Creator's Comments:
Razzor_iw [Creator]
The TGCC Team's debut. Good luck!
Read Cthaere's review as a continuation of this review.
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Read Cthaere's review as a continuation of this review.
Rating: N/A
Difficulty: 82 82
Jul 18, 2022
35 Reviews:
DerpyHoovesIWBTG
RNG Dungeon is an excellent adventure game with some ups and downs. I was a huge fan of the game overall, but there were some things that held it back for me that made me rate it a bit lower than I would due to the weird balancing issues that some of the bosses/avoidances in this game have.
I'll start with the needle first. It was super enjoyable and the reroll gimmick is a simple idea yet the execution of it never failed to impress me. Never did I have a moment where it went too far difficulty-wise and I like the little intermissions that appear halfway through a couple of saves. I wish the blue stage's gimmick didn't make the kid stuck inside walls, but that's the only criticism I had for that part. Thank you for not disabling pause for the grandma chase save.
As you can see, the main gripe I had with this game was not the needle, but the bosses and avoidances. Thankfully I did like most if not all of them, but there were some moments where I got super annoyed just to die to something I couldn't dodge or some questionable design choices by the makers.
Minibosses:
The Crimson boss in the Colorful Paroxysm stage is way too hard for where it is in the game. The Destination boss only took me 10 minutes while I spent over an hour on this boss alone, which ended up being my longest avoidance grind in this game excluding the final boss. While I find all of the attacks to be super cool, it gets ruined by how dense it tends to be (especially when you have to go inside the blue circles that spawn later on) and how the bosses regenerate health if one of them dies. I have no idea how to dodge that attack after Patrick dies where the fruits just come out of nowhere towards the middle, I was always worried that it would instagib me which happened most of the time. The boss design is genius but it just hits like a brick wall out of nowhere.
The Soulless callback screen is also great, but I don't like the random inclusion of the gate 5 attack. I know it's the most iconic attack of that gate, I just hate how you have to learn that pattern every time and it becomes even worse if you never got that far in Soulless before to learn it. I had to go out of my way to ask for a savefile to learn it because if I wouldn't I know I would have taken atleast a couple of hours on that screen alone. The avoidance after it is my favorite avoidance in the game though.
Bosses:
The bosses/avoidances I don't have anything bad to say about are:
Meth
what (the stick dude with the broom)
Skeleton
IP Address
Soulless 6
Final Boss
The few I didn't mention were Squid Game, The Formula and Mayumushi. I don't think Squid Game's first half is bad, but the second half is very poorly executed. The spiral at the start is either free or very hard to dodge, same for the attack after it. The last two attacks are quick but fair. The Formula is just don't die to the Squidward attack, that attack is way harder and inconsistent to beat than the rest of the avoidance. Mayumushi is good until the needle screen. It's fun to get to the end of the screen, but I hate how it's just a matter of not getting dense RNG at the end where you can jump up to dodge Mayumushi safely. Atleast it is one of the easiest avoidances.
I was thinking the final boss would piss me off, but it was surprisingly very fun. All I can say about it is that phase 1 is a bit too long (it takes over 5 minutes and tends to become super dense out of nowhere most of the time), and the green and yellow fruits during the underwater attack are very hard to distinguish from eachother. Phase 2 is pretty fair in my opinion, although the RGBY attack during the first chorus could have been executed a bit better. The last chorus is tense and you'll have to pay attention to your surroundings the entire time, but never did it become unfair.
Keep in mind that I am not the best at writing, it's hard for me to give criticism without coming over as me hating on the game which I do not. The quality is very high throughout, but the poor balancing on some of the bosses and avoidances made me question if enough care went into having them not be annoying or unfair. In the end it might just be a me thing, but I still recommend you should give this game a go. Big props for the team for getting this game out, and I hope they release more cool stuff in the future.
