11 Reviews:
normal_
the avoidance should have been balanced. as for the visuals it's incredible as always, but gameplay-wise I didn't enjoy this
[1] Like
Rating: 3.6 36
Difficulty: 60 60
Dec 9, 2020
iraqlobster01
IWBT Airexa is a fantastic production that features a very flashy (in a good way) and awe-inspiring aesthetic alongside the somewhat typical setup many players witness in fangames: that is, needle + avoidance. It is a difficult game that features a semi-long segment of needle followed by an amazingly produced avoidance that places itself amongst the best I've played. There's nothing too special about the needle; it's pretty normal and doesn't feature anything, so I won't go into much detail about it.
For the avoidance, I will describe each attack and how I felt about it.
Needle:
Just look at the intro thingy above.
Avoidance:
Hexagon: The intro to this fight is a great indicator of how hard the fight will be; it is one of the more intensive attacks due to the white orbs. The formation of the hexagon and the orbs it releases are pattern, but the white rng will make it so you don't do the same movements over and over again. Once the song gets started, the double hexagon begins to form and more pattern comes your way. This pattern lasts for a short bit before transitioning to the next attack.
Ready?: This is my favorite pattern in the fight. While it is the hardest pattern to learn, I had plenty of fun learning it and was extremely satisfied with doing it for the first time. After that point, I had no problem with the pattern and have no resentment towards doing the same thing over and over again. After the pattern, you dodge a mix of pattern and rng for about 15 seconds before one of the most unique attacks in avoidance.
The elevator: I love this attack. While the attack can give you impossible rng, I saw past this flaw and the precise movement as fun. In terms of the attack, the pattern and rng freezes in place and the floor lifts you up towards the upper half of the screen. Think of it like an elevator except with deadly orbs and kunai-like projectiles blocking your way up. One thing I did not like about this attack is how the Kid jumps at the end of the rise for no apparent reason. This unnecessary hop did kill a few attempts, but it wasn't enough to make the attack unreasonable (at least in my opinion).
Insane rng: Like the title says, the next segment of the fight features an extremely dense attack that curves after a short amount of time. The projectiles come from the left and right sides of the screen, curve, then move to the top and bottom of the screen before the transition to the next attack. This attack was very hit and miss for me; sometimes it was readable and other times it featured me jumping like a lunatic trying to get 5 lucky dodges in a row. If you have trouble reading dense attacks, this one will be a tough one to get past. If not, its very fun and get the blood a' flowin'. Does require some luck at times, but does not 100 percent require it.
Zoomout (or as I like to call it Lagout): This is probably the easiest part of the fight. You basically jump in or near the middle of this box 3 times. It does require some good timing, but you get used to it after a while.
Side note - Lag.
WHITE: This is probably the 2nd worst rng in the fight due to the movement restrictions. The attack is a simple center platform with rng from all angles sort of attack. The restriction comes in the form of rng that comes from the floor and pretty much takes half of your platform, making dodges more tight if rng is bad. If I were to rank this attack based on luck, it would probably have to be 2nd.
WHITE 2: Another easy pattern. Nothing special.
WHITE 3: The worst attack in terms of luck. Think of the "bum bum bum" before the under platform attack in I Wanna Lo-Fi-M and magnify the density by at least 2. The speed of some bullets can snipe if you're in mid air. In general, reading the attack can be pretty difficult and thus requires a somewhat decent amount of luck if you're caught in the air.
Cosmo-esque: Basically the final attack of COSMO but more fair. RNG can be sketchy here but I felt really consistent at this attack. As long as you can react quickly and find spaces big enough to read around you, its not that bad. I would still consider it a hard attack, but one that you can be consistent at.
Diamond collapse: Easy pattern.
Final pattern: The hardest pattern. The attack begins by spitting out bullets from the center of the screen. These bullets are pretty compact, so your movement and jumps have to be near perfect. After about 3 or so seconds, the source of the bullets go to the edge of the screen and send bullets towards the center. At one moment in time, you must predict this transition while making sure to fit in the right gaps and jump at the right time. Once you predict the timing, the "inside" portion of the pattern is easy enough to jump in one spot to ensure the clear. I will warn you though, the inside portion is easily chokable.
Side note - Due to lag, the timing of the transition changed almost every attempt, so I died to this pattern a lot. More than I would like.
As for my thoughts of the boss, its one of the best I've played. It's very flashy, but the effects do not infringe on the experience or increase playtime in any way whatsoever. I would call it perfect, but the lurking presence of luck does not make it so. Still, its fantastic.
I'd recommend the game to seasoned avoidance players and/or any player who wants a hard, but fun avoidance to chill with. It's not a must play, but its close.
[1] Like
For the avoidance, I will describe each attack and how I felt about it.
Needle:
Just look at the intro thingy above.
