6 Reviews:
BloggerOP
There are some problems here, for example the intro becomes boring if you are grinding this, or one attack at funky hank is much harder than other attacks. It is fun, and I do think how this avoidance flows is amazing, but it's not that perfect as others say. Cool remake though, I like it!
[1] Like
Rating: 7.2
Difficulty: 77
Jun 16, 2023
Cthaere
DISCLAIMER: This rating is purely the result of my personal feelings, that are massively influenced by my relationship with the maker, the fact I was the recipient, and the chain of events in the month leading up to its release. As such, it will be completely unrepresentative of the average player's experience.
Unfortunately, I have no wish of trying to give this game a more thorough analysis, as that would require dissecting it in a way I do not feel comfortable doing publicly. As such, all I can say is: It is a great avoidance that I would absolutely recommend to anyone who can handle all-around high level reading. Please go play it.
And as for the maker: From the bottom of my heart, thank you. You have made my Christmas truly special.
Unfortunately, I have no wish of trying to give this game a more thorough analysis, as that would require dissecting it in a way I do not feel comfortable doing publicly. As such, all I can say is: It is a great avoidance that I would absolutely recommend to anyone who can handle all-around high level reading. Please go play it.
And as for the maker: From the bottom of my heart, thank you. You have made my Christmas truly special.
Tagged as: Avoidance
[1] Like
Rating: 9.0
Difficulty: 85
Dec 29, 2021
xva
this is an avoidance that I desperately wanted to like, I really did. I went in with a very positive mindset, thinking it’ll be as good as everyone says it is. unfortunately, it isn’t as great as the ratings suggest. I gave this game the benefit of the doubt time and time again, but it was ultimately fruitless
this avoidance is a remake of Mayumushi, an amazing avoidance that pretty much everyone loves. it’s hard to take attack concepts similar to Mayumushi and ruin them. this game doesn’t quite ‘ruin’ them - I think that’s far too harsh of a word. many of them are remade interestingly enough to keep the game interesting and fun. you always have something to do. they’re much easier to read and require a lot lot lot less know-how and pattern skill than Mayumushi. the game is much easier than the game it’s remaking. it focuses a lot more on RNG and less on patterns. you don’t really have to learn a lot of stuff and everything is fairly readable
all of this is true for Nazuna, Mayumushi and Jinmenusagi. FUNKYHANK is where all this goes to shit and gets thrown out the window. it’s like the maker entirely gave up in balancing and just threw together a bunch of annoying bullshit that walls you half the time and is only tangentially related to the original FUNKYHANK. I understand it’s supposed to be a reference to the balancing from the original, but this isn’t the way to do it. I doubt people enjoy FUNKYHANK’s insanely high difficulty in the original Mayumushi fight, so why translate it here in such a poor way? it entirely ruins the flow of the avoidance. another thing I found particularly painful is how a death that far in wastes quite a bit of time. this isn’t a problem once, twice or five times. it’s a problem if it happens 15+ times and you feel helpless to the RNG each time. final isn’t very good either, but at this point I don’t even blame it since Mayumushi’s final attack is hard to make good. I’d even call it great compared to the original
an unfortunate experience that I wish I could enjoy, but simply couldn’t due to several bad design decisions and very questionable balancing
not recommended
this avoidance is a remake of Mayumushi, an amazing avoidance that pretty much everyone loves. it’s hard to take attack concepts similar to Mayumushi and ruin them. this game doesn’t quite ‘ruin’ them - I think that’s far too harsh of a word. many of them are remade interestingly enough to keep the game interesting and fun. you always have something to do. they’re much easier to read and require a lot lot lot less know-how and pattern skill than Mayumushi. the game is much easier than the game it’s remaking. it focuses a lot more on RNG and less on patterns. you don’t really have to learn a lot of stuff and everything is fairly readable
all of this is true for Nazuna, Mayumushi and Jinmenusagi. FUNKYHANK is where all this goes to shit and gets thrown out the window. it’s like the maker entirely gave up in balancing and just threw together a bunch of annoying bullshit that walls you half the time and is only tangentially related to the original FUNKYHANK. I understand it’s supposed to be a reference to the balancing from the original, but this isn’t the way to do it. I doubt people enjoy FUNKYHANK’s insanely high difficulty in the original Mayumushi fight, so why translate it here in such a poor way? it entirely ruins the flow of the avoidance. another thing I found particularly painful is how a death that far in wastes quite a bit of time. this isn’t a problem once, twice or five times. it’s a problem if it happens 15+ times and you feel helpless to the RNG each time. final isn’t very good either, but at this point I don’t even blame it since Mayumushi’s final attack is hard to make good. I’d even call it great compared to the original
an unfortunate experience that I wish I could enjoy, but simply couldn’t due to several bad design decisions and very questionable balancing
not recommended
Tagged as: Avoidance
[0] Likes
Rating: 5.9
Difficulty: 82
Nov 3, 2023
Razzor_iw
impeccable atmosphere, but the avoidance leaves more to be desired, and i found it to be generally frustrating to play
edit: nah im just delusional this game's amazing
[0] Likes
edit: nah im just delusional this game's amazing
Rating: 10.0
Difficulty: 80
Dec 31, 2021