I wanna try a Collab 2
Creators: YoYoYoDude, pieceofcheese87, Patrickgh3, ViTheGhost, Polaroid, Stonk, xElectricZz
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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:
fangameXPmaster
Strong uniqueness and very fun
[0] Likes
Rating: 10.0 100
Difficulty: 69 69
Nov 24, 2019
ElCochran90
Rating includes Mr. Bones meme levels and completing all 6 extra levels. Difficulty rating involves only the main levels.
I was sitting comfortably at a 60 rating of difficulty, but there are two notorious difficulty-spike instances that does make you question whether if this is a normal challenging game or something that requires more significant skills: three avoidances, and Yoyo's platforming. Seriously Yoyo, you're insane and sadistic! Your platforming is way harder than the extra platforming/gimmick levels! However, I won't complain. You're such a legend that I never met in proper time and you simply didn't know easy needle. I see your stamp of difficulty all over this game. You made this to be a very advanced game in terms of difficulty. You warned me this wasn't a beginner game, and here I am, disobeying. Sorry.
But you are cruel. And awesome.
I did have to adress in my Collab 1 review the main aspect that has defined everyone's entertainment in these games: oversaturation. Quality is more appreciated than quantity (this community has the capacity to have a very short game as a favorite; no sin there). Many times the levels in this sequel are obviously done to, again, fill a quota of a number of levels to clear per floor. Seldom, they are quite terrible. However, the quality/quantity ratio has increased significantly. The levels, overall, showed a clear sign of commitment and creativity, and where the game truly shines is in the avoidance department. Some needle levels are also creative, but the avoidances are, generally, excellent, even the non-serious ones. I still have a lot of problems with the bosses; the crew simply don't know how to make good bosses, except for the extra one as a highlight, but when it comes to level design, they knew they were doing something right and more balanced in quality than just mere visual experimentations.
Another huge problem with the previous game was the amount of quality sacrifices made for the sake of an adolescent YouTube mentality. Although troll levels are also present here and almost all of them are quite forgettable unless you revisit them (you actually have to do this in case you missed a key for Mr. Bones ride), a very, very wise decision was made: "We have a lot of memes in store for you again, but in order not to affect your gameplay with them, we will have a separate section for them. If you insist, you have to collect secret keys for the ride." When I went for the memes section, I knew I could be expecting something of the quality of the previous games, and I was willingly going for it. Surprisingly, although still not very good levels, they were better than the meme levels of Collab 1.
I am aware of the existence of a fangame that is called "I Wanna Get Better With Avoidances". Of course, there are different strokes for different folks, and traps have never been my thing, but I play the fangames anyway. The genre deserves a chance. Many people hate avoidance games. Well... I haven't played that fangame yet, but Collab 2 DID help me to get better with avoidances by a great margin: having the option of having many hits to clear the game is a great way to learn from your mistakes without backtracking your progress in any avoidance boss, and the option of putting achievements by making them hitless is a way to push you. You decide. That is great. And it doesn't rely on cherries the majority of the times: it uses energy orbs and curved bullets, and the famous K3 arrows for you to practice with their hit boxes. Thanks a ton, really.
And finally, there is Moonlight Extra, a challenge that not only proved that I'm still a beginner under my eyes, but that I'm still not prepared for the greater, more difficult and more famous games. Preparation is still needed, so I will backtrack in difficulty while practicing everything possible, from the generic to the not-that-much generic.
I recommend this experience. You will have to go through a number of quality decreases if you play the entire thing, but the challenge enough is worth the ride. As the beginner I am, this costed me 24,000 deaths and more than 50 hours of gameplay, making the death/time ratio more reasonable and closer to my normal average. This also included achievements I decided to make which were not obligatory.
[0] Likes
I was sitting comfortably at a 60 rating of difficulty, but there are two notorious difficulty-spike instances that does make you question whether if this is a normal challenging game or something that requires more significant skills: three avoidances, and Yoyo's platforming. Seriously Yoyo, you're insane and sadistic! Your platforming is way harder than the extra platforming/gimmick levels! However, I won't complain. You're such a legend that I never met in proper time and you simply didn't know easy needle. I see your stamp of difficulty all over this game. You made this to be a very advanced game in terms of difficulty. You warned me this wasn't a beginner game, and here I am, disobeying. Sorry.
But you are cruel. And awesome.
I did have to adress in my Collab 1 review the main aspect that has defined everyone's entertainment in these games: oversaturation. Quality is more appreciated than quantity (this community has the capacity to have a very short game as a favorite; no sin there). Many times the levels in this sequel are obviously done to, again, fill a quota of a number of levels to clear per floor. Seldom, they are quite terrible. However, the quality/quantity ratio has increased significantly. The levels, overall, showed a clear sign of commitment and creativity, and where the game truly shines is in the avoidance department. Some needle levels are also creative, but the avoidances are, generally, excellent, even the non-serious ones. I still have a lot of problems with the bosses; the crew simply don't know how to make good bosses, except for the extra one as a highlight, but when it comes to level design, they knew they were doing something right and more balanced in quality than just mere visual experimentations.
Another huge problem with the previous game was the amount of quality sacrifices made for the sake of an adolescent YouTube mentality. Although troll levels are also present here and almost all of them are quite forgettable unless you revisit them (you actually have to do this in case you missed a key for Mr. Bones ride), a very, very wise decision was made: "We have a lot of memes in store for you again, but in order not to affect your gameplay with them, we will have a separate section for them. If you insist, you have to collect secret keys for the ride." When I went for the memes section, I knew I could be expecting something of the quality of the previous games, and I was willingly going for it. Surprisingly, although still not very good levels, they were better than the meme levels of Collab 1.
I am aware of the existence of a fangame that is called "I Wanna Get Better With Avoidances". Of course, there are different strokes for different folks, and traps have never been my thing, but I play the fangames anyway. The genre deserves a chance. Many people hate avoidance games. Well... I haven't played that fangame yet, but Collab 2 DID help me to get better with avoidances by a great margin: having the option of having many hits to clear the game is a great way to learn from your mistakes without backtracking your progress in any avoidance boss, and the option of putting achievements by making them hitless is a way to push you. You decide. That is great. And it doesn't rely on cherries the majority of the times: it uses energy orbs and curved bullets, and the famous K3 arrows for you to practice with their hit boxes. Thanks a ton, really.
And finally, there is Moonlight Extra, a challenge that not only proved that I'm still a beginner under my eyes, but that I'm still not prepared for the greater, more difficult and more famous games. Preparation is still needed, so I will backtrack in difficulty while practicing everything possible, from the generic to the not-that-much generic.
I recommend this experience. You will have to go through a number of quality decreases if you play the entire thing, but the challenge enough is worth the ride. As the beginner I am, this costed me 24,000 deaths and more than 50 hours of gameplay, making the death/time ratio more reasonable and closer to my normal average. This also included achievements I decided to make which were not obligatory.
Rating: 6.1 61
Difficulty: 75 75
Jul 7, 2019
Razzor_iw
its good (rating based on 100% except extra)
[0] Likes
Rating: 9.3 93
Difficulty: 79 79
May 13, 2019