Latest Reviews
GaspacoZanis
For: I wanna be the Plasma
For: I wanna be the Plasma
Well... When infern0man clears avoidance in 9 hours, but some random GaspacoZanis in 7 attempts ([url]https://cdn.discordapp.com/attachments/477060772967481344/658719814717800450/clear.jpg[/url]), but cannot clear it second time for 30 minutes, then you can already conclude what to expect from the game...
This is avoidance made by Lily, and you can truly see here Lily vibes everywhere. Totally unpredictable RNG, 'SourPls' soundtrack and fast speed. This brings everything to the state, when avoidance 'requires either a lot of luck or a lot of skill to dodge'. I was extremely lucky to get through, but in the same everything could be worse. Attacks themselves look very interesting, except random pattern, where you have to stand in the corner and pray that some RNG bullets won't catch you. RNG parts seems very unreasonable when I tried avoidance second time, and I believe it isn't far from I wanna be the Lucky level, only this time it is around minute long.
I really do not know what else to say and I really doubt that I am going to beat it for the second time, so my difficulty rating is more based on other user rating rather than my own one, so I can change it any time and I wouldn't suggest to look on it as on benchmark. Would only recommend if you can beat it faster than zero (< 20 minutes) or if you are ready for spending unreasonable amount of time.
[2] Likes
This is avoidance made by Lily, and you can truly see here Lily vibes everywhere. Totally unpredictable RNG, 'SourPls' soundtrack and fast speed. This brings everything to the state, when avoidance 'requires either a lot of luck or a lot of skill to dodge'. I was extremely lucky to get through, but in the same everything could be worse. Attacks themselves look very interesting, except random pattern, where you have to stand in the corner and pray that some RNG bullets won't catch you. RNG parts seems very unreasonable when I tried avoidance second time, and I believe it isn't far from I wanna be the Lucky level, only this time it is around minute long.
I really do not know what else to say and I really doubt that I am going to beat it for the second time, so my difficulty rating is more based on other user rating rather than my own one, so I can change it any time and I wouldn't suggest to look on it as on benchmark. Would only recommend if you can beat it faster than zero (< 20 minutes) or if you are ready for spending unreasonable amount of time.
Rating: 5.1 51
Difficulty: 59 59
Dec 23, 2019
kurath
For: I wanna be the でてくてぃぶ
For: I wanna be the でてくてぃぶ
A great little adventure/gimmick/puzzle game with some zany stuff split over a hub with 3 areas and a final stage.
Admittedly this hits a lot of sweet spots for me, so I was a big fan of a lot of what happened.
Production-wise, aesthetics are clear and there's some neat implementations of stuff. There's not really any insane frills but even the splash screen is cute.
Platforming is the majority of this game, featuring 4 very distinct stages. The first has a neat little gacha system in otherwise whats regular needle to give you alternatives to doing it, or just figuring out silly strategies and skips with the powerups. The boss here is pretty generic but also a money farm for the gacha to do all kinds of zany things. Second and third stages are both puzzle oriented, one with a time rewind gimmick that seems to have a lot of unintended alternate solutions, and one with some laser/trigger/block puzzles that are pretty cool but have intended jank solutions sometimes (so keep an eye out for that). The bosses for both of these stages just incorporate the gimmick in an interesting way though their attacks don't really do much.
The final stage is adventury, featuring cycles and mixed other gimmicks and was a nice mix of stuff. The final boss, unlike the others, plays as an actual boss though it certainly has some flaws (unfair attack overlap being one of them) - its not that tough though so even if its a little messy shouldn't stop anyone from beating the game if they got there. There's a handful of traps in places which tend to change things up, though some of them are just stupid and aren't the pull of the game but might cause some annoyances.
Overall its quirky and fun and I really enjoyed it. I'd recommend it if you like weird stuff thats more campy than challenging and don't mind a couple dumb traps (there really aren't many though).
[2] Likes
Admittedly this hits a lot of sweet spots for me, so I was a big fan of a lot of what happened.
Production-wise, aesthetics are clear and there's some neat implementations of stuff. There's not really any insane frills but even the splash screen is cute.
