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20 Reviews

DanMario24
For: i wanna kill the kendrick 3
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Tagged as: Short Sudoku
[0] Likes
Rating: N/A       Difficulty: 58 58
Oct 27, 2025
DanMario24
For: BONK: An Interactive Exposition
Rating based off of all endings except G (which is just nonstop shoot spam), and all red coins.

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Rating: 10.0 100       Difficulty: 57 57
Sep 10, 2025
DanMario24
For: I Wanna Escape Heavenly Host
DIFFICULTY NOTE: The 47 rating comes from the avoidance, the rest of the needle is around mid 40s imo.

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Tagged as: Adventure Gimmick Puzzle
[0] Likes
Rating: 10.0 100       Difficulty: 47 47
Aug 19, 2025
DanMario24
For: I Wanna Kill The Kamilia 3
DISCLAIMER: I folded at Cyber Area 31 hours into the boss (with 10 final attempts), this means that this review isn’t finished, but there’s just no hope that I’ll beat Cyber so who cares. Final also has the most dogshit RNG where it's literally only the density that decides if you beat the attack or not, so I really can’t be asked to go back.

Review based off of 2.0, which I recommend more than 1.50 because of the bullshit it removes, as well as a much more balanced difficulty curve.

DIFFICULTY NOTE: Same deal as K2:R, but with a higher difficulty curve. It starts at 41, mostly contains stuff around 65-70 by the midgame (with one exception in boss rush that goes up to mid-high 70s, another BR boss being 80s if you find it really hard), by Stage 5-3 it goes above 75, and it peaks at 85 with the final boss.

I’m just gonna jump straight to the point, I do not recommend playing this unless you’re willing to push through lots of bad boss design. The needle is all fine, but the bosses are really bad, 80% of them all have at least one questionable design choice that just sours the whole experience. Even if there are some hidden gem bosses among all the annoying ones, it's still not enough for me to recommend this game. I’ll discuss the issues with the bosses in the actual review.
This review will be very similar to my K2:R review, myself going over the ups and downs of all of the content in any%, and giving each one a tier ranking.
Here are the ranks in question btw.
PEAK
S+
S
A
B
C
D
F

Let’s get started, shall we?

STAGE 1:
This beginning stage serves as the gates to hell, a place to relax before plummeting into the depths, and the perilous trials that this game has to offer.

In terms of gameplay… There’s no wacky gimmicks in this stage, well maybe in ETG2 (B), but it's just very standard needle without anything memorable (which is to be expected of a beginning stage). The two Ichor screens stood out the most to me, but the rest of the screens were pretty forgettable. Even outside of that, the very first screen is way harder than anything until Ichor, which is a pretty messy difficulty curve in my opinion.
Generally, this is just your typical first stage, a lack of gimmicks to help ease you into the difficulty, to which this stage also suffers in the memorability aspect because of it.

Secret 1 is pretty cool, it has some really wacky jumps that require you to perform unorthodox movements, and a unique spin on backtracking. I’m also happy that the entrance to the secret got nerfed, as it makes it more accessible.

OVERALL: B Tier



BOSS 1: Flandre Scarlet
The guardian of hell’s gates, a test to see if you’re worthy of stepping foot in hell, and the beginning of the awful boss design…

I'll start off with the good first, some attacks like Rumia, Mystia, and Suwako were pretty good, with some really cool patterns. Crime & Punishment is a great introduction to the curving bullets that you'll see throughout the game, it's a massive difficulty spike compared to the rest of the fight, but one that works quite well.

Now onto my reasons as to why this fight falls flat...

The screenwrapping orbs have a tendency to make parts genuinely impossible, I get that they're meant to add a challenge of spatial awareness, but the problem is that the challenge actually interferes with places you need to go (such as Crazy Spike and Mush Mush). And even after that I still have issues with other aspects of the fight.
The uppermost bullets in the first attack are so low that it just feels counter-intuitive to hitting Flandre, if it's because they don't want you dealing much damage to Flandre, there's so many better ways to do it than using a low bullet ceiling to restrict damage.
Mush Mush is just a gambling simulator, the mushrooms move at random speeds, have random jump heights, and jump at random times, and the most annoying part by far is the fact that the screenwrapping orbs can fuck you over whilst you're jumping over the big mushroom. There's literally no other way to do it aside from going to the far reaches of the screen and praying that RNG decides to let you win.
Lastly, the random height of Flandre during final can also be a bummer, I've had attempts where you can only reach her by following up a full jump with a double jump (and trying not to die to the bullets while dropping back down).

Generally, it's a good fight that's ruined by three really dumb luckspots that are all right after the intro (four if you count Flandre’s height in final), and the sad part is that it’s not the first K3 boss that’s ruined by questionable design choices either.

OVERALL: D Tier



STAGE 2:
With the guardian out of the way, are you ready to take the plunge into hell?

This difficulty of this stage is a decent step up from the first one, but still not as bad as what’s to come. There is also a large variety of creative gimmicks here as well, with every screen being unique to the last, the only screen that I didn’t like was Vanish Needles (B) and the rest were really good.
Vanish Needles requires you to route homing discs, Prism is a nice little quiz that can serve as a break from the chaos, Buy The Crayon utilises speed and gravity really well, Payment is a good test of patience and strategy, and Magnanimity is a nice breezy ride to the end of the stage (as long as you get the crystal when the cart falls at the end). Generally, this stage has some really good variety, even not so gimmicky screens such as PiyoPiyo Trap, Air, and Rose Gear are able to make some unique needle.

