Latest Reviews
Xplayerlol
For: I wanna run the Terminal!
For: I wanna run the Terminal!
Somewhat nice fangame. Has one of the most annoying gimmicks (If not the most annoying one) I've seen to the date: The mirror cherry.
Level design is good for the most part. The music restarts a bit too much, and most bosses are annoying, although somewhat well-made. Has some unecessary waiting on some screens, making the game feel more tedious than it actually is. The traps can be decent, or not. It looks good, but when you play it, it's just...meh. Wouldn't recommend.
[0] Likes
Level design is good for the most part. The music restarts a bit too much, and most bosses are annoying, although somewhat well-made. Has some unecessary waiting on some screens, making the game feel more tedious than it actually is. The traps can be decent, or not. It looks good, but when you play it, it's just...meh. Wouldn't recommend.
Rating: 5.5 55
Difficulty: 44 44
Mar 27, 2015
Xplayerlol
For: I wanna be the Venus
For: I wanna be the Venus
Pretty nice needle game. It uses plenty of standard jumps (Namely corners and upwards planes), and a few other jumps where align knowledge is absolutely necessary. The music is nice and so are the visuals. The level design is good, although not very original. The save placement isn't very fair, so you should have at least a bit of experience with needle games before trying this one. That being said, if you have this experience, I recommend this one.
Tagged as: Needle
[1] Like
Rating: 6.5 65
Difficulty: 60 60
Mar 27, 2015
kadykunde
For: I Wanna Uhuhu Spike 2
For: I Wanna Uhuhu Spike 2
fun needle :)
Tagged as: Needle
[0] Likes
Rating: 7.4 74
Difficulty: 55 55
Mar 26, 2015
kadykunde
For: I wanna uhuhu spike 3
For: I wanna uhuhu spike 3
fun needle :)
Tagged as: Needle
[0] Likes
Rating: 7.8 78
Difficulty: 61 61
Mar 26, 2015
kadykunde
For: I wanna be on Friday!!
For: I wanna be on Friday!!
Pretty fun and generic needle game with a pretty easy avoidance at the end.
[0] Likes
Rating: 6.9 69
Difficulty: 65 65
Mar 26, 2015
Xplayerlol
For: I wanna be the Hypertrophic Lobotomous Coalescing Bumblebee
For: I wanna be the Hypertrophic Lobotomous Coalescing Bumblebee
When you think that the long names can't get any worse...
Here is a cool needle game. Level design is quite original, and fun for the most part, most jumps are fair and so is the save placement...No, wait, nevermind.
The difficulty curve is decent. Musics are good. Visuals are nice. I don't see much to complain about in this game. If you like needle games, you might want to check this one out.
Here is a cool needle game. Level design is quite original, and fun for the most part, most jumps are fair and so is the save placement...No, wait, nevermind.
The difficulty curve is decent. Musics are good. Visuals are nice. I don't see much to complain about in this game. If you like needle games, you might want to check this one out.
Tagged as: Needle
[0] Likes
Rating: 8.0 80
Difficulty: 57 57
Mar 26, 2015
Xplayerlol
For: I wanna clear the Crime & Punishment Ver.Normal
For: I wanna clear the Crime & Punishment Ver.Normal
Review updated, normal version cleared as of the 04/02/2022 (dd/mm/yyyy).
I wanna Clear the Crime & Punishment feels closer to a practice tool than an actual avoidance. It's a modified version of the last attack in I wanna be the White & Black, notorious for being bajillions of times harder than the rest of the avoidance.
It's an interesting attack. It consists of a barrage of curving and straight cherries, coupled with occasional fast sniping attacks in sync with the music, lasting for 31 seconds (Not including intro and outro). GaspacoZanis has described this attack in detail, but just so that you remember:
- Easy version (W&B) spawns 9 fruits per burst;
- Normal spawns 12 fruits per burst;
- Hard (W) spawns 15 fruits per burst;
- Original "I wanna be the White & Black" spawns 9 fruits per burst too;
The reason why this attack is interesting is because it's more complicated than it looks. You have to manage your position very carefully: If you waste a single jump or move too far to the left, there's a good chance that you will die before you know it. There's an interesting decision-making process involved in playing this. But at the same time, your decisions don't always matter. This attack is pretty luck-based (Which is a term I'm trying to not use as carelessly anymore, but this game deserves it), and with every version it becomes more and more reliant on luck, as well as more and more difficult in most doable attempts.
