Creator's Comments:
DragonXplayer [Creator]
This game started as a joke and it ended up in me making my first fangame.
Includes 1 avoidance alongside a practice mode and a hitcount mode.
Includes 1 avoidance alongside a practice mode and a hitcount mode.
Tagged as: Avoidance
[0] Likes
Rating: N/A
Difficulty: 94 94
Sep 19, 2021
10 Reviews:
Cthaere
Well. This is a first avoidance, and for that, it goes above and beyond in providing practice and hitmode, which I am going to assume are handcoded as it does not resemble other practice layouts I've seen. Other than that, though...
Generally, when designing an avoidance, there are things you want to be aware of, questions you want to ask yourself constantly. Does this attack have a decent chance to be completely bullshit? How does the first half of the fight compares to the second one, difficulty wise? Where would the player naturally want to dodge this attack, how does that position interact with the rest of the flow of the fight, and if I force them to be where they don't want to, how should I modify the attack so that it doesn't feel bad? How do I distinguish this attack from the countless other random(360) or circle attacks, or if I do not, how do I make miniscule yet impactful modifications or fine tune these simple attacks to create perfection? These are some of the questions that should be occupying the mind of the maker (and testers) from the first line of code until release. These questions, when properly answered and integrated into the avoidance, go unnoticed for the vast majority of players, who do not play avoidance with the mindset of studying its design. However, if they are not, then it becomes very apparent, and players may start to complaint.
You can see where I'm going with this. The infinite jump part is far harder than the first half as well as a lot more hectic and confusing. It feels as though it forces you into unfun awkward positions for infjump avoidance without doing anything to justify it. The spiral transition into infjump feels very cramped as well. There are several attacks I can see giving you unfair situations at an unacceptable likelihood. Balance between different attacks makes for a difficulty curve that looks as volatile as bitcoin value charts. On top of all, this fight has very few attack ideas I'd consider interesting, much less original, and in that context these mistakes have much bigger impact especially considering the high difficulty.
This isn't to say that this avoidance is wholly bad. I do think the first half is decent, especially the slow attack you can see on the second from the right warp on the top row. I also think that the inf jump segment could potentially be refined as well to match, although considering how hectic the song is at the part nerfs would be tight to implement.
This could have been a 7 with a playtester and a few adjustments, although rn I'd probably give it a 4. A decent showing for a first avoidance, but I can't recommend playing it.
[5] Likes
Generally, when designing an avoidance, there are things you want to be aware of, questions you want to ask yourself constantly. Does this attack have a decent chance to be completely bullshit? How does the first half of the fight compares to the second one, difficulty wise? Where would the player naturally want to dodge this attack, how does that position interact with the rest of the flow of the fight, and if I force them to be where they don't want to, how should I modify the attack so that it doesn't feel bad? How do I distinguish this attack from the countless other random(360) or circle attacks, or if I do not, how do I make miniscule yet impactful modifications or fine tune these simple attacks to create perfection? These are some of the questions that should be occupying the mind of the maker (and testers) from the first line of code until release. These questions, when properly answered and integrated into the avoidance, go unnoticed for the vast majority of players, who do not play avoidance with the mindset of studying its design. However, if they are not, then it becomes very apparent, and players may start to complaint.
You can see where I'm going with this. The infinite jump part is far harder than the first half as well as a lot more hectic and confusing. It feels as though it forces you into unfun awkward positions for infjump avoidance without doing anything to justify it. The spiral transition into infjump feels very cramped as well. There are several attacks I can see giving you unfair situations at an unacceptable likelihood. Balance between different attacks makes for a difficulty curve that looks as volatile as bitcoin value charts. On top of all, this fight has very few attack ideas I'd consider interesting, much less original, and in that context these mistakes have much bigger impact especially considering the high difficulty.
This isn't to say that this avoidance is wholly bad. I do think the first half is decent, especially the slow attack you can see on the second from the right warp on the top row. I also think that the inf jump segment could potentially be refined as well to match, although considering how hectic the song is at the part nerfs would be tight to implement.
This could have been a 7 with a playtester and a few adjustments, although rn I'd probably give it a 4. A decent showing for a first avoidance, but I can't recommend playing it.
Rating: 4.0 40
Difficulty: N/A
Sep 19, 2021
maxg26
yummy burger, it's fun
Tagged as: Avoidance
[2] Likes
Rating: 9.0 90
Difficulty: 97 97
Nov 19, 2022