3 Reviews:
xva
I wanna enjoy the Panic Festival is quite the obscure and old game. it’s one of the earliest avoidance collabs, being a pioneer of the genre. however, it’s important to mention that pioneering in this case doesn’t necessarily mean doing anything super good, just being the first to do something. I’d go as far as to say it’s somewhat of a hidden gem — but a bit of a rough, unpure gem. a gem with a chunk of impure filth still attached to it, like some sort of tumor that will never go away
the game consists of 7 avoidances in total, each being in the difficulty range around 55-75. this upper limit is (unfortunately) defined by the worst avoidance in the game by far - Battle3. the rest of the avoidances are generally easier and more skill-based than it, making for quite the fun experience at times. there are quite a lot of odd attacks you will find. stuff that doesn’t make sense, stuff that looks way too hard, stuff that’s extremely learny, etc. each avoidance has its own quirks that you have to overcome and figure out — there’s a different quirk to each avoidance: typically in the form of a very strange attack. these smaller individual roadblocks are what makes this game super fun and a unique experience, as I can’t really name any other avoidance games that are this ‘out-there’ with their ideas and execution. some are good, some are bad as you’ll come to see, but this game is sure as hell extremely unique. there are not many games of this caliber at all, and I love it for that reason
now, onto the individual avoidances — some of which I don’t know what they’re called, so I’ll call them what I think they are. it should be fairly obvious which is which even if you haven’t played the entirety of this game yet. also, it’s time to stop reading if you haven’t. I urge you to experience as much of this game as blind as you can
1. DonaDona — 58.0/100 — 6.9/10
the easiest avoidance in the game, and not a very interesting one unfortunately. it’s over with quite quickly and there isn’t a lot to figure out. there’s just some oddly moving cherries and other random stuff that happens. it’s not insanely hard or learny or anything and generally doesn’t set all too good of an example for this game. the song is kinda good at times — I found ‘donadonadona donaaa’ still stuck in my head after clearing it. I suppose the Windows XP background is kinda nice. final burst can be kinda rough
2. Gorilla — 62.5/100 — 6.0/10
the funny gorilla avoidance you likely saw in the screenshots and laughed at. there are a bunch of odd attacks, most notably the first one which looks impossible and made me think it was a joke avoidance. there’s an attack where it rains gorillas and I think that’s quite funny. my favorite part is the various dense banana attacks, since they’re quite fun to read. on the flip side, hardest attack is likely the fast gray cherries which you can easily get unlucky on and die if they explode near you. that is likely the sole roadblock you’ll face, along with some walling in the gorilla rain attack. everything else is less learny and makes some conceivable sense. an honorable mention is the 2nd attack, where it’s surprisingly easy to get walled in a very stupid way. overall okay, song is nothing interesting and doesn’t really suit the avoidance. I would never mind a Miku song, though
3. Battle3 — 75.8/100 — 1.0/10
Battle3 is the aforementioned ‘chunk of filth’ attached to this game. it’s by far the lowest-quality and least fun avoidance in the entire game. it consists of some random RNG attacks for about a minute followed by one of the most poorly thought-out patterns I’ve ever seen in my life. to make things even better, it’s right at the very, very end! this sole fact makes learning said pattern really, really agonizing. it’s so agonizing in fact, that I went around the entire issue by decompiling the game and making a practice tool for it. even then, it took me over an hour and a half of playtime to actually clear it in a real attempt. the pattern is what I like to call ‘genuine pattern superAIDS’. a bunch of random, incoherent bullshit happens with little to no rhyme or reason, and you have to figure out a way to survive it. it’s some sort of abnormal, uncomfortable and claustrophobic aimed pattern which eventually just doubles in difficulty at the halfway point via duplicating itself from the opposite direction. no visual cues, no auditory cues, no help of any kind, just figure it the fuck out and find what works. worse yet, it isn’t a set pattern either - it’s AIMED!!! this means that any minute difference in your movement during attempts can lead to an entirely different attack unless you get it down to pure muscle memory. building this muscle memory took a solid hour of practicing nothing but this horrid pattern. the timer says it took about an hour, but it felt more like 10 hours. either way, it’s not impossible but it’s surely not fun. this avoidance is the sole reason why many people haven’t bothered with this game and just wrote it off as some old crap no one cares about. while that is partially true, I’m here to say it’s not. this one’s not great though, that is entirely undeniable
