Etude 02 - I wanna sound s e p.

Creators: La§t, ばやしぃ, ゆず湯, YamiyCat

Average Rating
8.9 / 10
Average Difficulty
72.9 / 100
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Tags:

Avoidance (4) Special (1) Collab (2) BossRush (1)

Screenshots

  • by Fruitless
  • by Fruitless
  • by Fruitless
  • by Dog
  • by Fruitless

8 Reviews:

gourdladle
All clear
This is a Japan avoidance collab with 4 well-made avoidances, ratings for each are as follows.

ばやしぃ zone: Short but pattern-heavy avoidance, the first 20ish seconds were hard while the rest was too easy.Pattern designs here were kinda annoying so it's just okayish.

ゆず湯 zone: Finally a yuzuyu's avoidance with good gameplay. The visual is as nice as he always did and Patterns&RNG were very well balanced. Some parts of this avoidance might be too chaotic, not a fan of this, but overall it is pretty

La§t zone: Slow-paced dense avoidance,best in this game imo.Great atmosphere and great gameplay, also very unique visual design.The beginning was the only downside where you might get walled.It was nearly perfect(9.0 for it)

YamiyCat zone: Decent pattern avoidance but had some really annoying RNG.I dont like it and somehow I find it being a bit hasty compared with the rest.

I hope we can get Etude 03 in some day.

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Rating: 9.0 90       Difficulty: 70 70
Jun 17, 2023
MegaKid
Yup, this is banger <3

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Tagged as: Avoidance
[1] Like
Rating: 10.0 100       Difficulty: 75 75
Feb 23, 2022
GaspacoZanis
2021 collab avoidance game, organized by La§t. Technically, you can count this as a sequel to 'Etude 01 - I wanna ease a dance hall', except sequel is finished (the original game has 4 portals but only 1 can be entered, and even then it is very short avoidance that is hard to even call finished) and is not a solo project.

The game immediately meets you with a splendid loading screen both audio and visual wise. It is simple, but it is so cool. The idea that you need to turn upside down the umbrellas is quite original.

Now, as for the actual gameplay, I do want to say that this game is not as perfect as people claim it to be. It is a very mixed bag, and the quality varies from avoidance to avoidance.

As of 09/May/2025 I have not edited my clear videos on YouTube, so I will refer to different moments in a descriptive format. But I do plan to release videos, so then it will be easier to understand my strats as well.

I will start in the order of how I have beaten this game. I have immediately started with 2 of avoidances that I did not especially like from looking up on video, and left the best stuff (as for what I could tell) near the end. And it was probably the best choice I could have done. This game took me 22:14:48 time wise and 6202 deaths, so beating the worst stuff in the beginning did make this experience much more acceptable for me.


ばやしぃ :

The first clear was of ばやしぃ (Bayashi), which is author's first public avoidance. Now, someone might recognize this soundtrack being used in another fangame. And it is correct - 'I wanna Phalanx' was inspired of this avoidance in 2022. You have the song that could be interpreted as 'abrupt', since it starts out of nowhere and kind of finishes as well if you recognize this song. This was never an issue for me, but it is worth mentioning. The problems I had was with the gameplay itself though.

The author himself says that the avoidance is 'about 45 seconds long' and that the 'ratio of patterns to RNG attacks is 9:1'. This is pretty much true - you will be learning mostly patterns rather than dying on RNG, although you still have to read pure RNG or even combinations of patterns. Now, I was learning this avoidance, using different video strats. This took me almost 2.5 hours and more than 1.5k deaths, and difficulty wise it is 2nd easiest avoidance, in my opinion. But do not be fooled by this, because it is still pretty tough to learn a lot of this.

The problems with the gameplay roots in the aspect that this is Bayashi's Debut avoidance. And you can see that throughout all the experience.

Avoidance starts with you being immediately required to go away from the line that spawns in you. And you immediately need to perform a bit unintuitive aiming-based patterns.

The colourful rings might seem as random combinations but is in fact a pure pattern, which made it being enjoyable and allowed to perform next few patterns in a much more convenient and predictable way.

