I Wanna Kill The Kamilia 2

Creators: Kamilia, Influcca

Average Rating
8.0 / 10
Average Difficulty
80.5 / 100
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Tags:

Adventure (2) Needle (13) Avoidance (10) Trap (4) Gimmick (3) Medley (33) Boss (14) Long (16) BossRush (9) Destination (2) Difficult (1) BigKid (1) Kamilia (7) Legend (1) Rush (1)

Screenshots

  • by GaspacoZanis
  • by ArtismExpert
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  • by TheDolphiner
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  • by GaspacoZanis
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115 Reviews:

star0z228
hard

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[1] Like
Rating: 10.0 100       Difficulty: 93 93
Sep 5, 2015
Mattisticus
I love this game. It is very challenging but not unfair. I highly recommend it!

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[1] Like
Rating: 10.0 100       Difficulty: 85 85
Feb 9, 2015
TheMathGuy
I may have wrote a long review, just to accidentally close the window and lose it all, but the main precursors before this review are to know that this was my first experience with difficult bosses. Nang was my only other clear at the time, and I wanted to eventually play k3, so I decided to try this first. I did quit near the end though, so this is my experience up until then.pr

I never learned the intro room for a long time until I finally learned vines, sometime near the end of stage 3. I never figured out vines until then, but it is a decent way to filter out beginners who shouldn't really touch the game right away until they learned the basics.

Stage 1 and the boss were really simple. They weren't too challenging, and the boss wasn't too hard to learn, only having 1 kind of difficult attack, but its shortness made it easier to learn and get past.

Stage 2 stepped everything up in difficulty slightly more than stage 1, but nothing too noticable. I found the needle to be harder, yet more enjoyable in return, having more unique and interesting concepts such as the greeeen stage. The boss was a bit of a step down for me, being largely uninteresting for the most part, with flandre being the most difficult part to learn, which was near the end. Thankfully it was also pretty short, and the end was maybe too simple, but it was a decent second boss, if only being slightly harder than the first.

Stage 3 needle becomes longer and slightly harder again, which was felt gradual and a nice step up. The final room did force me to learn how to actually use vines, and IWM vines aren't the same, so that made it slightly harder to understand. The boss was noticably harder than the other 2 for me. It wasn't a huge step up, but it definitely felt more significant and introduced harder gameplay in a nice gradual way to learn, introducing shooting, a unique mechanic that pulls the player, and learning patterns, in the intro and all else. The god attack was something thought that I never understood well, with videos usually killing the boss before they even reached it. This did make me think it was meant to be impossible, as it is hard to understand what to do at that point if you've never seen an attack like it before. Probably my favorite boss that I played.

Stage 4 was noticably harder, in needle and especially in the boss. The needle was "quirky", such as phantom having the most eye-bleeding level design I'd seen, a seemingly guess the path room, and other interesting ideas such as the dual kid and moving objects made this a more polarizing stage, with the uniqueness and quality between the stages. The boss though, was one of the worst bosses I'd ever played. It starts with an interesting concept, which it unforunately keeps for nearly the entire boss, which simply should not have lasted that long. I did use clear videos, so learning the avoidance wasn't a problem. The ending countdown was simply horrible though. Easily the hardest part by far, and after 2 minutes of some of the most boring gameplay, made the sharp contrast simply hard to really comprehend. The falling birds that could easily turn in the sky, along with the rising lava you have to keep a look for and the kid attack that had a lot of projectiles made this experience miserable to say the least.

Stage 5 needle didn't feel significantly harder, although it had much harder single stages, such as PYF and much longer and tiring stages, such as rainbow miku. The boss unforunately follows the steps of its predecessor. The first phase was enjoyable, and felt much more natural and interesting, having some difficult attacks but nothing too bad. The second phase was also decently balanced, until we get to the avoidance. The avoidance was fine for the most part except for that ending. The ending cherry circle bursts or whatever you would like to call it was just awful, and felt impossible to learn. Ten of my twelve hours were spent simply learning this section once. I did the ending skip, but I died to it twice, but I thankfully was able to learn it, even without a practice tool of sorts.