4. Yukkuri Sushikuine — 67.3/100 — 9.5/10
one of the most fun and unique avoidances in the game. it’s like some sort of ancient prehistoric Kakki megafauna equivalent. there’s some scenes which have RNG, some patterns and a really damn good song to go along with it. this song and the next one’s song are what first comes to mind when Panic Festival is brought up. they’re both very good songs, with this one being in the lead as it’s additionally super catchy. the RNG isn’t anything super hard and everything is fairly simple to learn. it is quite long and the ending can be a bit luck-based but thankfully I didn’t die to the last minute or so. I did look up strats (obviously) since I wasn’t gonna clear this 100% blind. it was a very fun experience and I think this avoidance best represents what this game is about: wacky, weird and goofy avoidances at the ideal difficulty. all in all it’s great
5. Panic Holic — 70.1/100 — 8.8/10
classic barrage: begins with some strange patterns that get surprisingly consistent after not a lot of time, followed by a bunch of barrage attacks. some multidirectional reading, some difficult curving at the end and a bouncing attack which I really like. the red/blue pattern and the curving is likely the roadblock in this one, as they’re both quite hard. the red/blue pattern’s sole difficulty is figuring out the transition out of it. it’s not that hard to do on it’s own, but the hard part is not dying to the outburst afterwards. the song is also, as I said, quite good. it’s likely the most polished avoidance here, since it has good flow/coherency, a really good song and true barrage elements. Yukkuri Sushikuine entirely does away with the whole coherency aspect and opts to go for ridiculousness and a ton of random shit — which can work too, as you can see. either way very fun, one of the best avoidances in here
6. Miku — 68.1/100 — 8.0/10
long and weird. best words I can use to describe Miku. it’s not really a traditional Miku fight, it’s more just an avoidance and miku is sorta there to fill up space. it has no hallmarks of a Miku avoidance and therefore hardly qualifies as one. I don’t think there exists a single cherry in this entire avoidance. the only bullet type that appears multiple times is the leek and that’s about it. the avoidance itself is made in a bit of a weird way, utilizing odd seeded RNG in the form of a really dumb looking bouncing attack that bursts out eventually. this one doesn’t really have any substantially hard attacks other than the ones towards the end. there’s a difficult (seeded) purple bouncing attack, a fairly easy lovetrap pattern, then some aimed pattern that turns into a curving mess once the song changes. that transition is very hard to master and can still kill you even after properly doing it. there’s some weird shit with angles that can happen that slightly offsets the pattern, making it so you can still die to it. final is some more seeded RNG with curving purple bullets that suck to read. it isn’t all too fun, but it’s far from the worst. it’s also really long compared to the other avoidances
7. Secret Black Vow (Final Avoidance) — 66.6/100, 8.0/10
longer final avoidance that’s somewhat similar to the previous Miku avoidance — in the sense that it’s mostly seeded with very small amounts of real RNG. funnily enough, all the easy RNG parts are pattern and the hard RNG parts (final) are actual RNG. there exist a few hard-to-understand patterns here and there (mainly the ones with the fat black cherries) that work in strange ways, but at this point you should be used to it. you can only play this avoidance if you’ve cleared the previous 6. final is by far the most difficult part, and the difficult LoveTrap pattern somewhat before it. that part took the most time to figure out how to do consistently. in general, I feel this final avoidance should’ve been a lot harder or longer or just more interesting. it isn’t really that ‘bad’, but it doesn’t do anything special like I expected. even if the final avoidance was some AIDS like Battle3, I could at least give it points for being in-line with the entire game up until then. I wouldn’t want another Battle3, though — I’m just saying it could’ve been more fitting
all in all, Panic Festival is an interesting, super unique and quaint game that you should at least give a chance to. if you’re into old and obscure games (even better if that’s avoidances in particular), this game is for you. it’s one-of-a-kind and there truly exists no game just like it
recommended?