Platforming is the majority of this game, featuring 4 very distinct stages. The first has a neat little gacha system in otherwise whats regular needle to give you alternatives to doing it, or just figuring out silly strategies and skips with the powerups. The boss here is pretty generic but also a money farm for the gacha to do all kinds of zany things. Second and third stages are both puzzle oriented, one with a time rewind gimmick that seems to have a lot of unintended alternate solutions, and one with some laser/trigger/block puzzles that are pretty cool but have intended jank solutions sometimes (so keep an eye out for that). The bosses for both of these stages just incorporate the gimmick in an interesting way though their attacks don't really do much.
The final stage is adventury, featuring cycles and mixed other gimmicks and was a nice mix of stuff. The final boss, unlike the others, plays as an actual boss though it certainly has some flaws (unfair attack overlap being one of them) - its not that tough though so even if its a little messy shouldn't stop anyone from beating the game if they got there. There's a handful of traps in places which tend to change things up, though some of them are just stupid and aren't the pull of the game but might cause some annoyances.
Overall its quirky and fun and I really enjoyed it. I'd recommend it if you like weird stuff thats more campy than challenging and don't mind a couple dumb traps (there really aren't many though).
Rating: 8.5 85
Difficulty: 50 50
Dec 23, 2019
BoshyGo11
For: I wanna thank the Ashotovka 8
For: I wanna thank the Ashotovka 8
Le epic return
[1] Like
Rating: N/A
Difficulty: N/A
Dec 23, 2019
GaspacoZanis
For: I wanna be the Byzantine
For: I wanna be the Byzantine
Very old avoidance game, which most likely can be described best with 2 words - simplistic and generic. It just follows these rules amazingly well, using generic bursts, straight horizontal or vertical fruits, crossfires, unnecessary shaking of the screen and etc. It even uses one attack, in which you can shoot and author explains it with statement "you can shoot cherries during one segment due to a lot of clutter". Not sure why he felt that this kind of clutter was so important to the avoidance, since for me this was probably one of the most annoying attacks. But at least, thanks, for allowing to shoot. Other than that I have a complains about one generic attack which lasts for about half a minute for some reason. It is already unconvenient to read it because of transition from previous attack and attack itself requires quite a lot of concentration. Also, in contrary with Xplayerlol's opinion, I didn't find attack afterwards original or fun, especially, with a shaking screen. Attack after shaking was hard, but I found it fun to read, since it feels like you are in some kind of chaos. However the finale is way too easy in comparison, at least, in my opinion.
More or less it is still acceptable for author's first game, and I had some fun with it. It does not have anything revolutionary, but if you want to play something simplistic for an hour or so, then maybe it isn't a horrible idea, like you would consider from Xplayerlol's review. Would recommend playing it with taking your own risk(if you have an access to it).
More or less it is still acceptable for author's first game, and I had some fun with it. It does not have anything revolutionary, but if you want to play something simplistic for an hour or so, then maybe it isn't a horrible idea, like you would consider from Xplayerlol's review. Would recommend playing it with taking your own risk(if you have an access to it).
Tagged as: Avoidance
[0] Likes
Rating: 5.2 52
Difficulty: 54 54
Dec 23, 2019
Nick24
For: I Wanna Appreciate the Wolf's Enthusiasm
For: I Wanna Appreciate the Wolf's Enthusiasm
I don't like them. I don't like platform jumps.
Tagged as: Needle
[1] Like
Rating: 6.0 60
Difficulty: 60 60
Dec 23, 2019
Nick24
For: I Wanna Get The Perfume
For: I Wanna Get The Perfume
I think around at this point in time razzor started to make banger avoidances.
Tagged as: Avoidance
[1] Like
Rating: 8.0 80
Difficulty: 70 70
Dec 23, 2019
GaspacoZanis
For: I wanna revenge the snow
For: I wanna revenge the snow
I am going to explain the meaning of this avoidance, and the reason of its existence in current state, since looks like nobody who reviewed this game, know this thing.
