Creator's Comments:
MegaKid [Creator]
DL: https://mkeyiw.itch.io/mkey-medley
v1.0.3 (07/05/2024): Avoidance 3 and Final Boss 1 Nerfed, fixed Distant avoidance bug
Finally, i made it !
It took almost 1000 days to complete this project with all of my passion.
Big medley game with many idea from old to new
Have fun !
[7] Likes
v1.0.3 (07/05/2024): Avoidance 3 and Final Boss 1 Nerfed, fixed Distant avoidance bug
Finally, i made it !
It took almost 1000 days to complete this project with all of my passion.
Big medley game with many idea from old to new
Have fun !
Rating: N/A
Difficulty: 70 70
May 6, 2024
13 Reviews:
Chrisay
This game features cool screen picks, tons of variety and good production value. It is pretty fun to play.
But basically everything in the game is made by someone else, with very few additions or alterations made to it. It is incredibly clear to me that most of the game was taken from decompiled or sourced GMKs and just inserted into the game. Getting everything imported correctly must have taken a lot of work, but it just results in a game that lacks identity. Final bosses from games that had buildup are taken now without context which is part of what made them work. Difficulty fluctuates a lot too cause of this lack of willingness to change anything.
There's a few cool ideas played around with that are original to this medley, but the vast majority of the content is basically unchanged from other games which makes for very little to review.
[6] Likes
But basically everything in the game is made by someone else, with very few additions or alterations made to it. It is incredibly clear to me that most of the game was taken from decompiled or sourced GMKs and just inserted into the game. Getting everything imported correctly must have taken a lot of work, but it just results in a game that lacks identity. Final bosses from games that had buildup are taken now without context which is part of what made them work. Difficulty fluctuates a lot too cause of this lack of willingness to change anything.
There's a few cool ideas played around with that are original to this medley, but the vast majority of the content is basically unchanged from other games which makes for very little to review.
Rating: 5.0 50
Difficulty: N/A
May 7, 2024
Bob
Mostly agreed with Pluto's review. The game as a whole is relatively enjoyable (with a few questionable boss inclusions) but I would have liked to see more original content. The last stage did a pretty good job at including original ideas and cobbling together a medley-style final boss, but up to that point it is mostly just taking content from other games and putting a frame around it. The screen picks themselves are quite innovative for a medley, with a wide variety of needle, trap, gimmick and adventure platforming. I would have personally found it more interesting if there was some more original screens and bosses surrounding that content. You could see it more as a "collection" of screens, rather than a cohesive medley that synthesizes everything together. That being said, it's still enjoyable and the production value is nice, along with some creative original content in the last stage. Would still recommend giving a try.
Tagged as: Medley
[5] Likes
Rating: 7.7 77
Difficulty: 70 70
May 11, 2024
PlutoTheThing
This game is new so I will spoiler tag the review just in case.
MKey Medley is a unique medley in a lot of ways, largely in the screens it picks. The game has a lot more variety in terms of gameplay, where most medleys stick to needle for their stages, this game has different mini-games, puzzles, standard needle and more gimmicky platforming to spice things up and make different sections feel fresh. The first two stages demonstrate this quite well, so many games both new and old, and the game doesn't stick to one boss per stage or anything, all of these things make the game feel very unique in terms of structure.
The bosses of this game are probably one of the biggest things that deserve to be talked about, this game does not use traditional medley style bosses (with one potential exception) and instead the bosses are usually just the original boss with very minor or potentially no changes. I think this leads to potentially the biggest drawback of the game, the lack of original content. This might seem silly to complain about in a medley, but the only things in this game which are truly original are the hubs in stage 4 and 5 which are relatively minor, and the final boss. This is not an objective flaw with the game, but I do think some of the appeal of medleys is seeing how they can create their own unique things using other stuff as a base, some of the most iconic sections of any medley tend to be their medley style bosses which combine a bunch of different fights into one grand battle. The final boss of MKey Medley does deliver in this regard and it's a really cool fight, especially in the second phase, but I wish there was more to make the game stand out from what it's taking it's screens from. I think where this design hurts the game the most is when there is a section used that you didn't like in the original game, it's likely mostly the same here. Notably for me, boss 3 is an avoidance from Permanence 2 I already wasn't big on, but replaying it here was very frustrating and was the weakest part of the game for me. In general stage 3 was probably the low point of the game for me, I mostly enjoyed it but stuff like the M2 screen and the I Don't Wanna Play A Trick On You screens were not my thing.