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the game consists of 7 avoidances in total, each being in the difficulty range around 55-75. this upper limit is (unfortunately) defined by the worst avoidance in the game by far - Battle3. the rest of the avoidances are generally easier and more skill-based than it, making for quite the fun experience at times. there are quite a lot of odd attacks you will find. stuff that doesn’t make sense, stuff that looks way too hard, stuff that’s extremely learny, etc. each avoidance has its own quirks that you have to overcome and figure out — there’s a different quirk to each avoidance: typically in the form of a very strange attack. these smaller individual roadblocks are what makes this game super fun and a unique experience, as I can’t really name any other avoidance games that are this ‘out-there’ with their ideas and execution. some are good, some are bad as you’ll come to see, but this game is sure as hell extremely unique. there are not many games of this caliber at all, and I love it for that reason
now, onto the individual avoidances — some of which I don’t know what they’re called, so I’ll call them what I think they are. it should be fairly obvious which is which even if you haven’t played the entirety of this game yet. also, it’s time to stop reading if you haven’t. I urge you to experience as much of this game as blind as you can
1. DonaDona — 58.0/100 — 6.9/10
the easiest avoidance in the game, and not a very interesting one unfortunately. it’s over with quite quickly and there isn’t a lot to figure out. there’s just some oddly moving cherries and other random stuff that happens. it’s not insanely hard or learny or anything and generally doesn’t set all too good of an example for this game. the song is kinda good at times — I found ‘donadonadona donaaa’ still stuck in my head after clearing it. I suppose the Windows XP background is kinda nice. final burst can be kinda rough
2. Gorilla — 62.5/100 — 6.0/10
the funny gorilla avoidance you likely saw in the screenshots and laughed at. there are a bunch of odd attacks, most notably the first one which looks impossible and made me think it was a joke avoidance. there’s an attack where it rains gorillas and I think that’s quite funny. my favorite part is the various dense banana attacks, since they’re quite fun to read. on the flip side, hardest attack is likely the fast gray cherries which you can easily get unlucky on and die if they explode near you. that is likely the sole roadblock you’ll face, along with some walling in the gorilla rain attack. everything else is less learny and makes some conceivable sense. an honorable mention is the 2nd attack, where it’s surprisingly easy to get walled in a very stupid way. overall okay, song is nothing interesting and doesn’t really suit the avoidance. I would never mind a Miku song, though
3. Battle3 — 75.8/100 — 1.0/10
Battle3 is the aforementioned ‘chunk of filth’ attached to this game. it’s by far the lowest-quality and least fun avoidance in the entire game. it consists of some random RNG attacks for about a minute followed by one of the most poorly thought-out patterns I’ve ever seen in my life. to make things even better, it’s right at the very, very end! this sole fact makes learning said pattern really, really agonizing. it’s so agonizing in fact, that I went around the entire issue by decompiling the game and making a practice tool for it. even then, it took me over an hour and a half of playtime to actually clear it in a real attempt. the pattern is what I like to call ‘genuine pattern superAIDS’. a bunch of random, incoherent bullshit happens with little to no rhyme or reason, and you have to figure out a way to survive it. it’s some sort of abnormal, uncomfortable and claustrophobic aimed pattern which eventually just doubles in difficulty at the halfway point via duplicating itself from the opposite direction. no visual cues, no auditory cues, no help of any kind, just figure it the fuck out and find what works. worse yet, it isn’t a set pattern either - it’s AIMED!!! this means that any minute difference in your movement during attempts can lead to an entirely different attack unless you get it down to pure muscle memory. building this muscle memory took a solid hour of practicing nothing but this horrid pattern. the timer says it took about an hour, but it felt more like 10 hours. either way, it’s not impossible but it’s surely not fun. this avoidance is the sole reason why many people haven’t bothered with this game and just wrote it off as some old crap no one cares about. while that is partially true, I’m here to say it’s not. this one’s not great though, that is entirely undeniable
4. Yukkuri Sushikuine — 67.3/100 — 9.5/10