I would like to start with fact, who actually made this game. The author here is mentioned ぱなちりーなエンドオブTAKAHASHIは絶対許さない隊長, even though, as some sources show (like, zero's avoidance list) , this game is made actually by snow, himself. Now, we should translate the nickname to understand what is the hidden meaning of this game. Exemplary transaltion could be something like this (thanks to grisha92 for the help) – Panachiri – captain, who never forgives the ending of TAKAHASHI. Term TAKAHASHI clearly is a reference to snow's older game, which I believe was already private by that point - I wanna beast The TAKAHASHI. And you won't doubt that if you are going to compare both of these games – same EBONY & IVORY soundtrack (but differently cut), same layout and cat sprites with one difference – in I wanna revenge the snow colors are inverted for everything, except kid. Here is a screenshot comparison for a reference – [url]https://prnt.sc/qe9o35[/url]. Also 'the ending' is a reference to these attacks in I wanna beast The TAKAHASHI, which are used as a basic for constructing I wanna revenge the snow – [url]https://youtu.be/WRGqsIBi5ok?t=78[/url]. And that would even make more sense for the title itself – I wanna revenge the snow, since I wanna beast The TAKAHASHI is made by snow, and making revenge for his unfairness would make sense in context of the original game. The usage of word 'captain' for me associates with 'taisa' (even though it does not translate as 'taisa'), as something hard and 'impossible' to beat. Why Panachiri is the name of the captain I don't know, I guess it is just a random picked name, but maybe I am wrong.
Also alternative translation could be 'Panachiri in the end of TAKAHASHI - unforgiving captain', where basically Panachiri is the title of the attack serie. Captain could be some slang word, but which one particularly, I don't know.
After finding out the roots, we have to understand what was reason to make another game, I would even call it as a spin-off of the original I wanna beast The TAKAHASHI. To find out, I am going to explain the main differences in gameplay and in soundtrack, and then I am going to say my hypothesis on the existence of this game. So, in this game avoidance is around 75 seconds long, while original avoidance was around 100 seconds in length. Gameplay of this avoidance basically consists of two attacks – horizontal fruits which goes left with a quite free trajectory and then curving-like attack with falling from the top fruits – which gets repeated 5 times, and then being continued by some fast falling fruits, some curving fruits and final burst after which cats are falling down. While repeating 5 times the soundtrack soundtrack also loops 5 times, however without intro, since intro is only first time. That basically means that you are doding one set of attacks for a minute, and then for the last 20 seconds or so, you have the final set of attacks. If you look carefully then you can recognize these attacks from original avoidance, since the repeating one is the hardest attack in the original avoidance, starting somewhere around 75th second (or something like that). The only thing is that they only look similar. Actually, they are different. In original the repeating 2 attacks are faster and are differently programmed, at least it sees like that. It felt that in original game they were harder. The final attacks are very similar to original ones, however I think that the points of where the ray of fruits start to go from are different (I guess also easier), curving seemed harder, but the last burst is completely different and cats weren't falling down in original I wanna beast The TAKAHASHI. So snow actually made different avoidance, but with similar style. Now question is: why?
The answer I think can be found if we look on the date, when game was submitted on wiki. It is 1st of April 2016. April Fools' Day. My hypothesis is based on the thing, which could have happened in Japanese community, and which maybe was a reason for deleting link of the original I wanna beast The TAKAHASHI. I may be wrong, but for me it seems like there were people who were dicontent about the difficulty of the avoidance. And probably the one attack, curving-like, was the one, which people disliked the most, due to its speed and difficulty. And, probably, snow wanted to make a meme out of this, that there is going to be another avoidance for those who beaten it and 'are not humans', with repeating the hardest attack to make the effect of the hell, whie repeating the same attack. And once you got out of cursed circles you get back to the 'normal' avoidance, which you have to finish, but, of course, with some buffs, to annoy players, who play this blindly.
The thing is that I should say that I cannot say that this is not original. Snow made totally new avoidance, concentrating difficulty on other points. This is not a rip-off, this is a unique avoidance, but with similar design, which is a reason, why I call it as a meme spin-off. And what is even more weird, I really have fun playing this. At first, it was funny to understand how it is changed from original game, but it seemed difficult to umderstand attacks. Once you play more and more, you are going to understand how attacks work and what are the best strats for them. They are still going to be hard, but you are going to die less. I am quite dissatisfied from the first repeated attack, since it gives the walls more than the second one, but for some reason, I never felt that I am frustrated or something like that. I had fun with it. The second 'phase' I beaten on 10th attempt. Getting to it takes time, however I cannot say that it is necessarily impossible. After first time getting there, most likely to have another attempt is going to take around 30-90 minutes if you play like me, however I believe for many others it shouldn't take more than 10-20 minutes. The only thing, which is quite difficult is transition between phases, because sometimes they are way too harder than they should be, being reason of many deaths on transition. Also, I recommend to watch video on youtube how to properly do the last burst, it is quite tricky, in my opinion.
