I Wanna Be the Symmetry

Creator: 水鳥

Average Rating
6.7 / 10
Average Difficulty
67.5 / 100
[Download Not Available]

Tags:

Adventure (3) Needle (6) Avoidance (6) Trap (4) Gimmick (6) Boss (5) Secret (1) Extra (2)

Screenshots

  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by ElCochran90
  • by DerpyHoovesIWBTG
  • by ElCochran90
  • by ElCochran90
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG
  • by Xplayerlol
  • by DerpyHoovesIWBTG
  • by Xplayerlol
  • by DerpyHoovesIWBTG
  • by thisplanet026
  • by ElCochran90
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG

16 Reviews:

ElCochran90
**I should clarify before anything something factually incorrect stated by Xplayerlol. The orange stage where your keys are reversed, they are actually not. Keys are not randomly locked so you have to restart "until they work". All FOUR arrow keys have a 0.5 probability of being assigned a direction (left or right), and the gimmick is programmed to lock the probability to 1.0 so that only TWO out of the FOUR keys work, which makes the gimmick a wee bit more interesting and original, but not so much. It feels funny, but it is not a glitch in either the V0.9 or V1.01 (I tried both to confirm).**

Rating based on 100% clear including extra, which is only included in version 1.01. Difficulty rating based on normal clear without secrets and Extra (consider a difficulty of 75 for the act of getting all secrets, doing the extra stage and the extra boss).

"A huge ass mixed bag", says DerpyHooves, and I sort of agree, but that definition suits Make It Breaking Out so much better. So here I am, exploring what seems to be the undervalued Mizudori. Evidently, the creator has a gigantic set of gimmick ideas and never fails to deliver playability variety. After playing Breaking Out and Starter, it is evident who was the Touhou fan between him and carua, and also who came up with the structure of the game: hubs with different routes unlocking new hubs, then the extra section after a "final boss" which just turned out to be a gatekeeper, play a new extra stage, a previous extra boss and the definitive final boss. Judging by the needle design here and in Starter, carua is much more creative, including in the visual aspect. Mizudori is the gimmick guy.

Hence, expect tons of gimmicks with atrociously repetitive and generic needle (several stages are gate fests or shuriken fests, so expect tons of those). The difficulty curve has no rhyme or reason, except that it never gets tougher. Imagine a random series, but stationary. That's what to expect here: if you clear the main hub, don't expect something tougher in the future. Just more gimmicks.

The core concept is, obviously, symmetry, and there are some fascinating ideas, so where the game lacks a huge deal in level design, it compensates in variety and gimmick creativity. The symmetry is not always visual; sometimes, you have to picture it, and sometimes, it is about the controls. Those are highly positive points in this fangame. The overall structure of the game, which is almost identical to Breaking Out, is fun, as each stage has no more than 4 screens each.

Is there a great boss variety? Of course not. That was carua's work, but no carua this time (who curiously worked more often in collabs). The game is plagued with big cherries; however, again, the ideas behind are enjoyable, so it is clear that the intention is to experiment with movement and coordination, sometimes creating great results. Some bossess are actually avoidances, not in the traditional sense you'd expect (either Mikus or just projectiles appearing according to a song); however, you beat them avoiding. Some bosses do require puzzle-ish reasoning from you as you determine either the patterns drawn or manipulate them according to your movement. This type of grinds are not frustrating because they make you think about the consequences of your decisions (that sounded deep, but I'm only talking about how The Kid moves).

Extra stage is short, but fun, the pre-final extra boss is questionably easy (you will first-try it) and the extra boss is the best of them all. It kinda reminded me of RZ's final boss, except this is not luck-based trash and the character's sprite is very nice. Any combination of attacks can have a strategy that will consistently work so that your only biggest problem will be the RNG of the fountain attack (and the obstacle halfway through, unless you place it conveniently).

If you dig experimentation with ideas, go for it. There's more than meets the eye.

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Tagged as: Needle Avoidance Trap Gimmick Boss
[2] Likes
Rating: 4.5 45       Difficulty: 70 70
Jan 24, 2022
Xplayerlol
Rating doesn't include extra.
It's not really a bad game, but it's not outstanding either. Gimmicks aren't very innovative, and some are pretty bad (Namely the one that reassigns your movement to arbitrary arrow keys - Credit to ElCochran for pointing it out -, which feels gross, specially when you don't fully understand what's going on). Some are interesting, like the boxes that move along with the arrow keys, but most are just basic.
All the bosses are basically the same. Uses the same attack through the whole fight, this attack gets stronger as the boss' HP decreases. Some are avoidances, some use some sort of gimmick, some enable infinite jumping and the last of them has two phases, but all of them follow these basic rules. Some of these attacks are quite innovative, but it's hard to find an enjoyable boss in this game, mainly because they are tedious at the beginning and excruciating near the end.
It's not bad, so you might want to give it a try, but there's nothing impressive about it. Not sure if I would recommend.

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Tagged as: Needle Avoidance Trap Gimmick
[2] Likes
Rating: 4.5 45       Difficulty: 78 78
Jun 16, 2015
PlutoTheThing
This review is based on a 100% clear

In my opinion, one of Mizudori's stronger adventure games, it's a bit on the simpler side but it's still got a lot of the trademark quality his games have, notably cherry bosses all based around their own attack and stages all featuring their own gimmicks. As the name implies a lot of the rooms have symmetry and the game bases a lot of gimmicks around that, with quite a few invisible spike gimmicks where the spikes are just mirrored across the screen. The bosses were all pretty enjoyable, a few had some tricky patterns like the purple cherry and the final boss, but they were still fun to figure out. The extra boss is a little strange, there's a way to deal with it pretty easily by just hugging the corner during the yellow blades which doesn't seem intended but removes the pretty heavy luck element at least, not a great send off but it's cool to see a boss which isn't a cherry. Very creative game overall, definitely focuses on substance over style and it's quite lengthy too, made for a really fun experience that was very satisfying to get through every step of the way.

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[1] Like
Rating: 8.5 85       Difficulty: 61 61
Apr 16, 2024
LastTISisLife
Based on 100 % clear. Honestly for how long this game is and how low production value it has, it was very fun for the most part. Pretty unique with some highlights through. My only big complaint is how much of required secrets this game has, every fucking stage has it, big bruh. Also EX boss is kinda cringe

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[1] Like
Rating: 7.4 74       Difficulty: 67 67
Apr 8, 2023
BloggerOP
I personally liked this game a lot, it had many interesting gimmicks that aren't commonly used in other games, and the execution was exellent as well. There were some parts that I didn't like such as the unbalanced difficulty of the bosses but I still would recommend this if you are looking for some old classic adventure games.

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Tagged as: Secret
[1] Like
Rating: 8.2 82       Difficulty: 67 67
Feb 20, 2022