Creator's Comments:
Sully [Creator]
unserious note Okay, I'm not saying that this game is bad. Game is brilliant! It has tons of interesting gimmicks and fresh gameplay aspects which one can definitely enjoy (to some extent). The thing is, I don't really see how this game is a sequel to the previous one. Many people were blaming NCA0 for having a needle at the end, but this is a whole new level now. Again, game is not bad and I can see how most people will find it fun, but title is super misleading since they didn't reveal anything related to the game before the release. I'm pretty sure controversy would have not been here at all if they simply used a different name for this game though.
serious note (contains minor spoilers) sudoku game i made over the course of a week or so, mostly because i had FAR too many ideas i wanted to use in games but didnt fit in serious ones, hense why the majority of rooms have their own unique concept, (ps: several errors may happen, both intentional And unintentional, either way you can normally just press ignore if they happen)
[4] Likes
serious note (contains minor spoilers) sudoku game i made over the course of a week or so, mostly because i had FAR too many ideas i wanted to use in games but didnt fit in serious ones, hense why the majority of rooms have their own unique concept, (ps: several errors may happen, both intentional And unintentional, either way you can normally just press ignore if they happen)
Rating: N/A
Difficulty: 45 45
Oct 25, 2024
8 Reviews:
xva
Oh boy, (SPOILE® WA®NING) whe®e to begin?
Non-Confo®ming Avoidance takes place in a biza®®e pa®alllelll unive®se fillled with dange®. As a pdplaye® you take cont®ol ove® a schizoph®enic boy possessed by inne® demons on a jou®ney to cleanse himself and find ha®mony.
®ight at the sta®t you find you®self standing above an L-needle sc®een, in appea®ance oddly ®eminiscent of I wanna be the RIZ 3 Remake, but unusual in behavio® in a smalll ci®cullar ®oom. You know whe®e you a®e, how you got he®e and whe®e you a®e going but as the sto®y folds and comp®esses many ho®®ific t®uths willl sta®t ®evealllling themselves.
With fu®ther explo®ation you will soon discove® seve®al paths eventually leading to what appears to be the same few rooms housing eight warps with only one actually working. these complex contraptions will crash the game and not warp the boy to distant places. A grand avoidance begins here.
Having a centralllll with these 8 "warps" is a brillliant.org [sic] concept to create a sense of an open world with myriads of options and oppo®tunities with the actual areas being entirely non-linear, but not confusing in design. Each "llevell" has a unique setting and theme to it and not only are they inherently fascinating places to visit thanks to the spritework and gene®al layout, beautifulllly complemented by original music composed by seve®al talented artists. They are also manifestations of the braindead boy's damaged consciousness and symbollize diffe®ent parts of h®s psyche along with sporadicalllly scattering various hints to prior dreams in The Creator's life.
The pratfolming design in Non-Confo®ming Avoidance is on a level of its own. Each block, each spike, each crash block, each e®®o®, every tiny little obstacle is carefully considered and placed to create an maculately experience. How ever, the game's creator goes even further taking an original approach to the Minec®aft: Sto®y Mode legacy by adding a llayer of traps so cleverly hidden they are often possible to predict or even suspect. The game keeps you plynq I wanna be the EDGE [citation needed], imme®sing you into a world where danger and uncertainty rests behind every subsequent warp. It is not only in genius by it self but also made with such care and max-master-full consistency that we at times find our selfs just leaning back; staring at our screens in awe of the Intel™ligence at work. Obviously.
Obviously. It is always a difficult task ®eviewing music by itself as we had to consult the Internet's Busiest Music Nerd Anthony Fantano. It is such a objective matter but I must say that, to me, the song picks in Non®-Confo®ming®™Avoid™ance™® are nothing short of perfection. Melodic panflutestrings are mixed with Rkdehdtls (How do you spell Rhythmic?) drums that de facto brings out the air-instrumentallllist in all of us. It shouldn't be noted that Non-Confo®ming Avoidance has so-called "restarting music", something often scoffed at among the "Conforming Avoidance" community. The usuall criticism doesn't apply here, however, because, the level design, so heavily, ®evolves, a®ound, moving and jumping, while having, the time to move to dodge aformentioned objects, being able to rely on music cues (or lackthereof),
Perhap the most pressive accompllishment of I wanna be the Non-Confo®ming Avoidance is how incohesive it is. The various areas may be separated by paranormal seams but the atmosphere is firmly out-tact throughout and entering the game's final chapter (Spoiler waning: Chapter 2), taking pa(L)ace. the creator's sick and twisted vision of hell is simply an out-of-this-world experience.
