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MauricioJuegaIWBT
For: I wanna planet 100
[0] Likes
Rating: 5.5 55       Difficulty: 28 28
Feb 3, 2025
K_YouTube
For: I wanna be the ACJ
[0] Likes
Rating: 4.0 40       Difficulty: 30 30
Feb 3, 2025
K_YouTube
For: I Wanna Chasing The Love
[0] Likes
Rating: 4.5 45       Difficulty: 50 50
Feb 3, 2025
PlayerDash2017
For: I wanna be the Relaxation
Tagged as: Needle Avoidance Boss
[0] Likes
Rating: N/A       Difficulty: N/A
Feb 3, 2025
ElAnpepion
For: I wanna planet 100
Conquer The Blow Game 4

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Tagged as: Adventure Needle Avoidance Boss 100_Floor x_Floor
[3] Likes
Rating: 5.0 50       Difficulty: 30 30
Feb 3, 2025
xva
For: I Wanna GoodBye The Matsuri Bayashi
Matsuri Bayashi is one of the most confusing, irrational and insane experiences a man can have. this game is almost entirely illogical and makes little to no sense. getting the game to launch in the first place is an arduous and difficult task, requiring hours of finding decade-old DLL downloads and other obscure and random things. the game is initially very difficult to play, as it's made in an unknown engine with a lot of input delay. in this state, the avoidance is essentially unplayable. how do you go about removing input delay? well, gm8xfix and debugger helper won't help you much - you have to recompile the game on your own

recompiling the game is a task which is insanely difficult, requiring a lot of code alteration and very specific changes. the main culprit of this is the fact that MaizeMusic.dll is required, which is a dll file with no existing download on the internet at the moment. the only place where you can find this is in a fangame engine by the name of fapost engine. within the files of this engine, you'll find CleanMem.dll and MaizeMusic.dll. the error messages you'll be met with when trying to compile the game right away with GM8.2 all point to syntax errors with lines of code beginning with "mm". this is the prefix for MaizeMusic and any subsequent functions it has. you'll need to remove every mention of them, as MaizeMusic.dll is broken and essentially doesn't work. additionally, the game requires 2 other DLLs alongside with MaizeMusic.dll and CleanMem.dll: one with a broken name (GM8À©Õ¹ÔöÇ¿) and one called NoisyFox's Writing. these are only obtainable by decompiling the avoidance with an older version of the decompiler (provided by GaspacoZanis, who I extend my thanks greatly to), which spits out all extensions that were used in the gamemaker project of whatever game you decompiled. this will give you .gex files for all of these aforementioned missing DLLs. you will find this to be very, very useful. you will now be able to add them to the GM8.2 project. after removing all lines of code with the prefix "mm" and adding the extensions, you'll get a version of the game that compiles properly but runs into an error upon startup. this part is fairly easy to figure out, as you can fairly easily understand what the error messages are telling you to fix. now, you can play the game with no input delay and have a realistic [sic] chance of clearing it. I'm not aware of any other way to properly launch the game without having severe input lag issues. another thing that is extremely important is NOT TO CLOSE THE GM8.2 WINDOW UNDER ANY CIRCUMSTANCE!!! whatever code modifications you have made will not save properly and the entire thing is gonna collapse. you'll have to do all the code modification again if you end up closing the GM8.2 window



now, about the actual avoidance. it's painfully luck-based, as many Sinchi games are. the attack ideas are interesting, as this is the only avoidance by Sinchi which is entirely original and doesn't rip entire attack concepts from other games. of course, it takes great inspiration but doesn't just shamelessly take stuff (i.e. Bad Back Entrance, GoodBye The Destruction State, etc). unfortunately, it doesn't work well at all. the first part of the avoidance, up until the drop is alright. the first drop is really, really difficult. whatever code is used for these curving bullets is insanely mean, as it's some of the most difficult curving I've ever seen in my life. I have no real comparison as to how hard this is, but it's going to be the main thing that'll prevent most people from getting anywhere in this avoidance. the attack after the curving with the rotating lines is equally as difficult, if not even harder than the curving attack. it stretches on for quite a bit compared to other attacks, so you can't just luck your way through it most of the time - even if you really have to. it's borderline unreadable at times. just when you think you've figured out a strategy that might work, the next few times you try it you'll realize you were just gaslighted into thinking anything was going to work. the end of this attack is also extremely mean, I don't really know how you're supposed to read it. I just kinda jump hopelessly and it works sometimes. the attack after this, with the moving spikes is actually quite interesting, but very easy. the 4-screen attack or whatever you wanna call it is difficult but surprisingly fair if you figure out how it works. I can't exactly describe what I do, as my strat didn't work all too often either. after this is the most brutal sequence of RNG attacks I've ever played in my life. Miku from Entrance, Wakasagihime from Fish and Koishi from Destruction State appear (in that order) and begin throwing a bunch of insane bullshit at you. everything moves at what appears to be speeds in excess of Mach 15 and you just kinda have to dodge everything. Wakasagihime's attacks are particularly bad and will cause most of your deaths. her bursts are by far the hardest to read because they're so incredibly dense and often form straight lines that I don't know how to dodge other than hoping they don't appear in the first place