Stages 4 and 5 are really good, I really enjoy most of the stuff from stage rush, in particular the use of the Collab 2 Dotkid avoidance was a treat. Stage 5 in particular was my favorite part of the entire game, it takes the format of a magic tower style thing, no stats just keys and various fights which follow the medley format. Everything here was enjoyable and it was just so cool to see, the usage of the classic minigame made me laugh a lot. I've already touched on the final boss, to go slightly more in depth I think the first phase feels a bit unbalanced, there's some major choke points like the beginning of Permanence 2 which can be realy nasty and I also had trouble with the start of remilia because lining up the gaps in the keys was hard. I have no complaints about phase 2 though, it was a fantastic send off for the game. Overall the game is really fun, it has ups and downs but it's mostly high points and I found myself enjoying my time with it far more often than not. I wish there was more original content but this game probably has some of the best pure medley gameplay in any game, and it's really amazing that it got finished. Recommended for sure.
[5] Likes
MKey Medley is a unique medley in a lot of ways, largely in the screens it picks. The game has a lot more variety in terms of gameplay, where most medleys stick to needle for their stages, this game has different mini-games, puzzles, standard needle and more gimmicky platforming to spice things up and make different sections feel fresh. The first two stages demonstrate this quite well, so many games both new and old, and the game doesn't stick to one boss per stage or anything, all of these things make the game feel very unique in terms of structure.
The bosses of this game are probably one of the biggest things that deserve to be talked about, this game does not use traditional medley style bosses (with one potential exception) and instead the bosses are usually just the original boss with very minor or potentially no changes. I think this leads to potentially the biggest drawback of the game, the lack of original content. This might seem silly to complain about in a medley, but the only things in this game which are truly original are the hubs in stage 4 and 5 which are relatively minor, and the final boss. This is not an objective flaw with the game, but I do think some of the appeal of medleys is seeing how they can create their own unique things using other stuff as a base, some of the most iconic sections of any medley tend to be their medley style bosses which combine a bunch of different fights into one grand battle. The final boss of MKey Medley does deliver in this regard and it's a really cool fight, especially in the second phase, but I wish there was more to make the game stand out from what it's taking it's screens from. I think where this design hurts the game the most is when there is a section used that you didn't like in the original game, it's likely mostly the same here. Notably for me, boss 3 is an avoidance from Permanence 2 I already wasn't big on, but replaying it here was very frustrating and was the weakest part of the game for me. In general stage 3 was probably the low point of the game for me, I mostly enjoyed it but stuff like the M2 screen and the I Don't Wanna Play A Trick On You screens were not my thing.
Stages 4 and 5 are really good, I really enjoy most of the stuff from stage rush, in particular the use of the Collab 2 Dotkid avoidance was a treat. Stage 5 in particular was my favorite part of the entire game, it takes the format of a magic tower style thing, no stats just keys and various fights which follow the medley format. Everything here was enjoyable and it was just so cool to see, the usage of the classic minigame made me laugh a lot. I've already touched on the final boss, to go slightly more in depth I think the first phase feels a bit unbalanced, there's some major choke points like the beginning of Permanence 2 which can be realy nasty and I also had trouble with the start of remilia because lining up the gaps in the keys was hard. I have no complaints about phase 2 though, it was a fantastic send off for the game. Overall the game is really fun, it has ups and downs but it's mostly high points and I found myself enjoying my time with it far more often than not. I wish there was more original content but this game probably has some of the best pure medley gameplay in any game, and it's really amazing that it got finished. Recommended for sure.
