Latest Reviews
L0ssm1
For: I Wanna Beat the Cringe Needle 2
For: I Wanna Beat the Cringe Needle 2
Currently stuck at first screen (that downwards backwards corner is killing me). But the grind of this level is real. I love it so much. I really like it and I hope next screens (if more) will do the same and I hope they are even better.
Try it.
[0] Likes
Try it.
Rating: 8.0 80
Difficulty: 70 70
Apr 30, 2024
NightShark115
For: I wanna defeat the reinforcement boss
For: I wanna defeat the reinforcement boss
Tagged as: Boss
[0] Likes
Rating: N/A
Difficulty: N/A
Apr 30, 2024
PlutoTheThing
For: I wanna Melanzana
For: I wanna Melanzana
Melanzana is an avoidance which speaks for itself, it’s one of the most intimidating avoidances out there as it offers an almost 3 and a half minute long gauntlet of nonstop pattern gameplay, featuring brutally tight timings, strange and complex maneuvers, and almost no truly easy sections. In spite of that though I think the game is a little misunderstood in some aspects, largely due to the fact that a lot of people don’t even want to really try because of how much it demands from you.
The general gameplay of Melanzana is surprisingly varied, in theme with the song it’s sort of like learning a dance (at least what I imagine that’s like) where all the cherries are your dance partners, you learn how they move, where they go, and most importantly where you fit into all of this. What you’ll find is that while the game is ultra punishing for even the smallest mistakes, in a lot of ways it’s quite generous, offering a fair amount of leniency for a lot of inputs, there are no frame perfect inputs or anything although there are several tight timings, some that are only 2-3 frames. While you may spend hours learning one part, everything in the fight can become consistent with enough time, which makes learning the later bits a time consuming but manageable process which is extremely rewarding to power through.
A big part of what makes Melanzana feel so good is the patterns themselves, they are basically all centered around a particular motion and most of them flow into each other, which while overwhelming at times feels amazing to execute in most cases. A common criticism I see of this game is that it’s “all circles and lines” but I think this is a very misguided critique, while some bits may look similar and there are a few motions the game uses multiple times (such as walking off a platform and jumping back on) for the most part everything in the game feels quite distinct, and that includes all the spinning lines the game is known for. Every bit has its own nuances that separate it from the rest of the avoidance that you have to adapt to, and I personally never felt like it was repetitive or like something was overdone. Some parts of the avoidance that stood out to me were the first pre-chorus, which has some super tight movements especially at the start, but feels really good and visually is my favorite part of the fight, verse 2 which was my favorite part, it feels super fluid and smooth throughout and was always extremely satisfying to pull off, and the second chorus, which is relatively simple compared to the rest of the fight but still has some really intense bits along with patterns that felt super satisfying to execute. Nearly every part of the fight however has at least something cool that’s both challenging and fun, there’s some bits which are better than others for sure (for instance I think the zoom-out is a little stupid especially since it encourages using a 1 frame jump) but even then I don’t think I ever was truly frustrated with a pattern or input, they all felt good.
There’s also some depth in the fight which is maybe not obvious to a viewer, there’s a good variety of random elements which change how exactly you need to perform a pattern. Some of them are a little unbalanced, notably getting green instead of purple on intro 2 is a bit trickier, and I personally struggled a lot with getting a “3” on the numbered cherry at the end of verse 2, although it may be a personal issue. The random elements are abundant and definitely keep things fresh, it’s a testament to how well made this game is in my opinion. While not perfect and in some ways definitely improved upon by its successor, Verre (although I haven’t played it yet :P), Melanzana still manages to be an incredibly impressive game in just the fact it exists. It’s so impressive, so complex, and so well made. It’s obviously not for everyone, no pattern avoidance ever will be, but for as much as Melanzana asks of the player in order to overcome the challenge it presents, it ensures that every second you spend is worth your time.
[4] Likes
The general gameplay of Melanzana is surprisingly varied, in theme with the song it’s sort of like learning a dance (at least what I imagine that’s like) where all the cherries are your dance partners, you learn how they move, where they go, and most importantly where you fit into all of this. What you’ll find is that while the game is ultra punishing for even the smallest mistakes, in a lot of ways it’s quite generous, offering a fair amount of leniency for a lot of inputs, there are no frame perfect inputs or anything although there are several tight timings, some that are only 2-3 frames. While you may spend hours learning one part, everything in the fight can become consistent with enough time, which makes learning the later bits a time consuming but manageable process which is extremely rewarding to power through.
A big part of what makes Melanzana feel so good is the patterns themselves, they are basically all centered around a particular motion and most of them flow into each other, which while overwhelming at times feels amazing to execute in most cases. A common criticism I see of this game is that it’s “all circles and lines” but I think this is a very misguided critique, while some bits may look similar and there are a few motions the game uses multiple times (such as walking off a platform and jumping back on) for the most part everything in the game feels quite distinct, and that includes all the spinning lines the game is known for. Every bit has its own nuances that separate it from the rest of the avoidance that you have to adapt to, and I personally never felt like it was repetitive or like something was overdone. Some parts of the avoidance that stood out to me were the first pre-chorus, which has some super tight movements especially at the start, but feels really good and visually is my favorite part of the fight, verse 2 which was my favorite part, it feels super fluid and smooth throughout and was always extremely satisfying to pull off, and the second chorus, which is relatively simple compared to the rest of the fight but still has some really intense bits along with patterns that felt super satisfying to execute. Nearly every part of the fight however has at least something cool that’s both challenging and fun, there’s some bits which are better than others for sure (for instance I think the zoom-out is a little stupid especially since it encourages using a 1 frame jump) but even then I don’t think I ever was truly frustrated with a pattern or input, they all felt good.
There’s also some depth in the fight which is maybe not obvious to a viewer, there’s a good variety of random elements which change how exactly you need to perform a pattern. Some of them are a little unbalanced, notably getting green instead of purple on intro 2 is a bit trickier, and I personally struggled a lot with getting a “3” on the numbered cherry at the end of verse 2, although it may be a personal issue. The random elements are abundant and definitely keep things fresh, it’s a testament to how well made this game is in my opinion. While not perfect and in some ways definitely improved upon by its successor, Verre (although I haven’t played it yet :P), Melanzana still manages to be an incredibly impressive game in just the fact it exists. It’s so impressive, so complex, and so well made. It’s obviously not for everyone, no pattern avoidance ever will be, but for as much as Melanzana asks of the player in order to overcome the challenge it presents, it ensures that every second you spend is worth your time.
Rating: 10.0 100
Difficulty: 96 96
Apr 30, 2024
DerpyHoovesIWBTG
For: I wanna be the Lucky Final
For: I wanna be the Lucky Final
Trading in all my avoidance luck, but at what cost?
[1] Like
Rating: 0.0 0
Difficulty: 90 90
Apr 30, 2024
Kilgour22
For: I wanna be the Kantoku Needle
[0] Likes
For: I wanna be the Kantoku Needle
[0] Likes
Rating: 6.0 60
Difficulty: 60 60
Apr 30, 2024
masquaratte
For: Melancholy needle 2
For: Melancholy needle 2
Backtracking for a better align is bad
[0] Likes
Rating: N/A
Difficulty: N/A
Apr 30, 2024
asza5
For: I wanna go across the Rainbow
For: I wanna go across the Rainbow
An all-time fanfavorite.
[0] Likes
Rating: 10.0 100
Difficulty: 45 45
Apr 30, 2024