I don't know what the idea behind any of this is, it's incredibly painful to play and has a myriad of technical problems that aren't worth fixing. if you do end up fixing all of them, you'll still need a miracle to clear it in the end. if this is the big overarching idea, I'd just chalk it up to the goal being "maximum suffering"

I think I may be one of the only clears of this avoidance. I'd be somewhat surprised if other people clear this as well in the near future. to anyone attempting: hi, thanks for reading and good luck

not recommended

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Tagged as: Avoidance Luck Barrage
[5] Likes
Rating: 2.0 20       Difficulty: 91 91
Feb 2, 2025
opanker
For: I wanna be the Salt
[0] Likes
Rating: 8.3 83       Difficulty: 50 50
Feb 2, 2025
Bugen
For: I wanna Drizzle
Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: 60 60
Feb 2, 2025
GaspacoZanis
For: I wanna call voice
Rating and difficulty are based on, clearing normal mode (as I will mention later on - for easy mode: 34 difficulty and 8.1 rating). However, I do include my opinion regarding easy mode as well.

2020 was one of the most productive years of マリマリオ, releasing several very high quality avoidance games, including I wanna Love vacation, I wanna caress your heart, I wanna beyond the sky, his Revolving Lantern's area and in the very end of the year I wanna call voice.

In the retrospect it is very interesting looking back to it, because after I wanna call voice there was a collab release with lilly of I wanna Arcana of the Tarot. However, after that there was silence for many years until in 2024 with a release of I wanna memento-mori, which is author's magnum opus.

I have beaten both of author's last 2 solo avoidance games, and it mesmerizes me how much passion he has put in both them but in a different ways.

I wanna call voice feels like love letter of マリマリオ, using style, which he has used in a lot of his other anime or Visual novel soundtrack avoidances. But everything is just one head above in quality.

It really feels like concluding big chapter of author's game list, and I wanna memento-mori is more like aftermath and a bit different look on genre.

It is also worth noticing that both games are primarily pattern-based games.

I wanna call voice provides you with an option of 2 difficulties - easy and normal. I have seen avoidance several times, but I have decided to do what I did with I wanna beyond the sky - trying to play without using other video clears.

I have started with easy mode and I have beaten easy mode 2nd time after clearing normal mode. My perception of it really changed from 1st time and 2nd time.

When I started playing this game 1st time, I had a feeling that its your average beginner avoidance, having its ups and downs, but with a benefit of good production value.

Gonna use my clear video as a reference https://www.youtube.com/watch?v=Ud8IuTIC_V0 (don't mind changed audio - YouTube does not allow to upload with original soundtrack anymore) :

Avoidance starts with very dynamic visual introduction and aiming patterns you need to solve. I would say up until 0:12 it is pretty solid for a beginner avoidance. Then you can feel that something is missing. It is cool you can drop down without getting killed by circles, but using just one flower / star on 0:14 feels very empty for me, personally. And it does feel awkward up until 0:25.

Attack on 0:25 is easier than in normal, but it is a good nerf. However, then you have moment where you do not have to do anything. 0:34 is the same, except the ending does not have tricky pattern to do, which I can understand.

0:40-0:43 felt a bit tight for easy mode and I would say it would have been better in a different way. However, everything until the circle is not bad actually. It has similar vibe and the circle is much wider which is nice.

0:54 is very interesting moment, because it has such a different message in normal and easy mode. Here white fruits might feel a bit off, but you won't get why until you play normal mode. The idea of bursting circles is really nice for easy mode, and it works for easy mode.

The next few attacks might be a bit empty but it is not a big deal. 01:08 is fine on its own here.