Rating: 8.5 85
Difficulty: 67 67
May 6, 2024
ameliandyou
Before I start, I must state that I haven’t beat mkey medley nor do I plan on beating it. I have played the majority of stage 5, and after stage 5 is just the final boss which I am not interested in playing. Its a SUPER neat fight to watch, (I would check it out) but it also looks incredibly learny which I do not care for. I feel I have experienced the majority of the game’s content I know I will enjoy.
I also must state that this game is incredible. There is going to be a lot of negativity in the coming segments, but that doesn’t mean I didn’t like the game or that I think it's bad. The highs are really high, and this is in my opinion one of the best games to come out in 2024. Overall, I had a really fun time playing it. If I don’t mention something in this review I likely really enjoyed it
Now for the criticism ;-; (i am sorry in advance)
I agree with the majority of the criticisms the other reviews provide for mkey medley. To summarize, many of the reviews / people giving general feedback state:
Lack of identity due to a lack of original content, harming the overall enjoyment and making the game feel a bit disconnected.
Questionable balancing and questionable screen picks.
Lack of necessary changes to screens used in the medley (I have not played many of the fangames referenced so I have no opinions on this).
I hope to elaborate on the first two points as well as providing my own feedback.
Something I want to focus on in general is when the game doesn’t respect your time. This is where I feel a lot of frustrations with basic pattern avoidance come from, although I feel this issue is extremely prevalent throughout the game.
First thing to bring up is the game’s format. It contains 3 main stages, each with varied screen picks and 2 bosses / avoidances. The fourth and fifth stages are special stages which I will get to when I talk about them. Finally, there is an original final boss.
More as a general thing, I hate how the title cards are something you have to press space to see. It's totally fine if you are the one playing, but when you are watching someone else play it it just doesn’t work. I understand some people don’t like the visual obstruction that comes from title cards, but there is definitely a better solution than making them super viewer unfriendly. Plus, if someone is really bothered by title cards they could just turn them off I guess, maybe have the default be the normal title card thing, and have this be something you could toggle? idk. It is something new though which is kinda neat, but I hope that future games also don’t choose to do this.
It has been quite a while since I played the first two stages so I don’t have very much feedback on those. I don’t really remember any of the stage one bosses, which is kinda a shame as the bosses are the most memorable parts of medley games ;-; . I do remember enjoying the stages though. Both stage 2 bosses, being the toaster and some creature with a scythe were both decently fun.
Stage 3 is also pretty good, although there were a lot of screens I didn’t really like. The “heavy, fast, low, light, etc” screen wasn’t very fun at least for me as it was quite a long save with a lot of jumps that weren’t very intuitive given my lack of familiarity with the different jump heights caused by gravity changes.
I didn’t like the screen from “I Don't Wanna Play A Trick On You.” The first trap essentially forces you to wait 5 seconds before you can even attempt the save. I have no clue why this wasn’t changed. The other traps also waste your time, but it isn’t as bad because they are in the middle of the save.
I don’t think the screen from keypick has aged well at all. It's not a very complex puzzle, but there is no undo and it's super easy to make a small mistake that can cost you 1-2 minutes. If its too difficult to implement an undo feature I honestly would replace it with a shorter screen or not include keypick in general.
Boss 3 is terrible. I really like how there is a unique character thing for the fight and not just the same miku sprite or no sprite at all, and the song is amazing (which is why i think it was included in the first place, seeing as the song is used in the intro ;-;). The gameplay is really really poor though. Basically the whole fight is unreadable pattern, which is not fun to learn and is awful after you learn it because it becomes incredibly boring. The only case where rng plays a significant role is in the last attack which is an awful corridor bouncing thing. Essentially, to learn the later parts of the fight you have to sit through 20 seconds of waiting until you have a chance to attempt whatever it is that killed you. Once you know the early pattern it becomes extremely easy and is not engaging whatsoever. Looking at the reviews for permanence 2 I was surprised to see that they were incredibly positive. Then I realized that most of the reviews were from 10 years ago. I could definitely see that boss being fun for its time, but I feel like people have improved so much at making avoidances that what people were used to tolerating back then just doesn’t work now.