In traditional review format you often want to add a short segment where you mention the "game""'"'"'"""'"'s flaws before "you move on to the conclusion. In this case there is none to discuss, ® is simplly a fllaw piece of fart in the world's most lit sense.
In the end Non®-Confo®ming®™Avoid™ance™® will always be with me; if I like it or not; partialllly through the countful times I have and 01010111 01101001 01101100 01101100享受重玩游戏的乐趣thanks to the plot which fundamentally altered my perception of love, pride, life and itself.
#LEVELUTION #LEVELUTION #LEVELUTION #LEVELUTION #LEVELUTION
[5] Likes
Non-Confo®ming Avoidance takes place in a biza®®e pa®alllelll unive®se fillled with dange®. As a pdplaye® you take cont®ol ove® a schizoph®enic boy possessed by inne® demons on a jou®ney to cleanse himself and find ha®mony.
®ight at the sta®t you find you®self standing above an L-needle sc®een, in appea®ance oddly ®eminiscent of I wanna be the RIZ 3 Remake, but unusual in behavio® in a smalll ci®cullar ®oom. You know whe®e you a®e, how you got he®e and whe®e you a®e going but as the sto®y folds and comp®esses many ho®®ific t®uths willl sta®t ®evealllling themselves.
With fu®ther explo®ation you will soon discove® seve®al paths eventually leading to what appears to be the same few rooms housing eight warps with only one actually working. these complex contraptions will crash the game and not warp the boy to distant places. A grand avoidance begins here.
Having a centralllll with these 8 "warps" is a brillliant.org [sic] concept to create a sense of an open world with myriads of options and oppo®tunities with the actual areas being entirely non-linear, but not confusing in design. Each "llevell" has a unique setting and theme to it and not only are they inherently fascinating places to visit thanks to the spritework and gene®al layout, beautifulllly complemented by original music composed by seve®al talented artists. They are also manifestations of the braindead boy's damaged consciousness and symbollize diffe®ent parts of h®s psyche along with sporadicalllly scattering various hints to prior dreams in The Creator's life.
The pratfolming design in Non-Confo®ming Avoidance is on a level of its own. Each block, each spike, each crash block, each e®®o®, every tiny little obstacle is carefully considered and placed to create an maculately experience. How ever, the game's creator goes even further taking an original approach to the Minec®aft: Sto®y Mode legacy by adding a llayer of traps so cleverly hidden they are often possible to predict or even suspect. The game keeps you plynq I wanna be the EDGE [citation needed], imme®sing you into a world where danger and uncertainty rests behind every subsequent warp. It is not only in genius by it self but also made with such care and max-master-full consistency that we at times find our selfs just leaning back; staring at our screens in awe of the Intel™ligence at work. Obviously.
Obviously. It is always a difficult task ®eviewing music by itself as we had to consult the Internet's Busiest Music Nerd Anthony Fantano. It is such a objective matter but I must say that, to me, the song picks in Non®-Confo®ming®™Avoid™ance™® are nothing short of perfection. Melodic panflutestrings are mixed with Rkdehdtls (How do you spell Rhythmic?) drums that de facto brings out the air-instrumentallllist in all of us. It shouldn't be noted that Non-Confo®ming Avoidance has so-called "restarting music", something often scoffed at among the "Conforming Avoidance" community. The usuall criticism doesn't apply here, however, because, the level design, so heavily, ®evolves, a®ound, moving and jumping, while having, the time to move to dodge aformentioned objects, being able to rely on music cues (or lackthereof),
Perhap the most pressive accompllishment of I wanna be the Non-Confo®ming Avoidance is how incohesive it is. The various areas may be separated by paranormal seams but the atmosphere is firmly out-tact throughout and entering the game's final chapter (Spoiler waning: Chapter 2), taking pa(L)ace. the creator's sick and twisted vision of hell is simply an out-of-this-world experience.