01:16-01:23 section feels very similar to normal mode, except you do not have white fruits, and it works fine. Maybe waiting for climbing is a bit awkward but it is not a big deal.

Finale is RNG, but it is nerfed from normal mode. It is fine, I first-tried it.

While visuals are astounding, this avoidance still felt empty in a lot of parts of maybe missed some charm to emphasize visuals. Without the experience of normal mode I would give this avoidance 34 difficulty and 8.1 rating. However, after playing normal mode it was clear for me that easy mode was not the intended mode. Although author did work to make it work. It could have been better, so now I would probably give it lower rating. I mean, it still took me 30 minutes, so it is not easy mode which makes everything free, but it loses its meaning.

Easy mode is good as a practice or preparation for normal mode, but nothing more than that.


I think what is more interesting, is to analyze the normal mode: https://www.youtube.com/watch?v=wQmz5mT28fI

When you start you immediately see that avoidance is much harder and you feel that pattern side better (vibes kind of like in author's future game I wanna memento-mori). You are immediately thrown into harder intro - additional squished fruits, circles which kills until the very end and I think lines are a bit more tight as well.

It is confusing to learn at the beginning, because everything until 00:20 feels awkward after easy mode. However, I got used to like it! The beginning is reasonable if you search what works for you, and timing on 00:12 is not a bad thing necessarily.

I am not sure if I appreciate the second purple circle on 00:16, but it is fine. I did like how you need to get on platform, it does not feel empty at all.

I was surprised that 00:25 attack is very similar but just tighter. It works fine in both difficulties.

00:29-00:39 section is so much better though. It is really satisfying figuring out strats for the movement and understanding how last 2 circles actually work. Really fun stuff for me.

00:39-00:47 is probably the first very confusing part. While the climbing is OK, the aiming circles might be tough. I know people who struggled with them, but after a while I got used to them. What is more important is that after aiming circles I would recommend to go down to the 2nd platform from the left. I have not seen anyone else doing that, but it is the most optimal one, because going to the left immediately means you need to time aiming circles very well, which is not an easy task. Also no necessity to go down to the very ground, it is also quite tight. It really took me time to figure it out but I was satisfied with my strat.

00:47-00:51 strangely enough did not fell that hard after easy mode even with more tight circles. The beginning is a bit tricky but it is reasonable.

00:54-00:58 is probably the hardest pattern to figure out. I ended up using completely different strats than other people, and I believe I might have the best strats. The hard thing is that you need to climb up very quickly, because white fruits will kill you otherwise (which is very different than in easy mode). Timing aiming attack while dropping down was hard for me so I instead just jumped off from one platform to another it weirdly enough worked for me just fine. It looks harder than is, but just falling down never worked for me, really. I also ended up liking the fact of figuring it out.

On 00:58 heart you can just stand on the ground and it is fine. The next attack is also very reactable so you can dodge it freely if you have played easy mode.

01:10-01:15 moment has different ways of doing, and I just went for the strat which felt fine for me. I started in the centre just like in easy mode and I like it.

The pre-finale is harder because of white fruits and I believe aiming is faster, but after easy mode I felt like I still knew what I have to do.

And finale... well. It is scary, but I managed to first try.


After that I tried easy mode, and I noticed how lifeless it felt after that.

I think the difficulty of patterns is what makes it interesting. You learn how to do stuff and it makes the experience fun. It is not easy but it is rewarding.


In the end, I can say that I absolutely recommend playing normal mode, however, you might try easy mode to get overall grasp on what is going on. It really helps out.

And yet, I cannot really see myself saying that this is author's magnum opus. It is fun, it is beautiful, but for some reason I had more fun with author's I wanna beyond the sky. It felt more close to me. Maybe it is also because I wanna memento-mori has better options to offer regarding patterns.

However, this is still a very solid pattern avoidance for intermediate avoidance players. I have beaten avoidance in 2 hours and with video you can probably clear it even faster. It is a good time - it is still easier than I wanna Love vacation, but probably on the same difficulty as I wanna beyond the sky (even if genres are a bit different).

It is definitely worth looking into if you love this kind of stuff.

Highly would recommend.

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Tagged as: Avoidance
[0] Likes
Rating: 8.5 85       Difficulty: 57 57
Feb 2, 2025
TheChiekurs
For: i wanna SAD MAX(感動タイプ)
Tagged as: Avoidance
[1] Like
Rating: N/A       Difficulty: N/A
Feb 2, 2025
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