1 Review:
Cosmoing
This is a somewhat short game that doesn't really know what it wants to be, and this shows in several aspects.
The production value is very much all over the place, with pretty much a default engine title screen but many other visual aspects of the game look great, especially some of the effects. And then some tilesets are just default gray blocks. It makes no sense.
The hub is fairly unremarquable needle and there's 2 stages to go to, both with very questionable platforming. Left is a needle-trap stage that's surprisingly precise with some of the jumps required (and also chooses to bring back the cursed yellow vines from IWBTG) but also has some interesting moments, and right is a gimmick stage with everyone's (least) favorite, drawing platforms with your cursor. It's very much not good although never tips down into the absolute garbage territory, and there's a somewhat interesting very short "avoidance" at the end of the stage that I enjoyed.
But where this game certainly fails is in the bosses. The right stage's boss is slightly questionable due to the gimmick but it's nothing compared to the left stage's boss. Potentially the most infuriating experience I've had in fangames, as you'll be riding a slow water cherry through the arena while 5 other bouncing cherries go all over the place. This wouldn't even be nearly that bad if the 2nd attack didn't involve you having to go down and wait every time you shoot, and you have to do this 5 times to move on to the next attack. And if one of those bouncing cherries decides you're not going down, then it's game over and back to the beginning. There's just absolutely nothing fun about it, it oozes anti-fun in fact. The final boss also has a 95 difficulty attack which stands out amongst the others but you can beat it without getting that attack so I'll let it slide.
At the end of the day, I could honestly see myself recommending this if it wasn't for that cursed left stage boss. But it's not worth it. Look for something else to play.
[0] Likes
The production value is very much all over the place, with pretty much a default engine title screen but many other visual aspects of the game look great, especially some of the effects. And then some tilesets are just default gray blocks. It makes no sense.
The hub is fairly unremarquable needle and there's 2 stages to go to, both with very questionable platforming. Left is a needle-trap stage that's surprisingly precise with some of the jumps required (and also chooses to bring back the cursed yellow vines from IWBTG) but also has some interesting moments, and right is a gimmick stage with everyone's (least) favorite, drawing platforms with your cursor. It's very much not good although never tips down into the absolute garbage territory, and there's a somewhat interesting very short "avoidance" at the end of the stage that I enjoyed.
But where this game certainly fails is in the bosses. The right stage's boss is slightly questionable due to the gimmick but it's nothing compared to the left stage's boss. Potentially the most infuriating experience I've had in fangames, as you'll be riding a slow water cherry through the arena while 5 other bouncing cherries go all over the place. This wouldn't even be nearly that bad if the 2nd attack didn't involve you having to go down and wait every time you shoot, and you have to do this 5 times to move on to the next attack. And if one of those bouncing cherries decides you're not going down, then it's game over and back to the beginning. There's just absolutely nothing fun about it, it oozes anti-fun in fact. The final boss also has a 95 difficulty attack which stands out amongst the others but you can beat it without getting that attack so I'll let it slide.
At the end of the day, I could honestly see myself recommending this if it wasn't for that cursed left stage boss. But it's not worth it. Look for something else to play.
Rating: 3.5 35
Difficulty: 80 80
Dec 22, 2020