はりまぉ be the Guy

Creator: サイバー

Average Rating
5.0 / 10
Average Difficulty
70.0 / 100
[Download Not Available]

Tags:

Avoidance (1) Boss (1)

Screenshots

  • by Pyure
  • by Pyure
  • by DerpyHoovesIWBTG
  • by DerpyHoovesIWBTG

1 Review:

DerpyHoovesIWBTG
A 5 stage game tributed to Harimao. Each stage delivers a pretty unique experience ranging from triggers that shoot stuff at you that you have to dodge while breaking the blocks arounds you, platforms that bounce up and down while dodging bullets that swarm across the screen. It also features regular 2 avoidances along the way.

Stage 1 is the block breaking trigger screen. An image of Harimao shoots various fruits of you and your objective is to shoot the boss while everything is breaking around you, so you can't go back in the opposite direction. It's a cool idea and it's execution is okay. It starts with a valign jump that sometimes kills you while other times you are able to stand on the ledge. It's random and you can't really do a thing about it other than trying to jump low and hoping that you land on the ledge. This game has weird collision detection. Right after is a F jump that's fine to do but right behind you is a line of fruits that chases you and like before it breaks the blocks in the screen. You are supposted to hop over the blocks so that you don't fall into the fruits. It just feels too precise to do even with the best timing. The rest of the screen is fine.

Stage 2 is a simple avoidance with good music and decent attacks. It's very fair and most of the time it felt like I was responsible for the deaths I was making. There is one exception however, and that is the attack where 2 orbs fall down diagonally and leave a bunch of bullets behind. If this were to be pattern there would be zero problems with it. However, it turns out that the position and the amount of bullets that spawn is random. You are supposted to snug inbetween 2 gaps to dodge the bullets, one for each orb that spawns respectively. The problem in this is that you can't really control where you can hide safely since it's nearly impossible to move right or left while a wall of bullets dodges you in. It comes more over as being bullshit than anything else. Once again, if this attack was pattern there would be no issue to it.

Stage 3 in my opinion has the best idea but the worst execution. Your goal is to dodge oncoming attacks on 2 platforms that move up and down. If you touch the purple trigger the next attack starts and you'll need to dodge that attack until you touch the next one. Eventually you make it to the right wall and once that happens you are able to kill the boss. Hit it 5 times and it dies. Now, where do I begin. To keep it short: It's boring. Very boring. The reason why? One attack that's way worse than the others. This attack I'm talking about is the second one. The boss shoots rapid random(360) that spawn every frame. Like I said before your goal is to still survive the attacks on the 2 platforms you get. The bullets spawn very rapidly and getting impossible RNG here is very common. It's extremely unpredictable, especially when you need to fall down from the top platform to the bottom platform. It's very tedious and unfun and singlehandly ruins the entire boss for me. Atleast the avoidance in the previous stage had an attack that's actually fun but could be improved on by making it pattern. Here this attack just does not work for the situation you're facing altogether. It's extremely basic but not good. Even the frequency of bullet being spawned were to be decreased it's still a very unfun attack. The rest of the fight can be unfair too sometimes but not to a degree as bad as this attack.

Stage 4 feels half polished somewhat. It starts off with a short platforming sequence where spikes spawn out of nowhere and later on it turns into regular needle for a few seconds. After you beat the needle it does not end there, as the hardest part is about to start. It's a short avoidance that lasts for around 15 seconds where a lot of dense random(360) bullets spawn while it shoots a big bullet towards you from time to time. It's kinda fun and I can accept dying to it even when the RNG is impossible since it lasts for a short period and it's not too hard either. Just dense. It ends off with a platform climb where the boss from before chases you upwards while it's shooting bullets around you. If you are too late it blocks your exit, so you'll need to be fast quick while making little or no mistakes when climbing up the stair of blocks.

There is a short inbetween sequence where you'll have to do a bit of platforming and the bosses you fought before are present. Thankfully these don't really do anything other than just stand there. If you get to a certain point in the screen you get sent to what's actually the final avoidance. I have a mixed feeling about this avoidance. It has cool attacks with really dumb RNG attacks inbetween. Getting walled is not a uncommon occurance to say the least. Sometimes one attack interferes with the other, making dodging the previous attack a lot harder because of the new bullets that roam the screen at a faster speed than the previous bullets did. It's another instance of test your luck instead of being fair. The game ends after this avoidance.

In conclusion, it's a decent game overall with some stages being so good that they end up being some of Cyber's finest works. However, I think that the bad overtakes that good here, as the bad ended up being really terrible during my experience I had with the game. This mainly happens during stage 3 and the final avoidance.

Not sure if I would recommend.

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Tagged as: Avoidance Boss
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Rating: 5.0 50       Difficulty: 70 70
May 18, 2020