Stage 4 was interesting.
It's essentially a boss rush with a platforming rush mixed in. I didn’t read the starting text because I was desperate to save after boss 3, so I missed that you could reenter the warp things after beating them. It would be nice if there was a way to reread the intro text for stages 4 and 5.
The platforming part was decent. I didn’t like the yellow screen where the entire gimmick was making every jump a blind jump. Making something learny for no reason isn’t really that fun, it would be fine if you could plan the jumps beforehand but you literally can’t see the spikes so you kinda have to trial and error. The zoom in out screen was fine, but it also felt too learny in a way that just wasn’t very fun.
Also just to add, you can backspace out of the stages, but it doesn’t save your save in that section which really sucks ;-;
The bosses were super hit or miss.
The m thing wasn’t very fun. Its a destination styled fight with 7 attacks, but instead of it being random order (which is the whole reason destination is fun, you get to practice all of the attacks at once instead of being forced to play parts you have already learned), its set order which ruins the whole fight. It also has the attacks focused on revenge bullets / patterns. This also doesn’t work as you don’t have much control over when you can attack it. What makes revenge bullets fun is the risk reward element to how you can take it at your own pace. When you are learning, you might attack less as not to overwhelm yourself, but when you have learned it, you can challenge yourself by going as fast as possible. This is ruined by the fact that you only get a change to attack it EVERY 10 SECONDS.
Finally its way too easy compared to the other 3 bosses, although I might have fluked it so idk ;-;.
The fight would be amazing if:
The bosses’s health was doubled / tripled.
The spike thing came like every 5 / 3.3 seconds
The color wheel order was randomized every attempt.
I really enjoyed the fight against ariel (i think thats her name, its that one stone woman who does that one attack in the kamilia games). Nothing much to say, it was really good. Despite it not having random attack order it did feel like you had more control over the pace of the fight, and all of the attacks were intuitive to dodge (unlike the m from before and boss 3)
I loved the dotkid fight, likely my favorite avoidance in the whole game. It didn’t do the classic thing where they make the fight super rng heavy to compensate for your tiny hitbox, every attack felt super fair and the fight was really engaging. The final choke attack wasn’t that intuitive but aside from that I love it. It was also quite a bit harder than ariel and the m, which is also a bit of an issue.
I hated the ghost kid from spook jam. I never ended up beating it in the original because it wasn’t fun there. It wasn’t fun here either.
Its not as bad as boss 3, but its still SUPER learny. For some reason the game also throws in one of the random avoidances parts from before the final boss, which is terrible for 2 reasons:
One, the fight is already way harder than ariel and the m without the bonus part, at least if you are playing it somewhat blind.
This might be because I am bad, but there is some really mean rng in the sewing needle part. You can easily get walled but the really long needles and if you get unlucky with which pumpkins create ghost lines.
I didn’t like the fight in the original because it wasn’t fun to learn, and now its even worse to learn ;-;
I enjoyed stage rush, but it doesn’t stand out because all of the bosses / screens in the game were like the ones in stage rush. What made boss rush stand out in other medley games was how they changed up the format from 1 high production value medley boss to a handful of lower production value non medley bosses. I did like that it was something new though
I am shocked by stage 5. It's a magic tower stage, which is really unique! But that's not what shocked me.
