I Wanna Break The Series Z

Creator: PDplayer

Average Rating
4.8 / 10
Average Difficulty
61.7 / 100
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Tags:

Needle (2) Avoidance (4) Gimmick (3) Medley (8) Boss (3) Long (1) Visual_Challenge (1) Original (1) Classic (1) Z_Series (3)

Screenshots

  • by Superkyeworld04
  • by Xplayerlol
  • by Xplayerlol
  • by Xplayerlol
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  • by Xplayerlol
  • by Anonymous
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  • by Superkyeworld04
  • by GaspacoZanis
  • by Xplayerlol
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21 Reviews:

Xplayerlol
Well, I can't say that this was entirely bad. The beginning of the game was alright-ish. The first stage was almost entirely uninteresting, with some particularly bad screen choices (Why would you want THAT screen from Best Guy in your game?), but the next three stages introduce some decent/nice screen choices (Tribute, Heady and Color, to name some). The poor screen choices are still there (Game Terminator 2, Don't wanna be the gay and Kill the Guy are some of the most visible ones), but they're bearable for the most part.
I'm starting to get flashbacks here, though, because Stage 5 is where this game starts to downgrade, and it downgrades really quickly. There's nothing wrong with some needle screens in your medley game, but when the vast majority of a stage in your game is filled with needle screens, and you actually took the time to include generic and bland needle screens such as 1map, 2map and, specially, Test my Control (Again, why would you want THAT in your game?), you should definitely rethink your screen choices. It's like the maker didn't know of any hard and creative screens that he could use at Stages 5 and 6, so he just spammed needle screens and hoped for it to work. And many of these screens were the classic screens with hard jumps and many saves, the particular kind of screen that you shouldn't overuse because they get old really quickly. Even the non-needle screens were mostly bland (Love Trap, Catastrophe and King were probably the worst choices). I also find it amusing that you can skip a fair share of GR's screen because there aren't save blockers. Stage 5 and Stage 6 were just a disaster overall.
The bosses aren't very different. The first three bosses are decent, and actually fun to learn. Their patterns are easy to understand and to follow, and most harder attacks can be made easier with the use of specific tactics. Among the next four bosses, however, only one of them is playable: The other ones are a massive disaster.
The fourth boss is Dark Boshy, from Kill the Guy. You shouldn't be able to ruin Dark Boshy, but this game does exactly that. First off, the background looks horrible. It's a scrolling question mark grid that moves awfully quickly, being distracting and painful to the eyes at the same time. But this is a minor issue, compared to the boss itself. Awfully luck-based RNG attacks and pattern attacks that go on for too long with the sole purpose of wasting the player's time are bad by themselves, but when combined they become much worse. There's simply no way to understand the lightnings at the beginning of the fight, they simply kill you whenever they feel like it. The banana has a bad habit of walling the player. The shurikens go on for way too long, and their timing is horrible to learn. The attacks in the platform phase aren't too bad by themselves, but their projectiles are awful to see because they are too tiny (Specially the red dots) and the background is way too confusing. Combine that with glitchy platforms that can get the player stuck on them and push him to the edge of the screen if he touches their sides, and that sometimes simply don't allow the player to jump (Which is perfect, since the hardest part of the boss is exactly the platform phase), and you have the massive disaster that is the fourth boss.
If the fourth boss is horrible because of the extreme RNG, however, the fifth boss, the Cheetahman, is awful for the exact opposite reason. He's a pattern-heavy boss with a fair share of uneventful attacks that make it extremely boring. There's absolutely no reason for Big Kid's attack to take longer than 10 seconds. Actually, there's no reason for Big Kid's attack to exist at all. Every attack up to Big Kid is simple pattern that can be learned within a few attempts, but the attack that comes right after Big Kid is simply horrible to learn. It doesn't help that the attack is placed so far into the fight, and every time you die you must do over 30 seconds of boring pattern before you can get another chance to try it. Once you get past this pattern attack, you'll have to kill the Cheetahman, which also takes way too long for no reason at all, since there's absolutely no challenge in this part of the fight. And once you 'kill' the Cheetahman, a huge Cheetahman appears, starting the only part of the fight that has actual RNG...And it's also horrible, because those hurricanes can spawn at really inconvenient places and this phase takes way too long.
Stage 6's boss is the only playable boss of the group. It's a simple avoidance, and the only bad thing about it is that it uses a music that definitely doesn't work well with avoidances.
So, before we move on to the last boss, there's a thing that needs to be said about this game. Series Z games, in general, are heavily influenced by the Kamilia series, and it's not too hard to notice that: The similarities and references are extremely visible. This one was heavily influenced by both, K1 and K2, and as such, the last boss of this game tried to be a mixture of both, K1 and K2's last bosses, using the structure of the first Kamilia but with the kind of attacks you'd see in the second Kamilia. The idea wasn't bad, but the execution was horrible. The first three phases are alright-ish, but the fourth phase is awfully luck-based, and the fifth phase is even worse. The next phase has a really annoyingly timed pattern attack that really shouldn't be there, followed by a weird RNG-pattern combination thing that can wall you once in a while. It feels a lot like Blood Festival's Miku, but on a minor scale, where you have to wait through simple intro attacks that are there just to waste your time, then get lucky with the RNG attacks and finally die a lot at the pattern attacks until you learn them (Don't forget that every time you die at the pattern, you have to go back to the beginning and waste more time at the intro attacks before you can get another chance to get past the luck-based RNG attacks, and only then have another guess at how is that pattern attack supposed to work. It's probably the worst structure for a boss you can use). I actually liked the last phase, though, although the last 10 seconds are just fillers and have no reason to be there.
There's some interesting stuff in this game, but for the most part, it's just awful and simply not worth the effort. Wouldn't recommend.