The first RNG part is after the red lines - the gray fruits are random, and you need to decide where to stay. And right after the red circle you have another RNG attack that you can technically call a random combination one, where you need to go to the left, while pattern starts in a random position and then proceeds to the left.

This whole section is a bit annoying, to be honest. The aiming is unclear how it has to be performed, and RNG aspect does not help at all even with the indicator that you have of it beforehand. It is really hard to understand how long you need to wait and how exactly you need to jump in every situation. Also you cannot wait too much on the platform either, since the collapsed circle will get you. The red circle before it is very awkward as well.

However, the most awkward section is when you need to go down. It looks unintuitive and it surely is as well. You need to wait on the edge of the platform, then do single high jump, then not landing on the same platform but rather the one lower down. Then immediately rushing to the left before spiral gets to you and awkwardly jumping over the fruit, then falling down and rushing to the right in hopes nothing gets you.

Then for some reason the difficulty of avoidance gets much lower with good strats. I watched Happy's strats and they really helped to get through. The only hard part is when the 3 lines of red fruits aim towards you. You need to time the jump very precisely, because you will get killed by the aiming or from the fact that you did not get to the 2nd platform on time.

After that you can easily 1st try, if you know what to do. Even if you bonk like me, you can still stay alive, just do not panic.

There are good ideas, but it just does not feel natural to perform all of this, and RNG aspects do not help at all.

The next issue, that I noticed with this game is that it seems like this game has memory leak or something like that. Due to the amount of deaths I had, I noticed that more I played, the longer restart took. Yes, you have stutter upon restarting after a while. The saddest part is that it actually helped me to take a break between attempts. Otherwise you are immediately thrown into action from 0th second, which is so unnecessarily. Just give me a break for at least a second when I start this, jeez.

However, the stutters is an issue, and you need to close the game in order to get rid of it. This might not occur on better PCs though.

I wish I liked this avoidance more, but it is not fun. It really needed to be fleshed out better than that, to not feel as awkward as it ended up being. And also the balance is all over the place as well. I am glad the finale was easier than the rest, but still.

It is short, but I would not call it good because of that. Just play 'I wanna Phalanx' - yes, it is much easier, but it is also much more enjoyable interpretation of the song.

Difficulty: 62
Rating: 4.7


YamiyCat :

This was my 2nd cleared area in this game, and I really hated this one. Initially, I was leaning towards that this is just a boring avoidance, that I could rate above 5. But, the more you play the more issues you will notice.

The author said this about the avoidance 'My avoidance came out different to my original vision, I got lost in the process of making it...'.

And, unfortunately, you can feel that.

This avoidance is just going in way too many directions. It is really all over the place. It has such a good song, and a lot of good ideas, but the execution is really bad.

I usually like what this author creates, but this is not that time.

This took me approximately 8 hours and 3k deaths. The first is because you have all the hard stuff nearby the end, and second one is because the beginning is just lmao moment.

You are immediately greeted with a line going up and extremely confusing first pattern. You need to stay in the corner and do 2 quick jumps. This makes no sense, but you can kind of get used to it. It is horrendous design of the beginning of avoidance though.

Then you have around 10 seconds of very confusing RNG. It is not balanced that well though. You can have all kind of situations and you will waste a lot of time if you cannot read harder situations. Then you have a pretty cool spinning effect.

What is not cool are following patterns. You have stuff like: stay in the specific spot ; go down ; go to the left and then go back to the right, doing weird jump (or you can actually stay once again in a specific spot, if this is the strat you would like to use) and then staying on the platform for some time (not very intuitive timing though), with some pretty cool visual effect, followed by you jumping in and out of patterns several times.

It is generic and does not feel very satisfying.

Then you have pattern (or maybe it is an aiming?) which is fine, but is not necessarily original, since you just go to the left in an awkward way.

After the white pattern you have weird RNG blast. You can get unlucky here, but it does not happen too often, luckily.

Then you have semi-transparent RNG(360) moment. Not very good, especially, since you need to do awkward pattern jump to the upper platform and then time the movement to the right, since you can actually move too quickly to the right. The jump is fine enough to get used to, but it is so clumsy.

