Latest Reviews
glitchy
For: Come Back Needle
For: Come Back Needle
it's aight. most jumps feel fine to do, although there aren't too many that are incredible or anything. a couple saves feel a good bit harder than the rest, but overall it's consistent.
Tagged as: Needle
[0] Likes
Rating: 6.0 60
Difficulty: 45 45
Nov 4, 2023
yangshuoen
For: Draw my Guy FGM Edition
For: Draw my Guy FGM Edition
Very good idea
很好的點子
[0] Likes
很好的點子
Rating: 10.0 100
Difficulty: 36 36
Nov 4, 2023
Renko97
For: I wanna eat the Mysterious xob
For: I wanna eat the Mysterious xob
A cute avoidance with paths easy and RNG that sometimes is a tiny hard.
Tagged as: Avoidance
[0] Likes
Rating: 7.1 71
Difficulty: 30 30
Nov 3, 2023
opanker
For: I just wanna play the Needle game
[0] Likes
For: I just wanna play the Needle game
[0] Likes
Rating: 6.5 65
Difficulty: 65 65
Nov 3, 2023
xva
For: I Wanna Stop Him
For: I Wanna Stop Him
this is an avoidance that I desperately wanted to like, I really did. I went in with a very positive mindset, thinking it’ll be as good as everyone says it is. unfortunately, it isn’t as great as the ratings suggest. I gave this game the benefit of the doubt time and time again, but it was ultimately fruitless
this avoidance is a remake of Mayumushi, an amazing avoidance that pretty much everyone loves. it’s hard to take attack concepts similar to Mayumushi and ruin them. this game doesn’t quite ‘ruin’ them - I think that’s far too harsh of a word. many of them are remade interestingly enough to keep the game interesting and fun. you always have something to do. they’re much easier to read and require a lot lot lot less know-how and pattern skill than Mayumushi. the game is much easier than the game it’s remaking. it focuses a lot more on RNG and less on patterns. you don’t really have to learn a lot of stuff and everything is fairly readable
all of this is true for Nazuna, Mayumushi and Jinmenusagi. FUNKYHANK is where all this goes to shit and gets thrown out the window. it’s like the maker entirely gave up in balancing and just threw together a bunch of annoying bullshit that walls you half the time and is only tangentially related to the original FUNKYHANK. I understand it’s supposed to be a reference to the balancing from the original, but this isn’t the way to do it. I doubt people enjoy FUNKYHANK’s insanely high difficulty in the original Mayumushi fight, so why translate it here in such a poor way? it entirely ruins the flow of the avoidance. another thing I found particularly painful is how a death that far in wastes quite a bit of time. this isn’t a problem once, twice or five times. it’s a problem if it happens 15+ times and you feel helpless to the RNG each time. final isn’t very good either, but at this point I don’t even blame it since Mayumushi’s final attack is hard to make good. I’d even call it great compared to the original
an unfortunate experience that I wish I could enjoy, but simply couldn’t due to several bad design decisions and very questionable balancing
not recommended
this avoidance is a remake of Mayumushi, an amazing avoidance that pretty much everyone loves. it’s hard to take attack concepts similar to Mayumushi and ruin them. this game doesn’t quite ‘ruin’ them - I think that’s far too harsh of a word. many of them are remade interestingly enough to keep the game interesting and fun. you always have something to do. they’re much easier to read and require a lot lot lot less know-how and pattern skill than Mayumushi. the game is much easier than the game it’s remaking. it focuses a lot more on RNG and less on patterns. you don’t really have to learn a lot of stuff and everything is fairly readable
all of this is true for Nazuna, Mayumushi and Jinmenusagi. FUNKYHANK is where all this goes to shit and gets thrown out the window. it’s like the maker entirely gave up in balancing and just threw together a bunch of annoying bullshit that walls you half the time and is only tangentially related to the original FUNKYHANK. I understand it’s supposed to be a reference to the balancing from the original, but this isn’t the way to do it. I doubt people enjoy FUNKYHANK’s insanely high difficulty in the original Mayumushi fight, so why translate it here in such a poor way? it entirely ruins the flow of the avoidance. another thing I found particularly painful is how a death that far in wastes quite a bit of time. this isn’t a problem once, twice or five times. it’s a problem if it happens 15+ times and you feel helpless to the RNG each time. final isn’t very good either, but at this point I don’t even blame it since Mayumushi’s final attack is hard to make good. I’d even call it great compared to the original
an unfortunate experience that I wish I could enjoy, but simply couldn’t due to several bad design decisions and very questionable balancing
not recommended
Tagged as: Avoidance
[1] Like
Rating: 5.9 59
Difficulty: 82 82
Nov 3, 2023
Delicious Fruit