Normal version is pretty brutal. It seriously feels harder to read than nearly any other attack in normal avoidances I've ever played. I...wish these words carried more weigth than they do, but the point is that this attack would easily fit into a hall of fame difficulty avoidance. The projectiles are hard to see, they are hard to track, and they constantly swarm you into situations where you either can't dodge them, or theoretically can but the dodge is super precise and requires you to keep track of too many projectiles at the same time. Naturally, my difficulty rating is much lower because:
- The avoidance is much shorter than actual 80+ difficulty avoidances (Even shorter avoidances like Lime, Down-Right-Up or Infernal Beings, which are close to 2 minutes long).
- It consists of only a single attack, so it's much easier to get consistent at it - in moments where consistency is relevant, anyway.
- Sometimes, the projectiles will just let up and allow you to get away with easier dodges only. It's rare, but it happens. This would allow less skilled players to beat this game, should they have enough perseverance (And enough stamina to still make proper dodges even after playing for so long).
So yeah, this is just a practice tool for a single attack. It's a pretty interesting attack, but still just a practice tool, and supposedly a little harder than the actual attack it's themed on (Which has 9 attacks per burst, just like the W&B version). It's kinda fun to play for a few minutes, but I wouldn't recommend attempting to clear it.
Not a spoiler, just a bit of rambling (Featuring memories and further elaboration on how interesting and unfair this attack is): So, I've played this game a couple of times now. Every time, I come out of it feeling a different way. When I cleared the W&B version for the first time, I believe it took me around two hours? I loved it. I saw a short avoidance, consisting of nothing but RNG. To dodge, I just had to keep staring at the Kid and jump whenever my reflexes warned me. Sure, it felt luck-based, but back in the day I thought that was a given for any RNG avoidance. Then, I played it again in 2019, after Gaspaco made me aware that I had cleared the W&B version. This time, I didn't like it that much. I saw a practice tool that was fun but definitely didn't deserve as much enthusiasm as I gave it in 2015. I also attempted the normal version for a couple minutes, but it felt seriously out of reach for an avoidance consistently rated in the 60s.
Now, in 2022, I finally decided to replay the normal version, as a break from university and from a certain absurdly difficult avoidance grind. My reflexes have improved a lot. I can see the clods of cherries approaching from a distance. My brain sees swarms of RNG, but it doesn't give up like it used to. It finds a way out. Sometimes, it finds dodges so alien I feel surprised at myself. Comparing this to the past me that would often panic and give up at the sight of a tiny gap, only making difficult dodges by last-second impulse, now I actively seek those weird dodges to survive. My self-control has improved. I can see swarms of bullets that feel like certain death, but I know that I will be fine if I just stand still or make a slight tap to the left. What looks like impending death sometimes hides a small window of safety, specially if you hug the wall quickly enough. Sometimes there's more hope than you'd expect. The projectiles curve, you never know if your calculations were wrong. Having hope is a skill too. You never know.
And yet, I find myself feeling like 2015 me, hugging the wall in the same way and hoping for good RNG in the same way. There's a humbling feeling in seeing yourself like this, but I can't describe it. Like I said before, this attack is harder than we realize. The projectiles curve from above, they curve from below, and sometimes they don't curve at all. It's ridiculously difficulty to keep track of them, since they are so many, curving in so many ways. They also have the same color, and blend into each other all the time. A curving cherry will often hide a straight moving cherry and wall you at the last second, and you won't know unless you're paying attention to that cherry the whole time. But you can't! I mean, that's how avoidances work, there are too many projectiles, you can't watch the entire trajectory of every projectile unless you're secretly a spider or something. Then, there's the sniping cherry, that single light speed cherry Miku throws at you every few seconds in sync with the song. Not only does it add a LOT to the difficulty of the fight by limiting your movements even further, it also prevents you from muting the avoidance. Ever. And the death sound in this game was turned up to oblivion. Actually, I think I will add this to the main part of the review. The death sound is obnoxious, and I cannot mute it. That's low.