one of the most fun and unique avoidances in the game. it’s like some sort of ancient prehistoric Kakki megafauna equivalent. there’s some scenes which have RNG, some patterns and a really damn good song to go along with it. this song and the next one’s song are what first comes to mind when Panic Festival is brought up. they’re both very good songs, with this one being in the lead as it’s additionally super catchy. the RNG isn’t anything super hard and everything is fairly simple to learn. it is quite long and the ending can be a bit luck-based but thankfully I didn’t die to the last minute or so. I did look up strats (obviously) since I wasn’t gonna clear this 100% blind. it was a very fun experience and I think this avoidance best represents what this game is about: wacky, weird and goofy avoidances at the ideal difficulty. all in all it’s great
5. Panic Holic — 70.1/100 — 8.8/10
classic barrage: begins with some strange patterns that get surprisingly consistent after not a lot of time, followed by a bunch of barrage attacks. some multidirectional reading, some difficult curving at the end and a bouncing attack which I really like. the red/blue pattern and the curving is likely the roadblock in this one, as they’re both quite hard. the red/blue pattern’s sole difficulty is figuring out the transition out of it. it’s not that hard to do on it’s own, but the hard part is not dying to the outburst afterwards. the song is also, as I said, quite good. it’s likely the most polished avoidance here, since it has good flow/coherency, a really good song and true barrage elements. Yukkuri Sushikuine entirely does away with the whole coherency aspect and opts to go for ridiculousness and a ton of random shit — which can work too, as you can see. either way very fun, one of the best avoidances in here
6. Miku — 68.1/100 — 8.0/10
long and weird. best words I can use to describe Miku. it’s not really a traditional Miku fight, it’s more just an avoidance and miku is sorta there to fill up space. it has no hallmarks of a Miku avoidance and therefore hardly qualifies as one. I don’t think there exists a single cherry in this entire avoidance. the only bullet type that appears multiple times is the leek and that’s about it. the avoidance itself is made in a bit of a weird way, utilizing odd seeded RNG in the form of a really dumb looking bouncing attack that bursts out eventually. this one doesn’t really have any substantially hard attacks other than the ones towards the end. there’s a difficult (seeded) purple bouncing attack, a fairly easy lovetrap pattern, then some aimed pattern that turns into a curving mess once the song changes. that transition is very hard to master and can still kill you even after properly doing it. there’s some weird shit with angles that can happen that slightly offsets the pattern, making it so you can still die to it. final is some more seeded RNG with curving purple bullets that suck to read. it isn’t all too fun, but it’s far from the worst. it’s also really long compared to the other avoidances
7. Secret Black Vow (Final Avoidance) — 66.6/100, 8.0/10
longer final avoidance that’s somewhat similar to the previous Miku avoidance — in the sense that it’s mostly seeded with very small amounts of real RNG. funnily enough, all the easy RNG parts are pattern and the hard RNG parts (final) are actual RNG. there exist a few hard-to-understand patterns here and there (mainly the ones with the fat black cherries) that work in strange ways, but at this point you should be used to it. you can only play this avoidance if you’ve cleared the previous 6. final is by far the most difficult part, and the difficult LoveTrap pattern somewhat before it. that part took the most time to figure out how to do consistently. in general, I feel this final avoidance should’ve been a lot harder or longer or just more interesting. it isn’t really that ‘bad’, but it doesn’t do anything special like I expected. even if the final avoidance was some AIDS like Battle3, I could at least give it points for being in-line with the entire game up until then. I wouldn’t want another Battle3, though — I’m just saying it could’ve been more fitting
all in all, Panic Festival is an interesting, super unique and quaint game that you should at least give a chance to. if you’re into old and obscure games (even better if that’s avoidances in particular), this game is for you. it’s one-of-a-kind and there truly exists no game just like it
recommended?
Rating: 6.7 67
Difficulty: 80 80
May 8, 2025
DerpyHoovesIWBTG
Collab avoidance game featuring 3 makers. Blue (あお) is the most well known of the three, but if you've played Seven Colors before you will recognize the other two makers 瑪瑙 (Menou, green stage) and 初見 (Syoken, yellow stage). The game has a lot of variety, and it reminded me alot of ・q・p・. For 2014 it is very ahead of it's time. Most of it was enjoyable for me, but it sadly has a few bad avoidances too.
Progression in this game works like this: You get access to No. 1 to No. 3 from the start. If you beat No. 1 you get access to No 4. Beating No. 2 unlocks No.5 and beating No. 3 unlocks No. 6. After beating No. 1 to No. 6 you get access to the final avoidance. Beat this and the game is over.
