22 Reviews:
Thenewgeezer
A 2 minute avoidance that uses the song Kirakira Time☆.
All of the attacks were nicely synchronized with the song. The fight focuses more on random based attacks rather than patterns, which is what I prefer. What I don't prefer is the feeling like I'm rolling a dice to survive a few attacks. I am positive more skilled players would survive the more unfair patterns I got, but knowing this I still couldn't bring myself to enjoy this aspect.
The first attack and the attack after the bullet switching attack were roughly the same. These attacks seemed a little restricted on where you could dodge because from what I've seen the best place to dodge these attacks was always the corner. I feel like you could have made these attacks a little more dynamic so the player doesn't feel forced to dodge in one area.
The attack where the blue bullets would switch directions multiple times would sometimes give me a pattern where I am forced towards the wall, and when they switched direction I wouldn't be able to react on time to the bullets spawned on the wall I was pushed towards. Also I sometimes wouldn't be able to see a bullet coming up through the rainbow floor. The floor problem could be easily fixed, but I don't know how you would be able to make it so they can't push you towards the side without making it too easy. Maybe I just didn't play it enough to figure out how to cope with these patterns.
The attack where you had to walk from the left side of the screen to the right side of the screen in-between the columns was a nice idea. I felt like I was at the mercy of the game though to give me good angles with the spaghettio bullets. Three quarters of the time it was a peaceful stroll in the park while the other quarter of the time felt like a war zone.
A couple attacks later is the bouncing cherry attack. Can't say I'm enthusiastic with bouncing bullet attacks in general. Reminded me of Call Me It extra's bouncing bullet attack, except towards the end of the fight. I'm not saying I prefer Call Me It's version, I'm just saying I just don't like bouncing bullet attacks.
The main issue I had with the avoidance was the platform phase a little after the bouncing cherry attack. My nerves killed me a few times here, but the others times seemed a tad too heavy with the randomness. The game does tell you where the bullets will go when they switch directions the first time. The second time they change direction seemed like rolling that dice again. You do not know which direction they will change to because they are too busy dancing to the beats of the song. If you've survived passed this, eventually the bullets start spawning on both sides of the room for a few seconds. Even though it's briefly, I still feel like you're asking too much of the player after going through so much of the avoidance. Perhaps stopping the red bullets at this point in time would have been better, but I don't know. Thankfully I passed the last attack my first attempt so I can't say much on it.
If you modify the game a little for the issues I had with the avoidance, I would definitely enjoy it a lot more. Even still, I think you did a decent job with the game. I also want to apologize for calling your game trash while I was streaming it. I say stuff I don't mean when I get upset, and you also happened to be in my chat at the time too, so I kind of felt like a jerk.
[7] Likes
All of the attacks were nicely synchronized with the song. The fight focuses more on random based attacks rather than patterns, which is what I prefer. What I don't prefer is the feeling like I'm rolling a dice to survive a few attacks. I am positive more skilled players would survive the more unfair patterns I got, but knowing this I still couldn't bring myself to enjoy this aspect.
The first attack and the attack after the bullet switching attack were roughly the same. These attacks seemed a little restricted on where you could dodge because from what I've seen the best place to dodge these attacks was always the corner. I feel like you could have made these attacks a little more dynamic so the player doesn't feel forced to dodge in one area.
The attack where the blue bullets would switch directions multiple times would sometimes give me a pattern where I am forced towards the wall, and when they switched direction I wouldn't be able to react on time to the bullets spawned on the wall I was pushed towards. Also I sometimes wouldn't be able to see a bullet coming up through the rainbow floor. The floor problem could be easily fixed, but I don't know how you would be able to make it so they can't push you towards the side without making it too easy. Maybe I just didn't play it enough to figure out how to cope with these patterns.
The attack where you had to walk from the left side of the screen to the right side of the screen in-between the columns was a nice idea. I felt like I was at the mercy of the game though to give me good angles with the spaghettio bullets. Three quarters of the time it was a peaceful stroll in the park while the other quarter of the time felt like a war zone.
A couple attacks later is the bouncing cherry attack. Can't say I'm enthusiastic with bouncing bullet attacks in general. Reminded me of Call Me It extra's bouncing bullet attack, except towards the end of the fight. I'm not saying I prefer Call Me It's version, I'm just saying I just don't like bouncing bullet attacks.
The main issue I had with the avoidance was the platform phase a little after the bouncing cherry attack. My nerves killed me a few times here, but the others times seemed a tad too heavy with the randomness. The game does tell you where the bullets will go when they switch directions the first time. The second time they change direction seemed like rolling that dice again. You do not know which direction they will change to because they are too busy dancing to the beats of the song. If you've survived passed this, eventually the bullets start spawning on both sides of the room for a few seconds. Even though it's briefly, I still feel like you're asking too much of the player after going through so much of the avoidance. Perhaps stopping the red bullets at this point in time would have been better, but I don't know. Thankfully I passed the last attack my first attempt so I can't say much on it.
If you modify the game a little for the issues I had with the avoidance, I would definitely enjoy it a lot more. Even still, I think you did a decent job with the game. I also want to apologize for calling your game trash while I was streaming it. I say stuff I don't mean when I get upset, and you also happened to be in my chat at the time too, so I kind of felt like a jerk.
Rating: 4.8 48
Difficulty: 80 80
Mar 4, 2017
LastTISisLife
Banger for the most part, but pre-final kinda rough beyond acceptable
[1] Like
Rating: 8.7 87
Difficulty: 76 76
Apr 8, 2023
Razzor_iw
difficulty balance is a bit lacking but it's quite enjoyable
Tagged as: Avoidance
[1] Like
Rating: 8.2 82
Difficulty: 67 67
Dec 15, 2020
Tyste
Kirakira is one of those games that is fun to play but very frustrating to clear (at this time I've yet to clear it fully).
The avoidance is high intensity, exciting, and keeps you on your toes throughout.
Doing that for 2 minutes straight and having every single attack be high probability of walling or sniping you is mentally exhausting and limits progress significantly.
Very entertaining game with a banger song nontheless
[1] Like
The avoidance is high intensity, exciting, and keeps you on your toes throughout.
Doing that for 2 minutes straight and having every single attack be high probability of walling or sniping you is mentally exhausting and limits progress significantly.
Very entertaining game with a banger song nontheless
Rating: 6.5 65
Difficulty: 78 78
Dec 1, 2019