This avoidance is only a single attack, but that attack is an actual nightmare to read, and it only gets worse with every version. Ver W&B feels surprisingly normal nowadays. There's always enough room to dodge, and I almost got two clears in a row in a casual attempt (Then proceeded to choke for the next 10 minutes and give up. Meh). The projectiles don't blend into each other as often, and the required dodges tend to be relatively mundane. Ver Normal, by comparison, gives a lot less room to dodge, often requires some obscure dodges, and just feels much harder to read in general. I will often jump into a gap to avoid a wall, only to realize that the projectiles were curving and I'm dead. Other times, I jump over this massive block of cherries, only to realize that the floor is infested with more cherries, and I simply have nowhere to land. I die again. And these situations are unbeliavibly common. You have to be very careful with when you jump, but sometimes you have to jump very early, otherwise you'll get walled and die. Again. Decision-making in this version is really hard and feels downright up to luck (Heh, downright up. Wasn't on purpose, but I'll take the pun) sometimes. Ver W&B doesn't do that very often. Sometimes the screen gets dense and you need some sharp reflexes or cold blood to stand still, but walls and super hard dodges are very rare. And then there's ver W., the hard mode. Oh man, ver W. is a piece of work. Maybe I'll play that one someday. If I'm still into fangames by the end of this year, who knows.
Side note #1: Do keep in mind that some reviews from this page may refer (unknowingly) to I wanna Clear the Crime & Punishment Ver.W&B (Easy version). It's kinda hard to tell.
Side note #2: Keep in mind that I wanna Clear the Crime & Punishment Ver.W (Hard version) is another massive difficulty bump from this. I looked up on Youtube, apparently there's only one person (Zero) who cleared it, and his dodges are seriously alien-like. It's only 3 more cherries per burst, it shouldn't be that much harder, right? Right?
I wanna Clear the Crime & Punishment feels closer to a practice tool than an actual avoidance. It's a modified version of the last attack in I wanna be the White & Black, notorious for being bajillions of times harder than the rest of the avoidance.
It's an interesting attack. It consists of a barrage of curving and straight cherries, coupled with occasional fast sniping attacks in sync with the music, lasting for 31 seconds (Not including intro and outro). GaspacoZanis has described this attack in detail, but just so that you remember:
- Easy version (W&B) spawns 9 fruits per burst;
- Normal spawns 12 fruits per burst;
- Hard (W) spawns 15 fruits per burst;
- Original "I wanna be the White & Black" spawns 9 fruits per burst too;
The reason why this attack is interesting is because it's more complicated than it looks. You have to manage your position very carefully: If you waste a single jump or move too far to the left, there's a good chance that you will die before you know it. There's an interesting decision-making process involved in playing this. But at the same time, your decisions don't always matter. This attack is pretty luck-based (Which is a term I'm trying to not use as carelessly anymore, but this game deserves it), and with every version it becomes more and more reliant on luck, as well as more and more difficult in most doable attempts.
Normal version is pretty brutal. It seriously feels harder to read than nearly any other attack in normal avoidances I've ever played. I...wish these words carried more weigth than they do, but the point is that this attack would easily fit into a hall of fame difficulty avoidance. The projectiles are hard to see, they are hard to track, and they constantly swarm you into situations where you either can't dodge them, or theoretically can but the dodge is super precise and requires you to keep track of too many projectiles at the same time. Naturally, my difficulty rating is much lower because:
- The avoidance is much shorter than actual 80+ difficulty avoidances (Even shorter avoidances like Lime, Down-Right-Up or Infernal Beings, which are close to 2 minutes long).
- It consists of only a single attack, so it's much easier to get consistent at it - in moments where consistency is relevant, anyway.
- Sometimes, the projectiles will just let up and allow you to get away with easier dodges only. It's rare, but it happens. This would allow less skilled players to beat this game, should they have enough perseverance (And enough stamina to still make proper dodges even after playing for so long).
So yeah, this is just a practice tool for a single attack. It's a pretty interesting attack, but still just a practice tool, and supposedly a little harder than the actual attack it's themed on (Which has 9 attacks per burst, just like the W&B version). It's kinda fun to play for a few minutes, but I wouldn't recommend attempting to clear it.
Not a spoiler, just a bit of rambling (Featuring memories and further elaboration on how interesting and unfair this attack is): So, I've played this game a couple of times now. Every time, I come out of it feeling a different way. When I cleared the W&B version for the first time, I believe it took me around two hours? I loved it. I saw a short avoidance, consisting of nothing but RNG. To dodge, I just had to keep staring at the Kid and jump whenever my reflexes warned me. Sure, it felt luck-based, but back in the day I thought that was a given for any RNG avoidance. Then, I played it again in 2019, after Gaspaco made me aware that I had cleared the W&B version. This time, I didn't like it that much. I saw a practice tool that was fun but definitely didn't deserve as much enthusiasm as I gave it in 2015. I also attempted the normal version for a couple minutes, but it felt seriously out of reach for an avoidance consistently rated in the 60s.