Stage 6 steps everything up in difficulty once again. The needle is much tighter, and it makes a statement in its very first room. This was fun, but it follows it up with one of the worst rooms I've played, in dotkid. No indicator of your character, along with the constantly moving apples made this simply one of the worst things to look at. All of the jumps were just patterns repeated, and timed with the same idea, so it wasn't much more interesting to play either. The other rooms are all unique in their own way, which was pretty enjoyable until the final room. The last room was another pattern/timing room with the same repeating gameplay, with the difficulty just really coming from endurance. It was simply tiring, and easily my least favorite needle in the whole game.

Destination is the first boss I played in boss rush. I had to quit playing this boss at first, because of how much I really disliked it. I enjoyed playing it at first, and being able to experience all 4 attacks made it seem reasonable with needing practice. However, the yellow attack was simply much harder than the rest, and repeating the same 4 attacks for 3 minutes isn't exactly enticing. The yellow attack also made all of the other attacks harder to start with, because the apples didn't disappear, along with the apples moving up and down, resulting in bounces that would be physically possible without. I was able to do it after 20 hours and 3 final phase attempts, but its hard to say that I really enjoyed it, although it was my 2nd favorite boss.

Nue was the next boss I beat. She was definitely the easiest boss of the 4, and I reached the final phase during my breaks with destination. The pattern at the end was definitely my least favorite part, as it felt as if I had to watch a video in order to understand. The attacks were definitely my favorite to play and dodge, as they never lasted too long, and the following attacks were always interesting in some way without many ways to wall. This was a great boss after destination to improve my mental a bit after destination.

Crimson was the following boss I played. I didn't enjoy this boss much either, mainly for the same reasons as destination. It was very long and quite tiring to play, waiting for the right guy to come so you could shoot, along with it being much easier to get walled, especially in the water phase. I don't remember much else other than this, but it was just really tiring, although I did enjoy it more than the last boss.

Gravityman, the most technically difficult boss, although I found destination harder overall. I used tape to find the safe spots from the fire, but this boss is the definition of pattern, especially early on. It's easy to get the shooting pattern down after enough, but it definitely got boring, especially after reaching the last phase for the first time. The first 3 phases were fun to play at first, but since the last phase was the hardest, they just got tiring to play, especially when I missed a tape marking or just missed a shot and had to wait for the whole cycle to repeat, just to miss it and do it again. Phase 4 was the main cause of pain for me. It definitely was the hardest, and the most rng dependent of them all, and it was just really hard to read. I think I found it slightly enjoyable, but the long time spent to reach this point just made it more tiring and annoying to play.

Lastly is big kid, which is where I gave up. I despised playing this boss, being both long, the same patterns over and over, and just the worst to really play. I was extremely bored playing this boss, and the bouncing apple could easily just screw you over, especially if you forget which one it was at points. Two apples that spawned in the wrong place would just kill you, especially with the lack of a double jump. This boss truly broke me and any chance of me finishing the game, which practically forced me to play k3. I spent maybe 10 hours before giving up, but this is still my 2nd least favorite boss I ever played to this day, although that may change.

This game is a game that you wouldn't really recommend a beginner to play. It isn't something I wouldn't recommend if you wanted to improve either, just more of something to play if you want the background of k3. Some of the levels are extremely interesting, although the bad parts completely overshadow all of it for me. I do plan on finishing this game, but if you want to improve at the game, I wouldn't recommend starting with this.

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Rating: 2.3 23       Difficulty: 70 70
Sep 7, 2024
melonbat
There is a ton of both love and hate here, and before I fully give my take within the sea of countless other takes, I do genuinely believe this is a must-play. That isn't because it is up to the quality standard of most other "must-plays," but because this is a journey that is satisfying, and rewarding to clear.

