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RellixurGMD
For: I wanna be the Avoider
As my first ever IWBTG game, it's meh

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Rating: 5.2 52       Difficulty: 22 22
Jan 30, 2025
RellixurGMD
For: Chungo's Gauntlet
I actually had a decent amount of giggle playing it

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[1] Like
Rating: 8.2 82       Difficulty: 30 30
Jan 30, 2025
RellixurGMD
For: I Wanna Be The Guy Remastered
I mean it's just a good remake

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Rating: 8.9 89       Difficulty: 40 40
Jan 30, 2025
Religion
For: I Wanna Go With The Flow
Tagged as: Needle Gimmick
[0] Likes
Rating: 7.1 71       Difficulty: 47 47
Jan 30, 2025
Religion
For: New Year 2025
Tagged as: Needle Gimmick x_Floor Secret
[0] Likes
Rating: N/A       Difficulty: N/A
Jan 30, 2025
dorafura
For: I wanna planet 100
Tagged as: Adventure Needle Avoidance Boss x_Floor Jumpscare
[0] Likes
Rating: 5.5 55       Difficulty: 35 35
Jan 30, 2025
GaspacoZanis
For: acenaphthylene
9 HP avoidance, that to my surprise is quite dated in 2025.

I remember seeing this game back in 2020, and thinking that it looked really cool. I mean, even now I kind of appreciate the simple design that fits to the catchy music. However, a lot of the charm has faded away, and the gameplay does not hold up well at all.

You have unbalanced RNG in a lot of places, in the very beginning, in the last 3rd of avoidance, and even attacks that are skill-based, can feel really throw at you hard situations for no reason at all.

The thing that did make the game fun at first were patterns. I enjoyed learning them, finding strats and indicator attacks did make me surprise. However, when you get until infinite jump, be prepared that everything is gonna get annoying. RNG is unreactable, the indicator attack is interesting but really hard to pull off due to the short time to react and few visual cues to calculate where you have to go.

The saddest thing is that this all comes to getting lucky in the last chorus and not chocking the last section, which is by far the hardest one. Last chorus can throw at you so fast fruits that it is just unreactable and unreasonable, so you optimally need to have HP in your reserve. But if you get lucky RNG then even chokes in early game will allow you to get until post-finale. I had attempt where I got with 4 HP until infinite jump and managed to get with 1 HP until outro.

This avoidance becomes a burden for a player, and it is really annoying. Also try to leave at least some HP for outro, because the ending of it is quite lackluster.

This game also has some bugs, like if you hold wall in a specific manner then you can skip gravity attack.

If you want to know more about the game and its bugs, I recommend reading TheBiob's review for this game in his video description: https://youtu.be/H32TtPBkr38

I agree with his review in most cases, although I personally did not enjoy the RNG attack before 2nd verse - I have seen weird situations there as well. Besides that, please, refer to his review for more detailed information.

However, my conclusion is that this game is not fun at all nowadays, which is really disappointing, since I had high hopes for this game. For me it always seemed as one of the better wymcaT games.

I still liked patterns and design, so I cannot rate this game too low, but I cannot give high rating for something that felt way too luck-based and not fun.

If you do decide to play this, please, know that the outro is not as easy as it seems like. This is not an easy avoidance. It took me 4 hours and I really had to concentrate on the 2nd half to not choke, which is easier said than done.

Would not recommend.

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Tagged as: Avoidance HP
[0] Likes
Rating: 4.6 46       Difficulty: 63 63
Jan 30, 2025
fha183
For: New Year 2025
评价只包含表关
完全通关后会更新评论

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Rating: 8.2 82       Difficulty: 57 57
Jan 30, 2025
TTBB
For: I Wanna Give Up!
Rating based on Normal difficulty with no checkpoints. This review has spoilers by going into specific detail on attacks.