In traditional review format you often want to add a short segment where you mention the "game""'"'"'"""'"'s flaws before "you move on to the conclusion. In this case there is none to discuss, ® is simplly a fllaw piece of fart in the world's most lit sense.
In the end Non®-Confo®ming®™Avoid™ance™® will always be with me; if I like it or not; partialllly through the countful times I have and 01010111 01101001 01101100 01101100享受重玩游戏的乐趣thanks to the plot which fundamentally altered my perception of love, pride, life and itself.
#LEVELUTION #LEVELUTION #LEVELUTION #LEVELUTION #LEVELUTION
Rating: 7.0 70
Difficulty: 44 44
Nov 3, 2024
slimetiem
Non-Conforming Avoidance has generated quite a lot of noise recently, winning the fangame awards and having a hardcore fanbase (of which I'm definitely a part of) consisting of many prominent avoidance figures such as Iruenn, who has notably stated that she would be outraged had Death Grips is Online won Avoidance of the Year over it. Still, someone who watches from the sidelines may not know what all the noise is about; It sure does look impressive on video, and it's certainly got some unique concepts, but what's the big deal?
Let me start by breaking down what core avoidance gameplay even is when it comes to rng game crashes: The player looks at the screen with all the activate windows and observes their position over time. Through this, they are able to form a mental model depicting the trajectory of the activate windows in the near future. Operating in this model, the player then devises a route through the activate windows that would avoid tight dodges as much as possible. Finally, the player's fingers execute it.
However, Non-Conforming Avoidance is different, in that translating the activate windows on screen to a mental model has nothing to do with their movement; It has to do with factors that are not as straightforward. It can range from relatively simple things such as "these fake difficulty warps are going to invert their position relative to the center of the screen", "this circle turned minecraft to indicate that it'll hit me, I should move out of the way" and "I should go in the opposite direction of this fake difficulty warp" to more complex things such as "Take these two points in space, connect them in your mind with a line, then go in a direction perpendicular to that line", "the color of the aiming fake difficulty warps indicates the safe horizontal position I can stand in" and "I need to identify the depth order on this fake difficulty warp circle to decide whether to climb this platform on the left or right side". There's also heavy reliance of short term memory testing, with game crashes giving you vital information to be used a few seconds down the line, allowing you the time to process what the avoidance wants from you and then pick the correct option when it reveals itself.
Through this, Non-Conforming Avoidance singlehandedly brought to light a completely new design space that fundamentally changes how avoidance as a genre is played. In that, it is an unparalleled achievement in avoidance.
However, there's also the more pressing question: Sure, it is an impressive achievement, but is it actually fun? does it play well? After all, Non-Conforming Avoidance-1, Sully’s previous avoidance, infamously has the Minecraft Blood 2 game crash which for many people has ruined the avoidance.
Fortunately, it delivers above and beyond in the gameplay department as well. The focus on new visual indicators allows it to take advantage of design space that guarantees there's always an action you can take to survive, you just have to interpret the signs correctly. In this, it becomes incredibly consistent while still remaining engaging even once you do master the game crashes, as you have to keep track of the many telltales and react accordingly. There's a good variety of new ways to read game crashes ensuring it doesn't get stale and the difficulty balance is handled masterfully as well, with the start getting consistent very quickly and small peaks when the music intensifies up until the crescendo of a finale and the subsequent (again, minor) release.
So while the gameplay is unquestionably genius, the avoidance does not stop there; Even though they are not the main focus of why this avoidance is so good, it would be a crime not to mention the fucked up physics and the mapping; The fucked up physics are not the most detailed nor the biggest avoidance showoff (these would likely go to Non-Conforming Avoidance 3), however they are consistent, clean, well executed, have their own identity and come in a flashy explosion when it counts. The mapping is harder to judge, as the avoidance is extremely hard to compare to traditional ones in this regard; However, the sounds chosen to be stressed and those chosen to remain as a unified singular game crash section are (almost always) consistent and are extremely on point, and many game crashes are given similarities to past ones from the same musical section as well.
