if at all present, and the first attack is a good indicator of the difficulty of the others.
There’s one caveat. I originally intended to beat this avoidance blind, but ended up giving up during the last chorus. Learning the last pattern sequence on your own is not very fun. There are SO many reasonable-looking possibilities, but only a handful of them work. If you are the type that likes to create your own strats for pattern avoidances, beware. Unless you are Plynq, I guess, in which case you can come up with this instead: https://youtu.be/eMZn-vb2P-Q?t=151
Come to think of it, it’s also pretty neat how you can come up with your own solutions to survive certain pattern sections, but this aspect is a little limited so I wouldn’t call it a highlight.
Actually, there are two caveats. The final attack is a luck check. In terms of luck checks, it’s not that bad - it only lasts two seconds and skill does not play much of a role, so you can turn your brain off with no stress. However, luck checks are pretty much the laziest way of giving your avoidance a grand finale, so I can’t really defend this.
There might be three caveats? I don’t think this is a good pick for newer players to increase their skill level. The more often you die to the intro, the worse your experience is likely to become - because there’s a lot of patterns to learn, you don’t want to waste attempts on RNG. 2020 me was unable to make it through the rain(intro), he can confirm. I’d rather recommend this as a peaceful grind to experienced players.
With that being said, I really like this avoidance. It’s pretty great for how simple it looks. Highly recommended (to experienced players).
Tagged as: Avoidance
[1] Like
Rating: 9.0 90
Difficulty: 82 82
Sep 19, 2022
Riot3_1_2_1
Very good RNG avoidance! Too bad Tokoroten doesn't do lumo-like avoidances anymore.
Tagged as: Avoidance
[0] Likes
Rating: 9.0 90
Difficulty: 85 85
Dec 28, 2022
gourdladle
3 hours for this avoidance,really fun games!
It could be better if the last attack is not so luck-based
[0] Likes
It could be better if the last attack is not so luck-based
Rating: 7.8 78
Difficulty: 75 75
Nov 27, 2020