You can get softlocked. I am aware that was a thing in other magic tower games and in the original, but some of those games game out almost 10 years ago. The fact you can lose upwards of 4 hours of progress, and that this is something the creator intended (it tells you at the start) is absolutely insane. There is SO many ways this could have been solved, such as:
Implementing an undo feature (this still wouldn’t be ideal because you can still lose tons of progress but its better than nothing) (it also would be tough to code)
Designing it so its unsoftlockable (not ideal but it removes the stress which would be a huge improvement)
Making it so when you reset you still have to go to the screens you beat, but they would be faded out and you wouldn’t need to clear them again (this would have been super easy to implement and would fix the entire issue, and gives you more freedom in designing the puzzle)
I would rather just have all of the bosses and needles in a line for me to clear than have the potential to lose hours of my time.
I didn’t realize how to get to the left side so I did the majority of the content in the middle and right. Some of the picks were actually crazy though:
The dorropi miku sprite fight thing was pretty unfair. Maybe I am bad, but it felt insanely rng dependent. It was super easy for you to get trapped between her and the wall, and some of the attacks (such as the burst from ground attack) had a chance to be almost undodgeable if you were in the wrong spot. It was funish though.
The yoshi egg boss wasn’t very good. I wish the egg control was based on holding the x key instead of it moving on its own. I didn’t like controlling the eggs ;-;
The grayscale screen was horrible. The gimmick is that your character’s sprite lags so you don’t know where you are. I didn’t know you could full jump over the elevated gate ;-; its a knowledge check at the end of a really brutal screen. I really really really didn’t like this screen.
For some reason, the jam boss from bread was included despite fighting the toaster in stage 2. I have no clue what the jam was doing as it was WAY easier than everything else.
I quit at distant miku. It wasn’t fun at all. The patterns weren’t fun to learn, boring when you did learn them, and the rng was really really mean sometimes to the point of feeling unfair. I am also pretty sure I was softlock because I didn’t do anything in the left screen. You can’t backspace out unlike stage 4 so I had no way to check.
Mkey medley was fun overall. I would recommend it despite its flaws.
[2] Likes
I also must state that this game is incredible. There is going to be a lot of negativity in the coming segments, but that doesn’t mean I didn’t like the game or that I think it's bad. The highs are really high, and this is in my opinion one of the best games to come out in 2024. Overall, I had a really fun time playing it. If I don’t mention something in this review I likely really enjoyed it
Now for the criticism ;-; (i am sorry in advance)
I agree with the majority of the criticisms the other reviews provide for mkey medley. To summarize, many of the reviews / people giving general feedback state:
Lack of identity due to a lack of original content, harming the overall enjoyment and making the game feel a bit disconnected.
Questionable balancing and questionable screen picks.
Lack of necessary changes to screens used in the medley (I have not played many of the fangames referenced so I have no opinions on this).
I hope to elaborate on the first two points as well as providing my own feedback.
Something I want to focus on in general is when the game doesn’t respect your time. This is where I feel a lot of frustrations with basic pattern avoidance come from, although I feel this issue is extremely prevalent throughout the game.
First thing to bring up is the game’s format. It contains 3 main stages, each with varied screen picks and 2 bosses / avoidances. The fourth and fifth stages are special stages which I will get to when I talk about them. Finally, there is an original final boss.
More as a general thing, I hate how the title cards are something you have to press space to see. It's totally fine if you are the one playing, but when you are watching someone else play it it just doesn’t work. I understand some people don’t like the visual obstruction that comes from title cards, but there is definitely a better solution than making them super viewer unfriendly. Plus, if someone is really bothered by title cards they could just turn them off I guess, maybe have the default be the normal title card thing, and have this be something you could toggle? idk. It is something new though which is kinda neat, but I hope that future games also don’t choose to do this.
It has been quite a while since I played the first two stages so I don’t have very much feedback on those. I don’t really remember any of the stage one bosses, which is kinda a shame as the bosses are the most memorable parts of medley games ;-; . I do remember enjoying the stages though. Both stage 2 bosses, being the toaster and some creature with a scythe were both decently fun.
Stage 3 is also pretty good, although there were a lot of screens I didn’t really like. The “heavy, fast, low, light, etc” screen wasn’t very fun at least for me as it was quite a long save with a lot of jumps that weren’t very intuitive given my lack of familiarity with the different jump heights caused by gravity changes.
