Creator's Comments:
Saya [Creator]
https://mega.nz/file/PUB3xCgC#ChZTMLAiUh3a7tcq7EW5xa8Gvl4JE29Gzt-wLpW-eY4 project file
feel free to edit and whatnot
[0] Likes
feel free to edit and whatnot
Rating: N/A
Difficulty: N/A
Jul 25, 2021
10 Reviews:
Xplayerlol
You can rest easy now, 2021 me.
Money is a somewhat interesting avoidance that makes use of a running mechanic: Hold Z to move twice as fast. It's super standard in other platformers but somehow I've never seen it in a fangame and it works SUPER WELL with avoidance, adding a small layer of complexity to the game while reducing the risk of walls by opening up many new possibilities for dodges.
Sadly, Money is not a very good flagship for this mechanic. While the aesthetics are pleasant for a meme-themed avoidance and the attacks are individually fun to play if you meet the skill threshold, it is also mundane, incredibly repetitive, horribly balanced and somehow still manages to have walls (Fireball transitions). These are all recurring complaints, the only difference is that I don't consider them minor issues.
Recycled attacks are a huge deal. It's not just one attack appearing twice. It's four attacks making up the entirety of the avoidance, with variations only being included towards the end. The author visibly did not know what to do with the 4 minutes they were given.
Worst of all is the difficulty balance: The first half sits at a comfortable 50 difficulty, then the second half spikes up to 60 and then the last attack bumps it all the way to the high 70s/low 80s. The result is obviously a slogfest. Players in the 50 skill range will feel scammed by the second half, players in the 60s will feel scammed by the last attack and players in the 80s will fall asleep while playing the first half.
Ironically, the music choice worsens the experience by evoking a slight feeling of dread that lingers throughout the entire playthrough. AND YOU CAN'T EVEN ENJOY THE VIBES IN PEACE BECAUSE HERE COMES THE LAST ATTACK, TIME TO HAVE ANOTHER HEART ATTACK!!!
I do want to highlight one positive aspect, though. Individual attacks are balanced very well. Walls are very unlikely, even if you discard the running mechanic, and even during transitions and denser attacks where you would expect walls to be most prevalent. Except for the fireballs.
I hate this avoidance. My rating doesn't reflect this sentiment because there are some redeemable factors, but I really wouldn't recommend it. Or rather, I wouldn't recommend attempting to clear it. Playing it casually is fine.
Money is a somewhat interesting avoidance that makes use of a running mechanic: Hold Z to move twice as fast. It's super standard in other platformers but somehow I've never seen it in a fangame and it works SUPER WELL with avoidance, adding a small layer of complexity to the game while reducing the risk of walls by opening up many new possibilities for dodges.
Sadly, Money is not a very good flagship for this mechanic. While the aesthetics are pleasant for a meme-themed avoidance and the attacks are individually fun to play if you meet the skill threshold, it is also mundane, incredibly repetitive, horribly balanced and somehow still manages to have walls (Fireball transitions). These are all recurring complaints, the only difference is that I don't consider them minor issues.
Recycled attacks are a huge deal. It's not just one attack appearing twice. It's four attacks making up the entirety of the avoidance, with variations only being included towards the end. The author visibly did not know what to do with the 4 minutes they were given.
Worst of all is the difficulty balance: The first half sits at a comfortable 50 difficulty, then the second half spikes up to 60 and then the last attack bumps it all the way to the high 70s/low 80s. The result is obviously a slogfest. Players in the 50 skill range will feel scammed by the second half, players in the 60s will feel scammed by the last attack and players in the 80s will fall asleep while playing the first half.
Ironically, the music choice worsens the experience by evoking a slight feeling of dread that lingers throughout the entire playthrough. AND YOU CAN'T EVEN ENJOY THE VIBES IN PEACE BECAUSE HERE COMES THE LAST ATTACK, TIME TO HAVE ANOTHER HEART ATTACK!!!
I do want to highlight one positive aspect, though. Individual attacks are balanced very well. Walls are very unlikely, even if you discard the running mechanic, and even during transitions and denser attacks where you would expect walls to be most prevalent. Except for the fireballs.
I hate this avoidance. My rating doesn't reflect this sentiment because there are some redeemable factors, but I really wouldn't recommend it. Or rather, I wouldn't recommend attempting to clear it. Playing it casually is fine.
Tagged as: Avoidance
[4] Likes
Rating: 4.8 48
Difficulty: 80 80
Mar 6, 2023
Pigeon
Maybe I am overcheering this but I just loved this one, pleasing aesthetic / visuals as well as the BGM that accompanies it.
The double speed gimmick makes most of the attacks a lot easier, making the first part of this a bit underwhelming difficulty-wise. The real challenge only comes 3/4 through I would say when more patterns are combined with a bit of density.
There is a hitbox / Hit count mode for those who want to enjoy casually, I believe this is a nice training avoidance overall for those seeking a next level kind of challenge.
Somehow first attempt reached pre final blind.
[1] Like
The double speed gimmick makes most of the attacks a lot easier, making the first part of this a bit underwhelming difficulty-wise. The real challenge only comes 3/4 through I would say when more patterns are combined with a bit of density.
There is a hitbox / Hit count mode for those who want to enjoy casually, I believe this is a nice training avoidance overall for those seeking a next level kind of challenge.
Somehow first attempt reached pre final blind.
Rating: 9.0 90
Difficulty: 62 62
Mar 25, 2025
Gaborro
Every attack in this boss is simple but fun to play; music like this isn't that common in this genre so I really appreciate this pick, it's really good. I also really appreciate the running mechanic, it is an interesting way to allow some cooler dodges.
[1] Like
Rating: 8.0 80
Difficulty: 65 65
Mar 2, 2023
WoshTheTriangle
A simple fun avoidance against a silly gif of remilia playing the ukulele.
The balance is mostly fine, being a combination of simple attacks which get more complicated the further into the song you get. The only attacks that I dislike are the fireballs and the transition out of them during the chorus as the difficulty is completely up to luck and can sometimes just be unfair. The rest of it is fine and honestly really fun.
Having dotkid and hitmode is also really nice for practice.
[0] Likes
The balance is mostly fine, being a combination of simple attacks which get more complicated the further into the song you get. The only attacks that I dislike are the fireballs and the transition out of them during the chorus as the difficulty is completely up to luck and can sometimes just be unfair. The rest of it is fine and honestly really fun.
Having dotkid and hitmode is also really nice for practice.
Rating: 7.5 75
Difficulty: 55 55
Apr 17, 2024
Rebag102
Okay not too hard avoidance, the first half of it is pretty uninteresting and literally repeats attacks which isn't that fun, the second half is more interesting but also quite a bit harder. It's not bad but having to play through like 1:40 of the fight where it repeats just to die on the trickier part is kinda meh, overall not bad though and I still would recommend playing it until you get bored or just clear.
Also the song is a banger tbh
[0] Likes
Also the song is a banger tbh
Rating: 5.5 55
Difficulty: 55 55
Jul 27, 2021
Delicious Fruit
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