I wanna try a Collab 2
Creators: YoYoYoDude, pieceofcheese87, Patrickgh3, ViTheGhost, Polaroid, Stonk, xElectricZz
Speedrun Leaderboards
Screenshots
Creator's Comments:
YoYoYoDude [Creator]
The sequel to I wanna try a Collab 1, a long time in the making. A ton of work went into making and polishing this game, we hope you guys enjoy it!
Keep in mind that this game is quite a bit harder than Collab 1, and is definitely NOT a beginner game.
Additionally, we're still fine-tuning and fixing some of the balance in the game, so if you have any suggestions feel free to let us know.
[21] Likes
Keep in mind that this game is quite a bit harder than Collab 1, and is definitely NOT a beginner game.
Additionally, we're still fine-tuning and fixing some of the balance in the game, so if you have any suggestions feel free to let us know.
Rating: N/A
Difficulty: 70 70
Oct 3, 2017
57 Reviews:
RandomChaos_
edit: [any% clear] I beat the final boss and I still think about the same, the final boss should have been just the avoidance and no platforming or shoot phase imo. The avoidances were all fun to do with hp and some hitless. Also the game had too much boring needle, but I just skipped that so that is nice that you can do that for any%. Thank everyone who helped make this game it was truly a journey. (Will update my review again if I get 100%, but I do not think I will be able to do that lmao)
sadly the final phase on the final boss is trash and had to quit, but the rest of the game was fun.
[1] Like
sadly the final phase on the final boss is trash and had to quit, but the rest of the game was fun.
Rating: 8.7 87
Difficulty: 71 71
Nov 10, 2022
kurath
Overall this is a great game with a ton of variety and content and worth a look for any experienced player. In actuality though, its a little more complicated than that.
Production is at a high level throughout and I like that most of the 'meme' stuff was generally quarantined either in the side content or the 'clear screens'. The quality of visuals and audio/music was great which was impressive given the sheer quantity and variety of it.
Gameplay wise, it was a lot less clear cut though.
Platforming wise (needle, gimmick, trap screens) it was amazing. There was hardly a weak spot and it was a good balance throughout. The needle screens you could see the changing style in each room and it was refreshing since needle can run the risk of feeling repetitive. The gimmicks were a mixed bag of different things, offering great variety and interesting applications - between basic stuff with a new twist and weird and wacky things, it felt well thought out and well applied. Trap sections felt varied as well, mixing it up between having a central obstacle or being sprinkled with little oddities along the way.
The bosses were another interesting point. Individually, I wouldn't say they were all good but the variety was astonishing. I felt like each time I entered a boss room that I'd really not know what to expect and there was a ton of cool stuff. I certainly didn't love them all but it was easy to appreciate the creativity that the format offered. My gripe here was that a ton of them felt medley style and I'm personally not a fan of that, where things like the punchout fight, TMNT or reality brea felt great because of a consistent theme and slick execution, some of the others felt like it was just tossing random crap at you. Still, they served as a nice range and the bosses were all enjoyable because of that.
Unfortunately the last two categories is where the game takes a total nosedive. The avoidances individually were probably all alright, but my god were they homogeneous. After completing the game, only two of them really stood out to me (thankfully one of which was the required final boss avoidance, the other being knuckles) as being slightly different. I thought to myself that I must be misremembering, so I went back through all of them looking for something that wasn't electronic music with fast rng coming at you on a flat surface at the bottom of the room (okay, inf jump was a little different but it didn't really feel much). It was literally every one of them (as knuckles was barely different from a gameplay perspective, just aesthetic). Not only that but they all had felt out of place difficulty wise. If you had them all individually out of the game, they're probably pretty solid (but there's already hundreds of them just like them) but in the game it was a huge detraction from the game. Every single one of them felt like it hurt the gameplay flow because of the time spent (until I stopped even bothering) and it was a huge disservice to the format because it felt like the huge amount of creativity and variety offered by the format went straight out the window so that someone could churn out another fast barrage.