I didn’t like the screen from “I Don't Wanna Play A Trick On You.” The first trap essentially forces you to wait 5 seconds before you can even attempt the save. I have no clue why this wasn’t changed. The other traps also waste your time, but it isn’t as bad because they are in the middle of the save.
I don’t think the screen from keypick has aged well at all. It's not a very complex puzzle, but there is no undo and it's super easy to make a small mistake that can cost you 1-2 minutes. If its too difficult to implement an undo feature I honestly would replace it with a shorter screen or not include keypick in general.
Boss 3 is terrible. I really like how there is a unique character thing for the fight and not just the same miku sprite or no sprite at all, and the song is amazing (which is why i think it was included in the first place, seeing as the song is used in the intro ;-;). The gameplay is really really poor though. Basically the whole fight is unreadable pattern, which is not fun to learn and is awful after you learn it because it becomes incredibly boring. The only case where rng plays a significant role is in the last attack which is an awful corridor bouncing thing. Essentially, to learn the later parts of the fight you have to sit through 20 seconds of waiting until you have a chance to attempt whatever it is that killed you. Once you know the early pattern it becomes extremely easy and is not engaging whatsoever. Looking at the reviews for permanence 2 I was surprised to see that they were incredibly positive. Then I realized that most of the reviews were from 10 years ago. I could definitely see that boss being fun for its time, but I feel like people have improved so much at making avoidances that what people were used to tolerating back then just doesn’t work now.
Stage 4 was interesting.
It's essentially a boss rush with a platforming rush mixed in. I didn’t read the starting text because I was desperate to save after boss 3, so I missed that you could reenter the warp things after beating them. It would be nice if there was a way to reread the intro text for stages 4 and 5.
The platforming part was decent. I didn’t like the yellow screen where the entire gimmick was making every jump a blind jump. Making something learny for no reason isn’t really that fun, it would be fine if you could plan the jumps beforehand but you literally can’t see the spikes so you kinda have to trial and error. The zoom in out screen was fine, but it also felt too learny in a way that just wasn’t very fun.
Also just to add, you can backspace out of the stages, but it doesn’t save your save in that section which really sucks ;-;
The bosses were super hit or miss.
The m thing wasn’t very fun. Its a destination styled fight with 7 attacks, but instead of it being random order (which is the whole reason destination is fun, you get to practice all of the attacks at once instead of being forced to play parts you have already learned), its set order which ruins the whole fight. It also has the attacks focused on revenge bullets / patterns. This also doesn’t work as you don’t have much control over when you can attack it. What makes revenge bullets fun is the risk reward element to how you can take it at your own pace. When you are learning, you might attack less as not to overwhelm yourself, but when you have learned it, you can challenge yourself by going as fast as possible. This is ruined by the fact that you only get a change to attack it EVERY 10 SECONDS.
Finally its way too easy compared to the other 3 bosses, although I might have fluked it so idk ;-;.
The fight would be amazing if:
The bosses’s health was doubled / tripled.
The spike thing came like every 5 / 3.3 seconds
The color wheel order was randomized every attempt.
I really enjoyed the fight against ariel (i think thats her name, its that one stone woman who does that one attack in the kamilia games). Nothing much to say, it was really good. Despite it not having random attack order it did feel like you had more control over the pace of the fight, and all of the attacks were intuitive to dodge (unlike the m from before and boss 3)
I loved the dotkid fight, likely my favorite avoidance in the whole game. It didn’t do the classic thing where they make the fight super rng heavy to compensate for your tiny hitbox, every attack felt super fair and the fight was really engaging. The final choke attack wasn’t that intuitive but aside from that I love it. It was also quite a bit harder than ariel and the m, which is also a bit of an issue.
I hated the ghost kid from spook jam. I never ended up beating it in the original because it wasn’t fun there. It wasn’t fun here either.