Below I will go over every avoidance in detail and what I think of it:
No. 1 - ドナドナ by 初見
A decent avoidance which primarily focuses on RNG rather than pattern. The song might be mediocre for some but personally I found it pretty catchy. It reminds me of poroniumu's avoidance style, which you rarely see anymore these days. I don't have anything negative to say about the first half. Sometimes the RNG can be a bit dumb to dodge but nothing downright unfair. The part where the Windows XP background shows up is the most luck based part in the avoidance in my opinion. The birds at the start can be hard to dodge and sometimes the blocks that rise up from the floor after it might be too far apart to jump to, but both of them only happen on rare occasions. When the background fades out the avoidance throws everything at you, but if you pay attention to where you spawn the rabbits you can deal with the RNG alot easier.
A good way to start off the game. The aesthetics & song pick are very strange but I dig it.
6.5/10
No. 2 - ごりらがいるんだ by あお
Gorilla avoidance. It has a bunch of creative ideas but sadly this avoidance is a bit too random to my liking. The RNG attacks are either too fast or too dense to dodge consistently, so you'll have to deal with doing the same boring patterns at the start over and over again. The maker obviously got lazy at the end and just used multiple random(360) attacks to make the avoidance more difficult. Thankfully I didn't die there but it just isn't very exciting.
5/10
No. 3 - Battle 3 by 瑪瑙
This avoidance is simply a mess. While the core idea is genius. Combining various elements as attacks for an avoidance is a sick idea, but the execution is god awful. First off, you spawn at the bottom left of in the middle. Why is this a problem? Because the avoidance begins with water drops that hit the floor and spawn a bunch of projectiles, and you have to be in the middle to dodge the second attack properly. It won't take longer than a minute to get past the first attack, but dying everytime to the start before reaching the middle platform was very frustrating. The fire & ice combo can sometimes just straight up wall you out of nowhere, and the wind attack can just spawn in the middle and kill you while you are dodging the gusts of wind that come from the left & right corners. Halfway through there's an attack that spawns gray balls that can strike you at complete random moments, but from my experience I only died there 10% of the time so it is more forgiving than you might think. It ends off with the hardest attack in the entire game: A super difficult pattern that you have to figure out entirely by yourself. It spawns gray balls in a clockwise or counterclockwise direction, and halfway through it it will spawn an additional ball from the opposite direction. For whatever reason, the maker is incredibly dumb and decided to spawn random RNG balls while you are doing the pattern. This means you can get walled without it being your fault at any point during the pattern. I highly recommend zero's strat for it, as it made it somewhat doable for me. It is very scary and immitating to learn, but if you understand when you failed the pattern you'll learn it quicker and quicker. Clearing the pattern was one of the most satisfying feelings I've ever had in a fangame. Like I said before, this avoidance is a total mess. It starts off with super awkward RNG moments and it ends with a super difficult pattern that's somehow even made worse by adding more RNG to it. For me this was the hardest avoidance in the game by far, and I totally understand if this avoidance makes you quit the game entirely.
Still, despite the rest learning the pattern at the end was a bit of fun so I rate it a little bit higher.
4/10
No. 4 - スシ食いねェ! by 初見
Once again this maker delivers another weird but very good avoidance with a catchy song. This time patterns are the main focus, and learning them was very fun. There were a few moments where the timing of certain patterns was a bit strict, but nothing that will make you learn the timing over and over until you finally do it. The only bad thing I have to say about this avoidance is that there are 2 instagibs near the end when the background turns into the mountain & lake background. If you know they are there you can easily dodge them.
Definitely the avoidance with the most production value, and it shows.
8.5/10
No. 5 - Panic Holic by あお
The only true barrage in this game. Compared to Blue's other games that came out before this, this one is a bit of a letdown. Like the gorilla avoidance most of the attacks are pretty lazy and basic, and the patterns are too precise. The burst right before the RNG fountain attack can sometimes just give you impossible RNG with little to no time to react to it. The end of the red & blue spiral attack is completely out of sync and is very awkward to dodge. It ends off with an epic curving fiesta which is easily the hardest but also the most fun attack to dodge in the avoidance. Halfway through it adds some bullets which rapidly spin around which makes the attack even harder.
Unfortunately the bad outweighs the good for me, but I found it a little bit more enjoyable than the gorilla avoidance.