[1] Like
I'll start with the needle first. It was super enjoyable and the reroll gimmick is a simple idea yet the execution of it never failed to impress me. Never did I have a moment where it went too far difficulty-wise and I like the little intermissions that appear halfway through a couple of saves. I wish the blue stage's gimmick didn't make the kid stuck inside walls, but that's the only criticism I had for that part. Thank you for not disabling pause for the grandma chase save.
As you can see, the main gripe I had with this game was not the needle, but the bosses and avoidances. Thankfully I did like most if not all of them, but there were some moments where I got super annoyed just to die to something I couldn't dodge or some questionable design choices by the makers.
Minibosses:
The Crimson boss in the Colorful Paroxysm stage is way too hard for where it is in the game. The Destination boss only took me 10 minutes while I spent over an hour on this boss alone, which ended up being my longest avoidance grind in this game excluding the final boss. While I find all of the attacks to be super cool, it gets ruined by how dense it tends to be (especially when you have to go inside the blue circles that spawn later on) and how the bosses regenerate health if one of them dies. I have no idea how to dodge that attack after Patrick dies where the fruits just come out of nowhere towards the middle, I was always worried that it would instagib me which happened most of the time. The boss design is genius but it just hits like a brick wall out of nowhere.
The Soulless callback screen is also great, but I don't like the random inclusion of the gate 5 attack. I know it's the most iconic attack of that gate, I just hate how you have to learn that pattern every time and it becomes even worse if you never got that far in Soulless before to learn it. I had to go out of my way to ask for a savefile to learn it because if I wouldn't I know I would have taken atleast a couple of hours on that screen alone. The avoidance after it is my favorite avoidance in the game though.
Bosses:
The bosses/avoidances I don't have anything bad to say about are:
Meth
what (the stick dude with the broom)
Skeleton
IP Address
Soulless 6
Final Boss
The few I didn't mention were Squid Game, The Formula and Mayumushi. I don't think Squid Game's first half is bad, but the second half is very poorly executed. The spiral at the start is either free or very hard to dodge, same for the attack after it. The last two attacks are quick but fair. The Formula is just don't die to the Squidward attack, that attack is way harder and inconsistent to beat than the rest of the avoidance. Mayumushi is good until the needle screen. It's fun to get to the end of the screen, but I hate how it's just a matter of not getting dense RNG at the end where you can jump up to dodge Mayumushi safely. Atleast it is one of the easiest avoidances.
I was thinking the final boss would piss me off, but it was surprisingly very fun. All I can say about it is that phase 1 is a bit too long (it takes over 5 minutes and tends to become super dense out of nowhere most of the time), and the green and yellow fruits during the underwater attack are very hard to distinguish from eachother. Phase 2 is pretty fair in my opinion, although the RGBY attack during the first chorus could have been executed a bit better. The last chorus is tense and you'll have to pay attention to your surroundings the entire time, but never did it become unfair.
Keep in mind that I am not the best at writing, it's hard for me to give criticism without coming over as me hating on the game which I do not. The quality is very high throughout, but the poor balancing on some of the bosses and avoidances made me question if enough care went into having them not be annoying or unfair. In the end it might just be a me thing, but I still recommend you should give this game a go. Big props for the team for getting this game out, and I hope they release more cool stuff in the future.
Rating: 7.8 78
Difficulty: 80 80
Dec 19, 2022
gourdladle
make sure you can bear the unreasonable part before you play it
The avoidance is insanely good btw
[1] Like
The avoidance is insanely good btw
Rating: 6.0 60
Difficulty: 78 78
Sep 25, 2022
Marong_TV
I Like this GAME!!!
One of the best fangames that I played.
a long and fun fangame for enjoy.
Highly recommend when you are a skilled player.
(Rated by full blind clear)
[1] Like
One of the best fangames that I played.
a long and fun fangame for enjoy.
Highly recommend when you are a skilled player.
