...Until the last attack sequence, anyway. The corridor phase is simply a huge middle finger to the player. There's simply no way to react to some of the attacks in that phase, and getting walled is incredibly easy. You also have to rush through the corridor because if you are too slow, the floor will disappear, and then it doesn't really matter if you managed to dodge every single projectile, you're dead anyway. Blech. After a couple deaths in the end, the fight stops being fun. With each wall in the first attacks that you didn't care for when you started playing because they were kinda rare, with each death to an unfair RNG attack that you also didn't care for when you started playing because MOST attacks were actually fair, even with each death that was actually your fault, and mainly, with each death in the corridor phase, the game looks more and more like a chore.
The corridor phase is the last attack sequence. For a game of this difficulty, having the hardest attacks at the end of the fight is even worse than it is normally, and it's already bad normally anyway. I simply can't wrap my head around it.
...I almost liked it. I can't really bring myself to personally recommend it, but most people who played it liked it, so maybe you should give it a go? I don't really know. It has only one main flaw, but it's such a critical flaw that I don't really think it can be overlooked.
nice challenge for people who already have experience in avoidance
Perhaps the best barrage I've played and will ever play. At first download, getting past intro + red and blue was a complete struggle; the speed of the bullets was overwhelming for a player new to fangames. However, with time I grew to love the speed, it helped immensely for my reading skills. 4 orbs was great for pulling off precise dodges as well as helping me read intersecting bullets which I had a major problem with. "Bottom bass" or blue spiral attack was probably my favorite; moving through bullets and dodging into space felt amazing with this attack. "Freeze" or 2D sphere definitely annoyed me as I had no idea how to read it, but with the experience I gained over time, it became free.
The only attack I had a genuine problem with was scatter (attack before red rain). No matter how long I played this fight, I've always had disdain for this attack. RNG was bad most of the time and I honestly always felt lucky passing it, which no player should have to feel like doing an attack.
Red and Blue rain were easy enough, nothing special. Deaths still occurred, but realistically once you get used to the screen distortion, it should become free along with blue rings. Yellow and green are a bit harder, but much better than red and blue at the beginning. Dodging on the right is a bit strange for newer players, but again enough attempts and you'll get used to it. Finally, final blue, red and final. Final blue is one of the hardest attacks to get used to since it's so far into the fight; its movement is very strange and its speed can overwhelm players new to the attack. Final Red pretty much requires the player to be on the right side of the screen, nothing else to it.
Final. The hardest attack for sure. BOM is okay for those who can read and react, but what makes it hard is its tendency to be impossible based on your position. Final stretch can be hard to move in since you feel much faster at first then suddenly slow down for final two explosions. After that, book it to the right and whadya know you've cleared Tear it. PogChamp //
SourPls nice song SourPls
Kreygasm amazing design choices, especially final Kreygasm
PogChamp looked great as well PogChamp
Excellent game. One I will always cherish for making me so much better as a player. Thank you Lily and Daburyu <3. Would highly recommend to anyone looking for a great 1st barrage. Other than that, try your best to suppress your anticipation to play this to make sure you don't make the same mistake I did 9 months ago.