5.5/10
No. 6 - えれくとりっく・えんじぇぅ by 瑪瑙
Easily the highlight of this game in my opinion. The song pick is very good and most if not all attacks are completely fair to dodge. The attacks that seem scary at first turn out to be patterns rather than RNG, so you if you learn it the first time you now can do it consistently. It just sucks that this avoidance is locked behind playing the awful Battle 3 avoidance first because it's one of the most fun times I've spent on an avoidance. It felt very rewarding getting a PB in this avoidance compared to any other avoidance in the game. The final attack is super weird to dodge but like I've said before, it's a pattern. It got me the first time, but I quickly got there after ~10 minutes and beat it on my second final attempt.
Huge banger.
9/10
No. 7 - 秘蜜〜黒の誓い〜 by 瑪瑙
The big avoidance that awaits you after beating every avoidance before it, and is the last step to victory. It's alright. The visuals are once again very simple but I feel like this was more of an aesthetic choice than anything else. Like No. 6 most of the attacks are pattern, so you'll learn them quickly. I'm a big fan of the attack in the first chorus, where it spawns big fruits from the kid that explode soon after as well as fruits that spawn from the ceiling which also explode. I haven't seen an avoidance replicating this attack so big props to the maker for coming up with a something simple yet genius attack idea. The last 30 seconds before final has nothing to dodge other than some English sentences that show up multiple times. I think that definitely supports the idea of the simplistic visuals working alongside the song itself. As for the final attack itself? It's not very good. While the red fruits are fine to dodge, the black fruits that spawn from the top can just spawn at any point in the screen. This is especially a problem later on, where it spawns cyan fruits that are very hard to see because they blend in with the white background. The last few seconds are very tense and you have to rely on luck rather than skill to dodge it. Thankfully the very last attack is easy to dodge.
The final part sucks, but everything before it was decent.
7/10
Overall a very underrated game that contains some massive bangers but also some garbage RNG-fests which were super unfun to grind. Still, I would recommend the game for those who want a challenge. I hope to see more clears in the future.
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Progression in this game works like this: You get access to No. 1 to No. 3 from the start. If you beat No. 1 you get access to No 4. Beating No. 2 unlocks No.5 and beating No. 3 unlocks No. 6. After beating No. 1 to No. 6 you get access to the final avoidance. Beat this and the game is over.
Below I will go over every avoidance in detail and what I think of it:
No. 1 - ドナドナ by 初見
A decent avoidance which primarily focuses on RNG rather than pattern. The song might be mediocre for some but personally I found it pretty catchy. It reminds me of poroniumu's avoidance style, which you rarely see anymore these days. I don't have anything negative to say about the first half. Sometimes the RNG can be a bit dumb to dodge but nothing downright unfair. The part where the Windows XP background shows up is the most luck based part in the avoidance in my opinion. The birds at the start can be hard to dodge and sometimes the blocks that rise up from the floor after it might be too far apart to jump to, but both of them only happen on rare occasions. When the background fades out the avoidance throws everything at you, but if you pay attention to where you spawn the rabbits you can deal with the RNG alot easier.
A good way to start off the game. The aesthetics & song pick are very strange but I dig it.
6.5/10
No. 2 - ごりらがいるんだ by あお
Gorilla avoidance. It has a bunch of creative ideas but sadly this avoidance is a bit too random to my liking. The RNG attacks are either too fast or too dense to dodge consistently, so you'll have to deal with doing the same boring patterns at the start over and over again. The maker obviously got lazy at the end and just used multiple random(360) attacks to make the avoidance more difficult. Thankfully I didn't die there but it just isn't very exciting.
5/10
No. 3 - Battle 3 by 瑪瑙
This avoidance is simply a mess. While the core idea is genius. Combining various elements as attacks for an avoidance is a sick idea, but the execution is god awful. First off, you spawn at the bottom left of in the middle. Why is this a problem? Because the avoidance begins with water drops that hit the floor and spawn a bunch of projectiles, and you have to be in the middle to dodge the second attack properly. It won't take longer than a minute to get past the first attack, but dying everytime to the start before reaching the middle platform was very frustrating. The fire & ice combo can sometimes just straight up wall you out of nowhere, and the wind attack can just spawn in the middle and kill you while you are dodging the gusts of wind that come from the left & right corners. Halfway through there's an attack that spawns gray balls that can strike you at complete random moments, but from my experience I only died there 10% of the time so it is more forgiving than you might think. It ends off with the hardest attack in the entire game: A super difficult pattern that you have to figure out entirely by yourself. It spawns gray balls in a clockwise or counterclockwise direction, and halfway through it it will spawn an additional ball from the opposite direction. For whatever reason, the maker is incredibly dumb and decided to spawn random RNG balls while you are doing the pattern. This means you can get walled without it being your fault at any point during the pattern. I highly recommend zero's strat for it, as it made it somewhat doable for me. It is very scary and immitating to learn, but if you understand when you failed the pattern you'll learn it quicker and quicker. Clearing the pattern was one of the most satisfying feelings I've ever had in a fangame. Like I said before, this avoidance is a total mess. It starts off with super awkward RNG moments and it ends with a super difficult pattern that's somehow even made worse by adding more RNG to it. For me this was the hardest avoidance in the game by far, and I totally understand if this avoidance makes you quit the game entirely.