Now, in 2022, I finally decided to replay the normal version, as a break from university and from a certain absurdly difficult avoidance grind. My reflexes have improved a lot. I can see the clods of cherries approaching from a distance. My brain sees swarms of RNG, but it doesn't give up like it used to. It finds a way out. Sometimes, it finds dodges so alien I feel surprised at myself. Comparing this to the past me that would often panic and give up at the sight of a tiny gap, only making difficult dodges by last-second impulse, now I actively seek those weird dodges to survive. My self-control has improved. I can see swarms of bullets that feel like certain death, but I know that I will be fine if I just stand still or make a slight tap to the left. What looks like impending death sometimes hides a small window of safety, specially if you hug the wall quickly enough. Sometimes there's more hope than you'd expect. The projectiles curve, you never know if your calculations were wrong. Having hope is a skill too. You never know.
And yet, I find myself feeling like 2015 me, hugging the wall in the same way and hoping for good RNG in the same way. There's a humbling feeling in seeing yourself like this, but I can't describe it. Like I said before, this attack is harder than we realize. The projectiles curve from above, they curve from below, and sometimes they don't curve at all. It's ridiculously difficulty to keep track of them, since they are so many, curving in so many ways. They also have the same color, and blend into each other all the time. A curving cherry will often hide a straight moving cherry and wall you at the last second, and you won't know unless you're paying attention to that cherry the whole time. But you can't! I mean, that's how avoidances work, there are too many projectiles, you can't watch the entire trajectory of every projectile unless you're secretly a spider or something. Then, there's the sniping cherry, that single light speed cherry Miku throws at you every few seconds in sync with the song. Not only does it add a LOT to the difficulty of the fight by limiting your movements even further, it also prevents you from muting the avoidance. Ever. And the death sound in this game was turned up to oblivion. Actually, I think I will add this to the main part of the review. The death sound is obnoxious, and I cannot mute it. That's low.
This avoidance is only a single attack, but that attack is an actual nightmare to read, and it only gets worse with every version. Ver W&B feels surprisingly normal nowadays. There's always enough room to dodge, and I almost got two clears in a row in a casual attempt (Then proceeded to choke for the next 10 minutes and give up. Meh). The projectiles don't blend into each other as often, and the required dodges tend to be relatively mundane. Ver Normal, by comparison, gives a lot less room to dodge, often requires some obscure dodges, and just feels much harder to read in general. I will often jump into a gap to avoid a wall, only to realize that the projectiles were curving and I'm dead. Other times, I jump over this massive block of cherries, only to realize that the floor is infested with more cherries, and I simply have nowhere to land. I die again. And these situations are unbeliavibly common. You have to be very careful with when you jump, but sometimes you have to jump very early, otherwise you'll get walled and die. Again. Decision-making in this version is really hard and feels downright up to luck (Heh, downright up. Wasn't on purpose, but I'll take the pun) sometimes. Ver W&B doesn't do that very often. Sometimes the screen gets dense and you need some sharp reflexes or cold blood to stand still, but walls and super hard dodges are very rare. And then there's ver W., the hard mode. Oh man, ver W. is a piece of work. Maybe I'll play that one someday. If I'm still into fangames by the end of this year, who knows.
Side note #1: Do keep in mind that some reviews from this page may refer (unknowingly) to I wanna Clear the Crime & Punishment Ver.W&B (Easy version). It's kinda hard to tell.
Side note #2: Keep in mind that I wanna Clear the Crime & Punishment Ver.W (Hard version) is another massive difficulty bump from this. I looked up on Youtube, apparently there's only one person (Zero) who cleared it, and his dodges are seriously alien-like. It's only 3 more cherries per burst, it shouldn't be that much harder, right? Right?
Tagged as: Avoidance
[1] Like
Rating: 4.5 45
Difficulty: 70 70
Mar 26, 2015
Bob
For: I wanna be the Lucky2
For: I wanna be the Lucky2
Tagged as: Avoidance
[1] Like
Rating: 1.5 15
Difficulty: 80 80
Mar 26, 2015
Fro27y
For: I wanna be the Danny tanner
For: I wanna be the Danny tanner
All hail Bob Saget our hero!
Tagged as: Avoidance
[0] Likes
Rating: 6.2 62
Difficulty: 30 30
Mar 26, 2015