Avoidance:
Hexagon: The intro to this fight is a great indicator of how hard the fight will be; it is one of the more intensive attacks due to the white orbs. The formation of the hexagon and the orbs it releases are pattern, but the white rng will make it so you don't do the same movements over and over again. Once the song gets started, the double hexagon begins to form and more pattern comes your way. This pattern lasts for a short bit before transitioning to the next attack.
Ready?: This is my favorite pattern in the fight. While it is the hardest pattern to learn, I had plenty of fun learning it and was extremely satisfied with doing it for the first time. After that point, I had no problem with the pattern and have no resentment towards doing the same thing over and over again. After the pattern, you dodge a mix of pattern and rng for about 15 seconds before one of the most unique attacks in avoidance.
The elevator: I love this attack. While the attack can give you impossible rng, I saw past this flaw and the precise movement as fun. In terms of the attack, the pattern and rng freezes in place and the floor lifts you up towards the upper half of the screen. Think of it like an elevator except with deadly orbs and kunai-like projectiles blocking your way up. One thing I did not like about this attack is how the Kid jumps at the end of the rise for no apparent reason. This unnecessary hop did kill a few attempts, but it wasn't enough to make the attack unreasonable (at least in my opinion).
Insane rng: Like the title says, the next segment of the fight features an extremely dense attack that curves after a short amount of time. The projectiles come from the left and right sides of the screen, curve, then move to the top and bottom of the screen before the transition to the next attack. This attack was very hit and miss for me; sometimes it was readable and other times it featured me jumping like a lunatic trying to get 5 lucky dodges in a row. If you have trouble reading dense attacks, this one will be a tough one to get past. If not, its very fun and get the blood a' flowin'. Does require some luck at times, but does not 100 percent require it.
Zoomout (or as I like to call it Lagout): This is probably the easiest part of the fight. You basically jump in or near the middle of this box 3 times. It does require some good timing, but you get used to it after a while.
Side note - Lag.
WHITE: This is probably the 2nd worst rng in the fight due to the movement restrictions. The attack is a simple center platform with rng from all angles sort of attack. The restriction comes in the form of rng that comes from the floor and pretty much takes half of your platform, making dodges more tight if rng is bad. If I were to rank this attack based on luck, it would probably have to be 2nd.
WHITE 2: Another easy pattern. Nothing special.
WHITE 3: The worst attack in terms of luck. Think of the "bum bum bum" before the under platform attack in I Wanna Lo-Fi-M and magnify the density by at least 2. The speed of some bullets can snipe if you're in mid air. In general, reading the attack can be pretty difficult and thus requires a somewhat decent amount of luck if you're caught in the air.
Cosmo-esque: Basically the final attack of COSMO but more fair. RNG can be sketchy here but I felt really consistent at this attack. As long as you can react quickly and find spaces big enough to read around you, its not that bad. I would still consider it a hard attack, but one that you can be consistent at.
Diamond collapse: Easy pattern.
Final pattern: The hardest pattern. The attack begins by spitting out bullets from the center of the screen. These bullets are pretty compact, so your movement and jumps have to be near perfect. After about 3 or so seconds, the source of the bullets go to the edge of the screen and send bullets towards the center. At one moment in time, you must predict this transition while making sure to fit in the right gaps and jump at the right time. Once you predict the timing, the "inside" portion of the pattern is easy enough to jump in one spot to ensure the clear. I will warn you though, the inside portion is easily chokable.
Side note - Due to lag, the timing of the transition changed almost every attempt, so I died to this pattern a lot. More than I would like.
As for my thoughts of the boss, its one of the best I've played. It's very flashy, but the effects do not infringe on the experience or increase playtime in any way whatsoever. I would call it perfect, but the lurking presence of luck does not make it so. Still, its fantastic.
I'd recommend the game to seasoned avoidance players and/or any player who wants a hard, but fun avoidance to chill with. It's not a must play, but its close.
Rating: 9.0 90
Difficulty: 84 84
Oct 26, 2017
Marios
Short needle+avoidance game. The needle was really bad and the effects lagged my game a lot (I know they can be disabled with D, but still). The avoidance though, it has some incredibly polished visuals aswell as some pretty unique pattern attacks. I had lag on the zoom-in part which made it harder for me, but it wasn't too bad. Only issues I had were the curvy-RNG part which is luck based even after you found the safe area, and the attack right before it which is again luck based.
[0] Likes
Rating: 7.0 70
Difficulty: 65 65
Jun 17, 2016
AXEL
Pretty long needle area and Very cool avoidance.
The avoidance reproduces an image, and the person seeing it can enjoy the playing person was designed. There will not be such avoidance very often.
But... Direction is too great and may be heavy depending on environment.
[0] Likes
The avoidance reproduces an image, and the person seeing it can enjoy the playing person was designed. There will not be such avoidance very often.
But... Direction is too great and may be heavy depending on environment.
Rating: 8.7 87
Difficulty: 86 86
Mar 18, 2016