Still, despite the rest learning the pattern at the end was a bit of fun so I rate it a little bit higher.
4/10
No. 4 - スシ食いねェ! by 初見
Once again this maker delivers another weird but very good avoidance with a catchy song. This time patterns are the main focus, and learning them was very fun. There were a few moments where the timing of certain patterns was a bit strict, but nothing that will make you learn the timing over and over until you finally do it. The only bad thing I have to say about this avoidance is that there are 2 instagibs near the end when the background turns into the mountain & lake background. If you know they are there you can easily dodge them.
Definitely the avoidance with the most production value, and it shows.
8.5/10
No. 5 - Panic Holic by あお
The only true barrage in this game. Compared to Blue's other games that came out before this, this one is a bit of a letdown. Like the gorilla avoidance most of the attacks are pretty lazy and basic, and the patterns are too precise. The burst right before the RNG fountain attack can sometimes just give you impossible RNG with little to no time to react to it. The end of the red & blue spiral attack is completely out of sync and is very awkward to dodge. It ends off with an epic curving fiesta which is easily the hardest but also the most fun attack to dodge in the avoidance. Halfway through it adds some bullets which rapidly spin around which makes the attack even harder.
Unfortunately the bad outweighs the good for me, but I found it a little bit more enjoyable than the gorilla avoidance.
5.5/10
No. 6 - えれくとりっく・えんじぇぅ by 瑪瑙
Easily the highlight of this game in my opinion. The song pick is very good and most if not all attacks are completely fair to dodge. The attacks that seem scary at first turn out to be patterns rather than RNG, so you if you learn it the first time you now can do it consistently. It just sucks that this avoidance is locked behind playing the awful Battle 3 avoidance first because it's one of the most fun times I've spent on an avoidance. It felt very rewarding getting a PB in this avoidance compared to any other avoidance in the game. The final attack is super weird to dodge but like I've said before, it's a pattern. It got me the first time, but I quickly got there after ~10 minutes and beat it on my second final attempt.
Huge banger.
9/10
No. 7 - 秘蜜〜黒の誓い〜 by 瑪瑙
The big avoidance that awaits you after beating every avoidance before it, and is the last step to victory. It's alright. The visuals are once again very simple but I feel like this was more of an aesthetic choice than anything else. Like No. 6 most of the attacks are pattern, so you'll learn them quickly. I'm a big fan of the attack in the first chorus, where it spawns big fruits from the kid that explode soon after as well as fruits that spawn from the ceiling which also explode. I haven't seen an avoidance replicating this attack so big props to the maker for coming up with a something simple yet genius attack idea. The last 30 seconds before final has nothing to dodge other than some English sentences that show up multiple times. I think that definitely supports the idea of the simplistic visuals working alongside the song itself. As for the final attack itself? It's not very good. While the red fruits are fine to dodge, the black fruits that spawn from the top can just spawn at any point in the screen. This is especially a problem later on, where it spawns cyan fruits that are very hard to see because they blend in with the white background. The last few seconds are very tense and you have to rely on luck rather than skill to dodge it. Thankfully the very last attack is easy to dodge.
The final part sucks, but everything before it was decent.
7/10
Overall a very underrated game that contains some massive bangers but also some garbage RNG-fests which were super unfun to grind. Still, I would recommend the game for those who want a challenge. I hope to see more clears in the future.
Rating: 7.3 73
Difficulty: 82 82
Mar 24, 2020
Delicious Fruit
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