Here are stats on 2nd phase, by the way:
1) 02:24:26 (585 deaths in total) (death on red curving)
2) 03:05:03 (722 deaths in total) (death on red curving)
3) 04:26:23 (972 deaths in total) (death on first falling fruits)
4) 04:37:17 (1009 deaths in total) (death on first falling fruits)
5) 05:08:05 (1106 deaths in total) (death at the very beginning)
6) 05:30:44 (1179 deaths in total) (death at the beginning)
7) 05:56:37 (1254 deaths in total) (death on the last burst)
8) 07:00:40 (1459 deaths in total) (death at the end of the red curving)
9) 07:37:34 (1568 deaths in total) (death on 2nd stray)
10) Clear
In conclusion I would like to say, that surprisingly this avoidance was made that it can live its own life, without much of consideration of original avoidance. Hard to compare difficulties of both avoidances, since they are almost the same, however I believe, this is a little bit easier, however, again, I may change my point of view in the future. Yes, quality of the avoidance does not allow to rate it as high as original one, but I think it doesn't deserve to have 2.8 rating. It is specific, and I can understand why someone can find this annoying, but I believe there should be someone who likes these kind of avoidances, like me, and if you think that my description fits for you, then I would surely recommend this game to you. Also I would recommend this game for those, who have beaten I wanna beast The TAKAHASHI, since undoubtely it is going to be another interesting experience!
P.S. Also I love that I am called 'not a human' for a second time (if you understand what I am talking about) :[url]https://cdn.discordapp.com/attachments/477060772967481344/658269772701499412/Clear.jpg[/url]
[3] Likes
I would like to start with fact, who actually made this game. The author here is mentioned ぱなちりーなエンドオブTAKAHASHIは絶対許さない隊長, even though, as some sources show (like, zero's avoidance list) , this game is made actually by snow, himself. Now, we should translate the nickname to understand what is the hidden meaning of this game. Exemplary transaltion could be something like this (thanks to grisha92 for the help) – Panachiri – captain, who never forgives the ending of TAKAHASHI. Term TAKAHASHI clearly is a reference to snow's older game, which I believe was already private by that point - I wanna beast The TAKAHASHI. And you won't doubt that if you are going to compare both of these games – same EBONY & IVORY soundtrack (but differently cut), same layout and cat sprites with one difference – in I wanna revenge the snow colors are inverted for everything, except kid. Here is a screenshot comparison for a reference – [url]https://prnt.sc/qe9o35[/url]. Also 'the ending' is a reference to these attacks in I wanna beast The TAKAHASHI, which are used as a basic for constructing I wanna revenge the snow – [url]https://youtu.be/WRGqsIBi5ok?t=78[/url]. And that would even make more sense for the title itself – I wanna revenge the snow, since I wanna beast The TAKAHASHI is made by snow, and making revenge for his unfairness would make sense in context of the original game. The usage of word 'captain' for me associates with 'taisa' (even though it does not translate as 'taisa'), as something hard and 'impossible' to beat. Why Panachiri is the name of the captain I don't know, I guess it is just a random picked name, but maybe I am wrong.
Also alternative translation could be 'Panachiri in the end of TAKAHASHI - unforgiving captain', where basically Panachiri is the title of the attack serie. Captain could be some slang word, but which one particularly, I don't know.
After finding out the roots, we have to understand what was reason to make another game, I would even call it as a spin-off of the original I wanna beast The TAKAHASHI. To find out, I am going to explain the main differences in gameplay and in soundtrack, and then I am going to say my hypothesis on the existence of this game. So, in this game avoidance is around 75 seconds long, while original avoidance was around 100 seconds in length. Gameplay of this avoidance basically consists of two attacks – horizontal fruits which goes left with a quite free trajectory and then curving-like attack with falling from the top fruits – which gets repeated 5 times, and then being continued by some fast falling fruits, some curving fruits and final burst after which cats are falling down. While repeating 5 times the soundtrack soundtrack also loops 5 times, however without intro, since intro is only first time. That basically means that you are doding one set of attacks for a minute, and then for the last 20 seconds or so, you have the final set of attacks. If you look carefully then you can recognize these attacks from original avoidance, since the repeating one is the hardest attack in the original avoidance, starting somewhere around 75th second (or something like that). The only thing is that they only look similar. Actually, they are different. In original the repeating 2 attacks are faster and are differently programmed, at least it sees like that. It felt that in original game they were harder. The final attacks are very similar to original ones, however I think that the points of where the ray of fruits start to go from are different (I guess also easier), curving seemed harder, but the last burst is completely different and cats weren't falling down in original I wanna beast The TAKAHASHI. So snow actually made different avoidance, but with similar style. Now question is: why?