Then once again cool effect followed by generic pattern design and easy RNG.

Then you get yellow fruit RNG... That is just awful. You can get unlucky with these vertical fruits, because you really need to get to the central platform, to survive the bursts and not dying afterwards. If you jump too late, you will get sniped by the fruits during which you should stay still.

Oh, and then you have more of that but now from the ground. Then you need to jump once to aim away yellow fruits and then jump to the centre for the ring itself.

Now, here is an indicator moment, so here is what you need to know: the colour of the ring indicates the starting point. Then the arrow will show how the circles will move - clockwise or counter-clockwise. And, yes, this is literally 'I wanna Odoryanse' ring. Or maybe if it helps you - this is similar enough to 'I wanna Prima', except you need to process the direction just by the arrow and you have an indicator ring for the starting point.

The ring attack is pretty cool, probably my favourite part here. It is not very fast so it does not feel awful to perform.

Then you have very weird wind RNG, that can get to you, so be ready to quickly read.

Now you need to choose which strat you want to use - going to the left or going up. I tried both of the strat and I can confidently say that going to the left sucks. Timing is very tight, and you will die both from the ring and purple fruits. If you go up, it seems scary, but the only real hard part is the ring itself. This patterns sucks though. Just because of this thing I had to play for much longer than I wished to play. It is just not intuitive at all even with the good strat.

After that you fall down and you need to read 4 RNG circles. Why are these RNG? I do not know, but they are, so you need to react on time. I did not like this attack.

After that you have several kind of easy patterns, but you can still very easily mess up something.

The finale is RNG and infinite jump. It reminds a lot of 'Mass a Carry Blade!!' - the other game of this author. Luckily, I did not die, even though it is very scary. Especially, the last burst is not necessarily easy. I am really glad that I have never died there, otherwise this would probably tilt me even more than it already did.

There are good things, but so many bad decisions just makes this experience very annoying. And, yes, you will probably get stutters here as well, due to how much you will probably die at the beginning.

The song is good here, but the representation of it is not that much.

You can see that this is not author's first avoidance, but it is also confusing why this ended up being bad. I did like a lot of older avoidances by this maker, so I do not know what happened here. Patterns are just not fun or intuitive ; RNG is annoying ; intro is annoying ; balance is all over the place ; aesthetics could have been better (why is there a standard aesthetics here??? It just does not fit with such a song, really).

I honestly think that there was not enough test-play for this avoidance.

This is my least favourite avoidance from the bunch. Difficulty wise it is the 2nd hardest one.

Skip this one.

Difficulty: 64
Rating: 4.3


La§t :

La§t's was the biggest enigma for me. I really could not guess how I would feel about it. There were both people who absolutely loved this avoidance, and both of those who absolutely hated it.

This avoidance is the hardest one from the bunch and it took me just slightly less than 10 hours, although death amount was significantly lower, with the amount being closer to 1-1.5k.

Now, the most particular thing about this avoidance is that the song is very calm, and avoidance has very simple design that accompanies the vibe.

The avoidance is mostly RNG, although you have combination patterns ; pure patterns and patterns+RNG.

The beginning is probably the hardest part. You have a lot of barrage, although you have gray aiming fruits to which you need to get used to. It does require to get used to, but there are 2 other things that are quite hard:

a) The fruits that burst out into smaller ones, due to their RNG nature of bursting as far as I know.

b) Deciding how to avoid the 4 figure section. You have to be on the opposite side of the colorful figure, but you need to move as quickly as possible, without losing much time, otherwise you will be killed. There is also a savespot diagonally (so if the colorful figure is down, then savespot is up), but blue tone fruits are RNG, so it is not a consistent strategy.

After that you need to do a small puzzle, where you need to go nearby the figure that you just saw. It will open up. Go into it and then go as quickly as possible to the centre of the screen.

This section is really clever, although the figure patterns are not necessarily free, especially, the heart pattern.