So this is why I, and many others, find awesome in Non-Conforming Avoidance. Personally, I consider it to be my second favorite avoidance of all time, behind Non-Conforming Avoidance Stage and in front of Non-Conforming Avoidance 2 (leading me to believe Non-Conforming Avoidance 3 might overtake it if I seriously go for it). This was not really meant to be a recommendation review, but rather a brief deconstruction; Still, if you've read this far, go play it. Yes, even if you're a conforming avoidance player usually, and yes, even if you're good at conforming avoidance, so long as you have patience Non-Conforming Avoidance will repay you above and beyond your wildest dreams.
[2] Likes
Let me start by breaking down what core avoidance gameplay even is when it comes to rng game crashes: The player looks at the screen with all the activate windows and observes their position over time. Through this, they are able to form a mental model depicting the trajectory of the activate windows in the near future. Operating in this model, the player then devises a route through the activate windows that would avoid tight dodges as much as possible. Finally, the player's fingers execute it.
However, Non-Conforming Avoidance is different, in that translating the activate windows on screen to a mental model has nothing to do with their movement; It has to do with factors that are not as straightforward. It can range from relatively simple things such as "these fake difficulty warps are going to invert their position relative to the center of the screen", "this circle turned minecraft to indicate that it'll hit me, I should move out of the way" and "I should go in the opposite direction of this fake difficulty warp" to more complex things such as "Take these two points in space, connect them in your mind with a line, then go in a direction perpendicular to that line", "the color of the aiming fake difficulty warps indicates the safe horizontal position I can stand in" and "I need to identify the depth order on this fake difficulty warp circle to decide whether to climb this platform on the left or right side". There's also heavy reliance of short term memory testing, with game crashes giving you vital information to be used a few seconds down the line, allowing you the time to process what the avoidance wants from you and then pick the correct option when it reveals itself.
Through this, Non-Conforming Avoidance singlehandedly brought to light a completely new design space that fundamentally changes how avoidance as a genre is played. In that, it is an unparalleled achievement in avoidance.
However, there's also the more pressing question: Sure, it is an impressive achievement, but is it actually fun? does it play well? After all, Non-Conforming Avoidance-1, Sully’s previous avoidance, infamously has the Minecraft Blood 2 game crash which for many people has ruined the avoidance.
Fortunately, it delivers above and beyond in the gameplay department as well. The focus on new visual indicators allows it to take advantage of design space that guarantees there's always an action you can take to survive, you just have to interpret the signs correctly. In this, it becomes incredibly consistent while still remaining engaging even once you do master the game crashes, as you have to keep track of the many telltales and react accordingly. There's a good variety of new ways to read game crashes ensuring it doesn't get stale and the difficulty balance is handled masterfully as well, with the start getting consistent very quickly and small peaks when the music intensifies up until the crescendo of a finale and the subsequent (again, minor) release.
So while the gameplay is unquestionably genius, the avoidance does not stop there; Even though they are not the main focus of why this avoidance is so good, it would be a crime not to mention the fucked up physics and the mapping; The fucked up physics are not the most detailed nor the biggest avoidance showoff (these would likely go to Non-Conforming Avoidance 3), however they are consistent, clean, well executed, have their own identity and come in a flashy explosion when it counts. The mapping is harder to judge, as the avoidance is extremely hard to compare to traditional ones in this regard; However, the sounds chosen to be stressed and those chosen to remain as a unified singular game crash section are (almost always) consistent and are extremely on point, and many game crashes are given similarities to past ones from the same musical section as well.
So this is why I, and many others, find awesome in Non-Conforming Avoidance. Personally, I consider it to be my second favorite avoidance of all time, behind Non-Conforming Avoidance Stage and in front of Non-Conforming Avoidance 2 (leading me to believe Non-Conforming Avoidance 3 might overtake it if I seriously go for it). This was not really meant to be a recommendation review, but rather a brief deconstruction; Still, if you've read this far, go play it. Yes, even if you're a conforming avoidance player usually, and yes, even if you're good at conforming avoidance, so long as you have patience Non-Conforming Avoidance will repay you above and beyond your wildest dreams.
Rating: 3.1 31
Difficulty: N/A
Oct 28, 2024