The answer I think can be found if we look on the date, when game was submitted on wiki. It is 1st of April 2016. April Fools' Day. My hypothesis is based on the thing, which could have happened in Japanese community, and which maybe was a reason for deleting link of the original I wanna beast The TAKAHASHI. I may be wrong, but for me it seems like there were people who were dicontent about the difficulty of the avoidance. And probably the one attack, curving-like, was the one, which people disliked the most, due to its speed and difficulty. And, probably, snow wanted to make a meme out of this, that there is going to be another avoidance for those who beaten it and 'are not humans', with repeating the hardest attack to make the effect of the hell, whie repeating the same attack. And once you got out of cursed circles you get back to the 'normal' avoidance, which you have to finish, but, of course, with some buffs, to annoy players, who play this blindly.
The thing is that I should say that I cannot say that this is not original. Snow made totally new avoidance, concentrating difficulty on other points. This is not a rip-off, this is a unique avoidance, but with similar design, which is a reason, why I call it as a meme spin-off. And what is even more weird, I really have fun playing this. At first, it was funny to understand how it is changed from original game, but it seemed difficult to umderstand attacks. Once you play more and more, you are going to understand how attacks work and what are the best strats for them. They are still going to be hard, but you are going to die less. I am quite dissatisfied from the first repeated attack, since it gives the walls more than the second one, but for some reason, I never felt that I am frustrated or something like that. I had fun with it. The second 'phase' I beaten on 10th attempt. Getting to it takes time, however I cannot say that it is necessarily impossible. After first time getting there, most likely to have another attempt is going to take around 30-90 minutes if you play like me, however I believe for many others it shouldn't take more than 10-20 minutes. The only thing, which is quite difficult is transition between phases, because sometimes they are way too harder than they should be, being reason of many deaths on transition. Also, I recommend to watch video on youtube how to properly do the last burst, it is quite tricky, in my opinion.
Here are stats on 2nd phase, by the way:
1) 02:24:26 (585 deaths in total) (death on red curving)
2) 03:05:03 (722 deaths in total) (death on red curving)
3) 04:26:23 (972 deaths in total) (death on first falling fruits)
4) 04:37:17 (1009 deaths in total) (death on first falling fruits)
5) 05:08:05 (1106 deaths in total) (death at the very beginning)
6) 05:30:44 (1179 deaths in total) (death at the beginning)
7) 05:56:37 (1254 deaths in total) (death on the last burst)
8) 07:00:40 (1459 deaths in total) (death at the end of the red curving)
9) 07:37:34 (1568 deaths in total) (death on 2nd stray)
10) Clear
In conclusion I would like to say, that surprisingly this avoidance was made that it can live its own life, without much of consideration of original avoidance. Hard to compare difficulties of both avoidances, since they are almost the same, however I believe, this is a little bit easier, however, again, I may change my point of view in the future. Yes, quality of the avoidance does not allow to rate it as high as original one, but I think it doesn't deserve to have 2.8 rating. It is specific, and I can understand why someone can find this annoying, but I believe there should be someone who likes these kind of avoidances, like me, and if you think that my description fits for you, then I would surely recommend this game to you. Also I would recommend this game for those, who have beaten I wanna beast The TAKAHASHI, since undoubtely it is going to be another interesting experience!
P.S. Also I love that I am called 'not a human' for a second time (if you understand what I am talking about) :[url]https://cdn.discordapp.com/attachments/477060772967481344/658269772701499412/Clear.jpg[/url]
Rating: 6.4 64
Difficulty: 61 61
Dec 23, 2019
Quietly1999
For: I Wanna Defeat The Eater Of Dreams
For: I Wanna Defeat The Eater Of Dreams
Something was feeling darkness,but author well made.
[1] Like
Rating: 9.0 90
Difficulty: 30 30
Dec 23, 2019
Quietly1999
For: I am here
For: I am here
very kind iw,but was Sentimental.
[0] Likes
Rating: 8.5 85
Difficulty: 25 25
Dec 23, 2019
Delicious Fruit