It feels like a speedrun section, and I have to say that I did love it. You always need to adjust on what to do, since the central rings are RNG. However, the figures always spawn in the same spots and you can predict the figure from the previous attack. I believe the rotation is also always the same, so you can also see if you are on time or not. Aiming part is a bit hard, but it was cool figuring out what to do.

Now, the big issue in this avoidance is when patterns start to kick in. The first pattern in the centre is awful. You need to precisely jump in the centre and immediately go outside.

However, the slow gray circle is RNG, everything else pattern. You need to adjust to different strategies, and it is not gonna be always possible or necessarily fair. I really hated and did die a lot. You just cannot do much, unfortunately. I am not sure if colourful fruits are RNG or not, but it feels like they are. Also while the waves do look cool, they also are RNG on how they start, I believe.

The end of slow RNG has curving pattern which might seem tight but is fairly reactable.

And yet jumping inside the red circle is problematic indeed. Luckily, the colourful fruits there are patterns, so you just need to jump over the 2nd yellow small fruit and go inside the circle. That is the hardest pattern in this avoidance, but I did not necessarily hate it. I had fun figuring out on how to perform it, since RNG fruits are not gonna bother you by that point.

After that you can theoretically first try everything, since the avoidance does get easier. But it is not free at all.

You need to be in the centre and read RNG. Then you have star patterns that are easy - just go the left and be near the ceiling. If you bonk, it is fine. Just do not go to the right even if you want to.

There is RNG at the end of the section. I never died on it, but the RNG I had was way too scary. I am not sure how reasonable or unreasonable it really is.

After that you have RNG pre-finale and final burst followed by slow bullets. I do not know if you can get walls. I had a very free finale, so I did not have to do much, but other times you cannot just stay on the ground. But you do have time to make decisions, just do not rush.

Now, this avoidance has really cool fruit designs and colour schemes. It just fits perfectly to the vibe.

However, I do acknowledge that there are issues, that can affect your perception of this avoidance.

I do not mind slow atmospheric avoidances. In fact, I did like the vibe, so I could enjoy the good parts. But there are bad parts that will ruin your day.

I really do not know how bad or good is the late game, but I do appreciate that the final section is not instagibby. There are enough patterns, in my opinion.

I will say that I did have fun and while I did first try, I did enjoy performing. It was satisfying, and I liked getting better and better at this avoidance.

Sure, you can have bad or just unreasonable RNG, and I really do not like that first central pattern. But I did enjoy a lot of things, and I was not as negative as I thought I would have been.

I was thinking between giving 6.9 or 7.2, and I think I will give it 7.2.

I appreciate what author was going for. Unusual gameplay fits very well to the unusual soundtrack. You really do not see these kind of avoidances often, so it is cool trying out such stuff.

But do be aware that this avoidance is not for everyone. And I disagree with people who say that this is the best part of the game. If you play this a lot, then it won't seem as fun as if you were to play it for just a little bit.

That being said - I still recommend this avoidance. It is my 2nd favourite avoidance in this game.

Difficulty: 67
Rating: 7.2

ゆず湯 :

ゆず湯's (Yuzuyu's) stage is easily the best area in the game. I will tell you more - this is now one of my favourite avoidances IN GENERAL.

This is the easiest avoidance, but the amount of creativity present here is just phenomenal. This was author's 2nd attempt in making high production value avoidance (1st attempt was 'I wanna Upapa!'), and he just nailed it.

Avoidance has so many unique effects thrown all around, and surprisingly it is also balanced to not lag even on weaker computers.

The avoidance opens up with stunning doors that randomly generate colour scheme and choose different Koishi's sprite. Then you have a very cool RNG attack that makes you to read and not to play without thinking. Then you have several aiming attacks.

You have transition to a simple background, but it works so well. The RNG attack feels fun, followed by both patterns and some easy RNG, and finishing with easy aiming attack.

The 'rap' part is just wow. It uses very unique visual effect that fits so well to the vibe. But the gameplay is surprisingly intuitive. It is not hard, but you have a lot of room to do something.

Then you have easy patterns that seem much harder on the video. The visuals are simple but every time have different colour scheme, making experience really satisfying.

The white section might seem weird, but I did find it fun. Even the basic aiming attack was utilized in a good way.