The first 5 stages are pretty much nothing special. They are a mix of a ton of different other games, some rooms ranging from extremely fun to downright pretty bad. Sticky keys is very easy, and a good introduction of what's to come. The Guy is a fairly random boss that ups the difficulty by a substantial amount, but doesn't exactly feel like a coherent experience. Influka is... something? A lot of this boils down to hoping you can mash enough before Phase 4, and then if you make it to Phase 4, good luck lol. The rest of the gameplay is kind of bad here, but Influka is the most coherent of the bosses up to that point. Geezer is, very simply put, very bad. It is essentially multiple minutes of nothing, followed by an avoidance that is kind of annoying, and then a final avoidance that is much harder than the rest of the fight. Thankfully, I managed to get past the entire fight past the avoidance first try, so I didn't have to marinate on these thoughts. Solgryn is both the best and worst of the first 5 bosses, Phase 1 being the most fun fight so far, with cool patterns and consistent gameplay, and the rest being not so great. Phase 2 features the standard Solgryn attack, except two of the green balls are at maximum opacity at once, making it very hard to understand when each bullet moves. The avoidance is also quite bad here, and you can skip the rest of the fight if you really don't want to replay the rest of Phase 2.

Stage 6 is honestly, quite fun to play. A lot of the platforming here, while much more difficult than the rest of the stages, is almost entirely skill-based, and mostly very fun to find your way through in my personal opinion. Again, I do not know much about the screen choices, but for what it is, I personally enjoyed them.

The Boss Rush is when things start getting very dicey in quality, featuring both the best and worst bosses in the game. Going from left to right, Destination is extremely fun. It is fairly balanced between the four attacks, and no death felt genuinely unfair here. Crimson was probably my favorite boss of the bunch, and was super satisfying to pull off. Nue is very fun should you look at a video beforehand for strategies, if you opt not to use a video then I can see this boss being REALLY not fun. Gravityman is pretty horrible, and probably my least favorite part of the game. A lot of the attacks are just terrible, and the first 2 phases become a waiting simulator after a while. Phase 3 is terrible, with no indication of either major attack, and Phase 4 is mechanically harder than the rest of the fight.

The Big Kid fight was also quite bad, mostly due to a single cherry being able to bounce in front of you constantly due to a bug, which made 3/4ths of my runs to the bouncing cherry completely impossible to finish. That's fun! The chase is quite bad as well, featuring a ton of traps within a 2 minute long save, with 32pxs at the end and a double diagonal. Just not a fun time, and felt like a waste. The M-Stage was also okay, nothing really good or bad going for it honestly.

Kamilia is split into two different parts. The first phase is quite honestly my favorite non-boss-rush boss of this game, featuring a ton of different crazy attacks that are mostly completely unfair, which honestly works perfectly for a game such as this. All of these attacks are generally fun to play and feature their pros and cons, to the point to where it is still debated to this day which phases are the hardest, and which ones are the easiest. The only downside to this phase is the very first string of attacks, which are just straight up boring. The last phases are pretty terrible, the second phase being a bit annoying to sift through, the third phase being practically free and a timewaste, and the final one being decently cool and climactic, but unfortunately failing it has you redo two mediocre-at-best phases. Overall, a cool ending.

This really is a must-play. Not because it's really good or anything, but because it's a journey that I feel every fangamer needs to experience once.

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Rating: 4.5 45       Difficulty: 70 70
Oct 10, 2023
xva
I'll preface this by saying I started playing K2 when I was a lot worse at fangames, so my experience has changed with it over time. Kamilia 2 is one hell of a learning experience. this game made me hate it so much, yet love it so much at the end. the better I got at fangames, the more I enjoyed the game. yeah some of the bosses kinda suck and I didn't enjoy Kamilia that much at all, some of the platforming is weird but I love this game nevertheless.

an unforgettable, difficult medley game. highly recommend.
48:28:28
11216 deaths

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Tagged as: Medley
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Rating: 8.0 80       Difficulty: 80 80
Sep 8, 2023