Finally the +1 stages, I knew I wasn't going to like them going in but the truth was there's actually some good stuff in here. If you had cut out a couple of the middle rooms out of each of these you could've had another good gimmick stage from each of them, but instead every single one had to be coated with some boring filler initially and some intense visual aids along the way. Just because something is known colloquially as a shitstack, doesn't mean you actually have to stack shit on it, this format could've been done so much better.
Overall I'd still recommend any experienced player to give this a play as there is still a ton of great content in here, but play the parts you like - trying to be completionist about it did not feel rewarding. Its unfortunate you have to sift through some garbage to find the great parts but there are a ton of great parts that you don't want to miss.
[1] Like
Production is at a high level throughout and I like that most of the 'meme' stuff was generally quarantined either in the side content or the 'clear screens'. The quality of visuals and audio/music was great which was impressive given the sheer quantity and variety of it.
Gameplay wise, it was a lot less clear cut though.
Platforming wise (needle, gimmick, trap screens) it was amazing. There was hardly a weak spot and it was a good balance throughout. The needle screens you could see the changing style in each room and it was refreshing since needle can run the risk of feeling repetitive. The gimmicks were a mixed bag of different things, offering great variety and interesting applications - between basic stuff with a new twist and weird and wacky things, it felt well thought out and well applied. Trap sections felt varied as well, mixing it up between having a central obstacle or being sprinkled with little oddities along the way.
The bosses were another interesting point. Individually, I wouldn't say they were all good but the variety was astonishing. I felt like each time I entered a boss room that I'd really not know what to expect and there was a ton of cool stuff. I certainly didn't love them all but it was easy to appreciate the creativity that the format offered. My gripe here was that a ton of them felt medley style and I'm personally not a fan of that, where things like the punchout fight, TMNT or reality brea felt great because of a consistent theme and slick execution, some of the others felt like it was just tossing random crap at you. Still, they served as a nice range and the bosses were all enjoyable because of that.
Unfortunately the last two categories is where the game takes a total nosedive. The avoidances individually were probably all alright, but my god were they homogeneous. After completing the game, only two of them really stood out to me (thankfully one of which was the required final boss avoidance, the other being knuckles) as being slightly different. I thought to myself that I must be misremembering, so I went back through all of them looking for something that wasn't electronic music with fast rng coming at you on a flat surface at the bottom of the room (okay, inf jump was a little different but it didn't really feel much). It was literally every one of them (as knuckles was barely different from a gameplay perspective, just aesthetic). Not only that but they all had felt out of place difficulty wise. If you had them all individually out of the game, they're probably pretty solid (but there's already hundreds of them just like them) but in the game it was a huge detraction from the game. Every single one of them felt like it hurt the gameplay flow because of the time spent (until I stopped even bothering) and it was a huge disservice to the format because it felt like the huge amount of creativity and variety offered by the format went straight out the window so that someone could churn out another fast barrage.
Finally the +1 stages, I knew I wasn't going to like them going in but the truth was there's actually some good stuff in here. If you had cut out a couple of the middle rooms out of each of these you could've had another good gimmick stage from each of them, but instead every single one had to be coated with some boring filler initially and some intense visual aids along the way. Just because something is known colloquially as a shitstack, doesn't mean you actually have to stack shit on it, this format could've been done so much better.
Overall I'd still recommend any experienced player to give this a play as there is still a ton of great content in here, but play the parts you like - trying to be completionist about it did not feel rewarding. Its unfortunate you have to sift through some garbage to find the great parts but there are a ton of great parts that you don't want to miss.
Rating: 8.0 80
Difficulty: 70 70
Oct 26, 2017
AndresSgarrido
Overall great game, most avoidances are mmmm and the needle is well made in most of the cases. I didnt like some stages from what I have played, maybe its because there is too much variety. Still good game and would recommend if you are into memes and have above average skills
[1] Like
Rating: 8.7 87
Difficulty: 73 73
Oct 9, 2017
Smartkin
I appreciate everyone's effort put into this
[1] Like
Rating: 9.5 95
Difficulty: 70 70
Oct 8, 2017