== Initial thoughts after clearing normal with checkpoints ==

It's really good for a first avoidance, and definitely much better than my first avoidance, but gameplay wise there's just a bunch of small issues that add up to the point where overall I can't say it was the most enjoyable experience.

Small things like plenty of instagibs near the ends of checkpoints, starts of checkpoints having lots of waiting, reaction time test on the Manifest 123 part*, and certain patterns that could've just been designed to be first tryable but aren't** (More info below).

And while an entire MV playing in the background is pretty novel, I wouldn't necessarily call it the definition of good production value or anything. It ends up just being a bit distracting, and I don't wanna see more avoidances doing it since it can get old pretty fast. There was effort into blending attacks with the MV itself at least (e.g. when the girl in the MV waves her arms in a sine wave motion, there's a sine wave cherry attack), which is cute.

== Thoughts after playing/clearing normal with no checkpoints ==

Honestly, the game was much more enjoyable this time around. All the issues regarding checkpoints no longer exist, and once you learn everything putting it all together isn't so hard, plus the game itself flows much better without checkpoints I feel. That being said, I still highly recommend you learn the game with checkpoints first, but to try it without checkpoints if you're an avoidance head and weren't satisfied with the game initially.


== Additional Notes ==

* The reaction time test on the Manifest 123 part becomes easy after you do it a couple times, but initially I found the one where you need to hold right and jump pretty hard to react to. I think a good idea would've been to have some sort of tell when the Manifest 1/2/3 numbers are being displayed. Sure you probably won't know what to do the very first time still, but subsequent attempts wouldn't be as bad this way.

** First example is the sine wave attack on checkpoint 2 after the boss section. There's a couple safe spots you can read ahead of time for this, but the middle is where you really wanna be. If you're on the left or right under the waves, they spread out in a way where you'll get surrounded and sniped unless you do a preemptive jump that also can't be too high. What makes this part annoying to me is where it is relative to the checkpoint placement. The boss section is a decent length, especially when you're first doing it and you haven't learned how to optimize damage yet, but then you have this attack which has a good chance of killing you on a blind playthrough. I actually feel like having the burst be RNG but also slower would've fit better, even if it leaks into the next attack, but it's hard to say.

Next example is on Manifest 4 when the head falls. If you're not holding left preemptively, you die. Just having some kind of warning like Red !'s on the ground at the start wouldn't hurt here. Again, this issue is amplified by where it is in relation to the checkpoint, and the fact that this checkpoint has some waiting at the start.

Last example is at the very end when the very beginning repeats. If you're not on the right side of the screen when the previous attack ends you are dead. I don't mind this one too much actually, it's pretty funny, I just wanted to mention it.

Another issue I forgot to mention, but still stuck around even on my no checkpoint run is some visibility issues. There was clearly effort into making sure this wasn't an issue by darkening the background as much as possible, but there are still definitely some parts that are a slight increase in difficulty because of visuals. I also want to note that my monitor seems to have much lower contrast (even when I try to raise it) compared to other monitors, so this most likely won't be an issue for most people, but I'll still mention them. One is the bouncing flowers, the smaller ones can be hard to see because of the spinning white head in the background. The other is when you get infinite jump on the last checkpoint, the yellow cherries on yellow background can be hard to see even if they're both clearly different shades of yellow. The safe bet would've just been to choose a different colour other than yellow here.

== Closing Thoughts ==

Overall I think while as an avoidance itself there are issues, as a passion project it's clearly wonderful. There are tons of skills the maker gets to show off in this besides just gamemaking, and the ideas themselves are very clever. I hope to see more from this maker because I really don't want to see their ideas going to waste.

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[4] Likes
Rating: 6.9 69       Difficulty: 50 50
Jan 30, 2025
Drug_Solo
For: I wanna Happy Mid-autumn Festival
Beautiful slow-paced avoidance

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[0] Likes
Rating: 7.0 70       Difficulty: 35 35
Jan 30, 2025
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