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Tagged as: Medley
[6] Likes
Rating: 3.1 31       Difficulty: 64 64
Apr 24, 2016
just_another_Guy
Unfathomably awful, I don't mind Kamilia 1, but this... just wow. No wonder no one talks about this, at least Kamilia 1 is worthy of mentioning.
(Currently stuck on boss 2, probably forever because of its shittiness.)

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Tagged as: Medley
[3] Likes
Rating: 1.5 15       Difficulty: N/A
Sep 3, 2015
xva
this is the worst fangame I have ever played in my 7 years of playing fangames. this might actually be the worst videogame I've ever played, period. I'll explain all my reasons as to why this game has a rating this low.

Z1 is a ripoff of what I thought was the worst medley game ever created - K1. turns out, I was very wrong. Z1 is somehow even worse than K1. a very unspecific way to call this game bad is to call it messy, ugly, awkward or hardly playtested. a more specific way to call this game bad is as follows:


the first actual screen with any gameplay is the most annoying screen from GGM. it's not hard or anything, it's just a time waster. this game's screen transitions are some of the worst I've ever seen, as many times you'll find yourself dying instantly on the next screen. this immediately happens in Don't Touch The Block. also, why is there a missing frame in the kid's animation when turning around?

in stage 2 CTB2, the background, spikes and blocks are wrong. NCE has two added traps that I don't see the point of other than to waste your time.

in stage 3, take the time machine's spinny things have an anchor point set to the wrong location, making the whole ring move slightly as it spins. don't wanna be the gay is RNG cancer and truly a pointless inclusion. be myself has an eye-straining tileset and a weird green line section at the end which is strange. for a screen called heaven trap, it sure as hell doesn't have that many traps. heady has a bunch of weird gimmicks with badly-made color-clashing sprites.

in stage 4, mechanical carries about 80% of the difficulty, a backtrack with traps isn't exactly fun or easy. explorer in this stage of the game is like a gold bar in a sea of diarrhea, because you just can't ruin this game. immediately after, we're back to the sea of diarrhea with blood festival, instagib traps aren't fun. however, device's traps are kinda interesting though. KTG is easily the worst platforming screen in the entire game. this many dropgates in a row is basically needle RNG. yet, the final dropgate is buffed, and there's 4 more gate jumps on a moving platform after the initial dropgates.

in stage 5, big man is a big mistake, as it's practically just one jump repeated a bunch - a fucking diagonal. GB's traps are gone and replaced with a few instagibs and a creative trap or two. but hey, at least the platform clipping bug is fixed, by moving the fucking platform like four pixels up. break the three makers has a very ugly tileset. lovetrap has one of the first save exploits I believe, however, these become very common, as I believe this game was made in 1200 BC, before save blockers or common sense were invented. in archfoe, you skip half the screen with savejumps. avoid the easy spike and map 2 look practically identical and I didn't even realize were 2 different screens until writing this review. after this is a VVVVVV sequence that plays horribly for some unknown reason. it just doesn't feel as fluid and good as it does in other games. maybe because the squares have two different speeds and can only come in random patterns.