Its not as bad as boss 3, but its still SUPER learny. For some reason the game also throws in one of the random avoidances parts from before the final boss, which is terrible for 2 reasons:
One, the fight is already way harder than ariel and the m without the bonus part, at least if you are playing it somewhat blind.
This might be because I am bad, but there is some really mean rng in the sewing needle part. You can easily get walled but the really long needles and if you get unlucky with which pumpkins create ghost lines.
I didn’t like the fight in the original because it wasn’t fun to learn, and now its even worse to learn ;-;
I enjoyed stage rush, but it doesn’t stand out because all of the bosses / screens in the game were like the ones in stage rush. What made boss rush stand out in other medley games was how they changed up the format from 1 high production value medley boss to a handful of lower production value non medley bosses. I did like that it was something new though
I am shocked by stage 5. It's a magic tower stage, which is really unique! But that's not what shocked me.
You can get softlocked. I am aware that was a thing in other magic tower games and in the original, but some of those games game out almost 10 years ago. The fact you can lose upwards of 4 hours of progress, and that this is something the creator intended (it tells you at the start) is absolutely insane. There is SO many ways this could have been solved, such as:
Implementing an undo feature (this still wouldn’t be ideal because you can still lose tons of progress but its better than nothing) (it also would be tough to code)
Designing it so its unsoftlockable (not ideal but it removes the stress which would be a huge improvement)
Making it so when you reset you still have to go to the screens you beat, but they would be faded out and you wouldn’t need to clear them again (this would have been super easy to implement and would fix the entire issue, and gives you more freedom in designing the puzzle)
I would rather just have all of the bosses and needles in a line for me to clear than have the potential to lose hours of my time.
I didn’t realize how to get to the left side so I did the majority of the content in the middle and right. Some of the picks were actually crazy though:
The dorropi miku sprite fight thing was pretty unfair. Maybe I am bad, but it felt insanely rng dependent. It was super easy for you to get trapped between her and the wall, and some of the attacks (such as the burst from ground attack) had a chance to be almost undodgeable if you were in the wrong spot. It was funish though.
The yoshi egg boss wasn’t very good. I wish the egg control was based on holding the x key instead of it moving on its own. I didn’t like controlling the eggs ;-;
The grayscale screen was horrible. The gimmick is that your character’s sprite lags so you don’t know where you are. I didn’t know you could full jump over the elevated gate ;-; its a knowledge check at the end of a really brutal screen. I really really really didn’t like this screen.
For some reason, the jam boss from bread was included despite fighting the toaster in stage 2. I have no clue what the jam was doing as it was WAY easier than everything else.
I quit at distant miku. It wasn’t fun at all. The patterns weren’t fun to learn, boring when you did learn them, and the rng was really really mean sometimes to the point of feeling unfair. I am also pretty sure I was softlock because I didn’t do anything in the left screen. You can’t backspace out unlike stage 4 so I had no way to check.
Mkey medley was fun overall. I would recommend it despite its flaws.
Rating: 8.3 83
Difficulty: N/A
Jan 10, 2025
Gaborro
It works as a great compilation of the Fangame Culture; it is a lot of fun to play, there is a lot of variety in the screen picks, and there are some creative ideas in the presentation and structure. Personally though, I wish it was more than what it is right now. I think MKey has a lot of potential and creativity, and that can be seen in the really amazing final boss, but I wish he showed more of that power throughout the whole game, because a lot of it is just straight copies of other things.
I do think it could have worked as a good gamemaker exercise and I am really happy he finally finished the project. I am excited to see more original works from him because I really believe in his potential.(he already has a bunch of originals that I haven't tried tbf I just mean in the future)
[1] Like
I do think it could have worked as a good gamemaker exercise and I am really happy he finally finished the project. I am excited to see more original works from him because I really believe in his potential.(he already has a bunch of originals that I haven't tried tbf I just mean in the future)
Rating: 7.0 70
Difficulty: 70 70
Feb 10, 2025