(Rated by full blind clear)
Rating: 9.7 97
Difficulty: 86 86
Sep 25, 2022
Murzikk
i feel the power of the chaos in this game, i can feel how every single boss can give me huge burst of emotions and it doesn't stop, it will never stop.
[1] Like
Rating: 10.0 100
Difficulty: 83 83
Jul 28, 2022
Danil2332
RNG Dungeon is a game, or better to say, an Experience. With a lot of everything put in it, like passion and love.
When I heard about this, only thing I knew, it was being made by people who generally play and/or make avoidance, so I did have my expectations. Start did throw me of a bit, with a lot of platforming all around, and it was really hard too. But, it was made to be enjoyable, or at least most of it, although for avoidance players, I suppose. There is none stupidly precise stuff in the game, but there is a lot of cycles and gimmicks all around which can be a problem. And as the game goes, it feels like an adventure, with so much different stuff which you see on your way, while it being just rain, but without water, or absolute chaos with it being as much "wacky wahoo" and "how is it even works".
It does also have a lot of different jokes, and while most of them fell flat for me, those which did hit, hit really hard.
For avoidances in that game, they are pretty gimmicky, with exceptions, and you can see that creators did what they wanted, while it being some real mess, which I didn't understand at all, and why, and some really nicely produced avoidance, and while still making production value high, for theme itself.
I had my fair share of problems with that game, which were being more needly-ish saves and a few avoidances, one of them even was infuriating. But, the game never left me without emotions, sometimes i did get mad a bit, sometimes i enjoyed my time with it. It doesn't trying to be friendly, but just being itself, not cutting some edges for someone who wouldn't like it, it's a bit more raw in that aspect, but it also makes game more memorable, and gives the feeling of old adventure games.
And the final boss. Start was iffy for me, but after that it became "holy shit"-tier (in a good way) in terms of putting everything together, with pacing being top-notch and great gameplay, at that point, it's really easy to see how there is not only a lot of production value, but also how much feelings and care were put into.
This game isn't for everyone, but if you're enjoying it, you will have a blast. Can't say I recommend it, but it's the stuff that shouldn't be missed.
Thank you all for making.
[1] Like
When I heard about this, only thing I knew, it was being made by people who generally play and/or make avoidance, so I did have my expectations. Start did throw me of a bit, with a lot of platforming all around, and it was really hard too. But, it was made to be enjoyable, or at least most of it, although for avoidance players, I suppose. There is none stupidly precise stuff in the game, but there is a lot of cycles and gimmicks all around which can be a problem. And as the game goes, it feels like an adventure, with so much different stuff which you see on your way, while it being just rain, but without water, or absolute chaos with it being as much "wacky wahoo" and "how is it even works".
It does also have a lot of different jokes, and while most of them fell flat for me, those which did hit, hit really hard.
For avoidances in that game, they are pretty gimmicky, with exceptions, and you can see that creators did what they wanted, while it being some real mess, which I didn't understand at all, and why, and some really nicely produced avoidance, and while still making production value high, for theme itself.
I had my fair share of problems with that game, which were being more needly-ish saves and a few avoidances, one of them even was infuriating. But, the game never left me without emotions, sometimes i did get mad a bit, sometimes i enjoyed my time with it. It doesn't trying to be friendly, but just being itself, not cutting some edges for someone who wouldn't like it, it's a bit more raw in that aspect, but it also makes game more memorable, and gives the feeling of old adventure games.
And the final boss. Start was iffy for me, but after that it became "holy shit"-tier (in a good way) in terms of putting everything together, with pacing being top-notch and great gameplay, at that point, it's really easy to see how there is not only a lot of production value, but also how much feelings and care were put into.
This game isn't for everyone, but if you're enjoying it, you will have a blast. Can't say I recommend it, but it's the stuff that shouldn't be missed.
Thank you all for making.
Rating: 9.0 90
Difficulty: 88 88
Jul 24, 2022