stage 6 begins with a jumpscare, as you will immediately die when you enter it, making you think you have to do the entire previous boss. this almost caused me to quit the game altogether, as there was no way in hell I was gonna rebeat that tremendous trainwreck that I beat just before getting to this screen. I enjoyed seven trials though, probably because I'm a huge fan of short hard saves (i.e. Hades-likes). LTO was fun except the 5th save which was very awkward. this has nothing to do with the review but, I first tried the entirety of the brute of a man screen and felt amazing. back to business - catastrophe doesn't even have its ice physics or any of its iconic traps. test my control's 3rd save carries about 50% of the difficulty of stage 6. hope you like numpad cancels though. king is very bad, as its physics make no sense and the vines just kinda throw you around regardless of what directional key you hold or press. you can skip half the vines on the last part of the screen. also king has a pointless backtrack.. thing? its not really a backtrack, the warp just changes its location by a whopping 5 blocks. GR is really egregious with its savejumping, as you can skip well over half the screen like this.


as you can see, there are many uninteresting/boring screen choices that barely function or don't function at all throughout the whole game. however, this game's biggest issue is the bosses.


stage 1 boss is awkward due to the discovery of autofire, I didn't find many issues with it other than bad execution (i.e. sticky keys disappearing into thin air).

stage 2 boss has a bunch of strange attacks that make no sense, such as Phoenix Wright's weird orb things. yet again, nothing concretely wrong other than bad execution.

stage 3 boss has another anchor point rotation issue, as pac man moves on his own. the first 2 homing attacks, yeah, keep them in mind, as pdplayer is gonna recycle the code for these about a hundred more times. another common thing with this game is recycled code, we'll be seeing more examples of this eventually.

stage 4 boss is the worst bossfight I've ever seen. not a single part of this fight works properly or makes any sense. I can't believe the sheer illogicalness of this entire experience. the background is distracting, the lightning clouds that come down sometimes light the blocks below you, sometimes they don't. the lightning kills you, sometimes it doesn't. some of the lightning clouds don't even strike, and they just hover above you doing nothing at all. I'm fairly certain that guy's stars have some sort of hitbox issue, as I've been killed by them when I'm well away from them. the spinning shuriken part only makes sense if you count every spin, and move right on the 11th spin. you could try running back and forward, but the shurikens randomly catch you when you're turning around. the first 2 shurikens go until 11 spins, the 3rd one goes immediately after the 2nd. 4th goes at 11, 5th goes at 4, 6th goes at 4. ?????????? the portal thing that shoots the platforms you use to get up to the top of the screen in the next phase, yeah, if you touch the side of those platforms, you get locked in place. you can also fall through them, get stuck, and die. also the shurikens are back, because they are so fun. don't get me wrong, I know how they work, they all spin for a certain amount of time, it's just that it's a dumb gimmick. near the end of the fight, those ceiling guys (who I still don't know the name of) have a chance to spawn right above you and practically instagib you. this bossfight is what truly made me despise this game and everything it's worth.

stage 5 boss is the 2nd worst bossfight in this game, and in extension probably in every fangame. the background is annoying, probably the intention but it still bothers me. there's an arrows attack with weird hitboxes. sometimes jumping off the platform after the gameboy disappears causes your double jump to disappear randomly. the only genuine difficulty in this fight are these homing things. they use recycled code to home towards you. these have no "destroy when offscreen" event, so you'll constantly get killed by them appearing below you. the best way to counter this design flaw is to pay attention to how many go below you/offscreen. after the homing attack, maybe I'm just astronomically unlucky but, the platforms that you're supposed to jump on in the next part didn't appear low enough for me to jump on them. this happened 3 out of 5 times I got to this part. for the final phase, only thing I'd change is the red bacon looking things that explode should be more visible. other than that, just jump while going left and right and nothing will hit you.

stage 6 boss just feels weird like any other boss in this game. nothing concretely wrong with it other than some bad transitions but, at this point I don't even care. it brought me slight enjoyment, unlike everything else in this game.

the final boss is basically taking some of the worst parts of every boss so far and combining it all into one final shitstorm you have to overcome. I say overcome, not beat, as it felt more like I was overcoming it than beating it. there's a badly made, forced geezer sequence which gets easier towards the end, unlike any other geezer sequence. after overcoming this final challenge, you will have the honor of completing the worst fangame ever created.


if you have made it this far, thank you for reading this review. do not recommend, whatsoever.
I think Z3 put it very well: "Run away, In Somewhere deep".

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Tagged as: Needle Avoidance Gimmick Medley Boss Visual_Challenge
[2] Likes
Rating: 0.3 3       Difficulty: 63 63
Sep 14, 2023
Kidsview
bro this game is cringe bro

yea so like it starts out pretty fun, then kill the guy area happens, then dark boshy happens

yea cringe

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[2] Likes
Rating: 4.0 40       Difficulty: 63 63
Aug 7, 2019
ninz
its actually not completely horrible
its still pretty bad though

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[1] Like
Rating: 4.0 40       Difficulty: 55 55
Jul 1, 2018