The next section has a bit harder RNG, where you need to read how the cross moves with RNG falling down on you. However, if you drop down, then you will be quite safe. The 2nd cross makes it a bit tricky, especially since you need to time the aimings that comes right after.

I just count until 7, and I know that I have to drop down. I do not stay too much on the right or too high, since then you need to jump on the next aiming.

The aiming works surprisingly well with the visuals, and that is quite crazy.

Right after you have anti-aiming followed by actual aiming. Just find visual cue in the centre and then drop down.

After you see beautiful effect of the title of the song, you have the hardest part of the game.

Go the right. The big circle is pattern, however, falling fruits are RNG, so be aware of that. The aiming that comes after requires you to aim in the air but dropping down as soon as you hear specific audio cue (I drop down after I hear specific word / sound).

Then you have crosses. The timing can be slightly hard (it is the hardest pattern in this avoidance), since you can be both too quick and too slow, but it is still reasonable. Just do not dodge on the left side, because then it gets a little bit complicated to survive.

Right after you need to jump twice to get aiming away and then just once again from the the second aiming, and then go to the left to avoid the aiming from above you. It is simple, and it is effective.

Then you have finished the pattern section and you need to dodge several RNG attacks. RNG is not easy, and, in fact, you can have quite weird RNG on gray fruits. Can be a bit unpleasant.

Finale is easy enough, and in the end you see pretty effect of doors closing. Simply amazing.

'It's a quirky avoidance' said author. Well said, well said. True cinema.

This avoidance just radiates personality and attention to details, that it is crazy. Visuals are great ; the gameplay works excellent and everything flows perfectly.

My only complaint is that pre-finale can give a bit unpleasant situations. And I think that is the only thing that prevents from giving pure 10.

I do not know what to say. Just try it. This avoidance is the best thing in this game, and you really need to try it!!!

And the craziest thing is that it seems harder than it actually is. I would have never seen this coming. How does this avoidance manages to be easier than Bayashi?? You really cannot tell that from looking from the video. It took me few hours with a video.

Must try.

Highly would recommend.

Difficulty: 58
Rating: 9.99

If you go to any avoidance after you have beaten this game, your character will get an umbrella to their sprite. That is a cool detail, with the whole umbrella theme in this game.


Now if we calculate the average we have rating of 6.5475, that I will rate as just 6.5, which seems a fair rating. And the hardest part I rate as high as 67.

This game has a lot to offer. The highs are just insane. But the lows are there. If not for the Yuzuyu, this game would have been very mid with one bearable avoidance.

I know some people liked YamiyCat and Bayashi, but I really could not like them at all. It was just painful and unfun.

Then, I am not even talking about the stutters this game has or bad RNG moments, or just bad patterns.

This game is really all over the place.

I do respect that this exists, but I would never call this as a masterpiece of a game.

Yuzuyu's area is excellent and La§t has cool moments, but that is it. Other 2 areas are not that memorable or spectacular.

The game itself has cool visual and audio designs to go from one room to another. But the presumable memory leak issue is a bit disappointing.

If you wanna go for a full clear, then I would not recommend this game.

You can try out and see what sticks out to you. If you wanna best to the worst order, then here it is: ゆず湯, La§t, ばやしぃ, YamiyCat.

Difficulty wise (from hardest to easiest):
La§t, YamiyCat, ばやしぃ, ゆず湯.

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Tagged as: Avoidance Collab BossRush
[0] Likes
Rating: 6.5 65       Difficulty: 67 67
May 9, 2025
Razzor_iw
i tested this

this is a japanese avoidance collab consisting of 4 relatively short avoidances
three of them are your standard fast-paced pattern + rng avoidances with high production value, and they are quite fun
the last one, made by last, is slow unlike the other 3, and is my personal favorite because of how unique it is

do give this out a try if you like avoidance

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Tagged as: Avoidance Special Collab
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Rating: N/A       Difficulty: 75 75
Jul 19, 2021
NeedleChampi
[0] Likes
Rating: 8.5 85       Difficulty: 75 75
May 13, 2025