As for secret 2… The entrance is a bit meh, especially having to wait for the apples to vacate the diagonal after the platforms, but if you can endure past that, the secret itself is really good. I don’t recommend attempting the secret until you at least beat Stage 4, but it's worth it once you have the skill, plus the upgrade is especially helpful.
If you don’t know how to do number pad cancels, you will be fully informed by the time that you are done with this secret. The jumps are also really well made: Having to stop movement so that you don’t hit spikes, the use of aligns, the wacky movement, and of course the numpad cancels themselves. I personally would recommend this secret outside of K3 progression.

OVERALL: A Tier



BOSS 2: Mr. Bright & Mr. Shine
The descent through hell only gets harder as you go deeper down, thus, it’s up to YOU to adapt to that rising difficulty.

Unironically the best boss in the whole game, let me explain.

Of all K3’s bosses, this one is the LEAST bullet hell out of all of them, which certainly makes it unique in a sense.
The way that the fight plays out is that Shine & Bright have 5 moves that they can perform at random, while both of them share the same moveset, the second set of attacks varies on which one you’re dealing with (for Bright you have to avoid very fast stars, for Shine you have to avoid a moving laser). This adds a lot of variety to the fight, meaning that you aren’t at threat from lots of bullets, but at threat from having to react to whatever moves the bosses choose.
The progression in phases is also well established, phase 1 is pretty slow to allow for the player to learn the moveset of both bosses, phase 2 tests that knowledge by increasing the speed, and phase 3 pushes you to your limit by having to deal with both of the bosses at the same time.

The bosses from the other games flow nicely into the fight as well, having simple but creative bullet patterns that are generally fun to dodge, with the Rose Gear avoidance focusing on dense dodging, a skill that will be useful later in the game.

Finally, the dice are a nice way to mix up the style of the fight, selecting from 9 needle jumps at random (In 2.0, you have a higher chance to roll 1, and a lesser chance to roll 9, 2-8 are all the same chance) which adds a nice element of reaction and strategy for how you’re gonna deal with whatever needle jump the dice select. The higher the jump’s number, the harder it will be, 9 being by far the hardest. Having one final dice roll at the end of the boss really creates a good feeling of tension, especially when the music falls silent.

Absolutely incredible boss, and I wouldn't have it any other way. In terms of issues, I really don't have any, especially now that the chances of rolling a 9 have been reduced, I'd highly recommend fighting this boss once you gain enough skill to do so.

OVERALL: PEAK Tier



STAGE 3:
There’s not as much creativity in this stage, but it’s still really good in the gameplay department. Screens such as Uhuhu Spike 3, Justice, Hope The End Of, and RZ are really fun to play through, with lots of fun jumps to execute and make progress on. There were only two screens that I really didn’t like, and they were Qut A & B (it's a good concept ruined by the fact that the whole screen is nothing but really annoying 16px spam).
Past that, some screens are still decent, even if not very memorable, such as Picture, Flower, and Guy.
Generally, there’s not as much creativity to this stage, but to make up for that, it has really good gameplay.
SIDE NOTE: RZ is when K3’s needle gets really hard, it's down here because I couldn’t see where I could slot that in my notes for Stage 3 (don’t panic about RZ though cause the rest of the stage prepares you well enough for it).

I haven't played Secret 3, so I can’t say anything about it.

OVERALL: A Tier



BOSS 3: The Guy
I’ll be blunt, PLEASE use the practice tool for this fight, as both Scythe & Benzen are really irritating to learn without it.
This isn’t as bad as some of the other bosses, but still has some pretty annoying design choices. To begin with the good parts, everything up until Scythe is fine, the fireball patterns are decent, with the random teeth spike adding variance to the dodging on each attempt. One of my favourite parts about this fight is how it utilises the vines to the side with both Kracko and Sieg, making excellent use of the layout.
Oh boy… After the second fireball pattern, this boss takes a really bad turn.

Scythe is the first memory-heavy part, and its genuinely fucking atrocious, the fact that it can spawn from 3 random heights just makes it so counter-intuitive to routing it, enough that I even questioned “DOES THIS ATTACK WANT ME TO ROUTE IT OR NOT?!?!”.
Next up though is the worst part of the fight: Learning the benzen avoidance. The thing about this part is that if you’re a few pixels off the specific safespots, you’ll cause a butterfly effect. For me, it was just too much to learn for how late into the fight it was, and because of that, the pace of the fight got dragged down solely just to figure out how to survive that one singular part of the fight.
The rest of the boss is fine, the vines and fireballs being utilised one final time, with a really gripping chokepoint at the end.
Overall, this fight had potential to be a great utilisation of OG Guy phase 2, but it got ruined by the really long learning process of two parts dragging the pace down.

OVERALL: C Tier



STAGE 4:
When someone says “Think of a medley stage”, chances are this stage might be the first thing that pops up in their head, and for really good reasons too.

This stage is absolutely stellar, imagine Stage 2’s gimmicky screens, but turned up to 11, with almost every screen having a brand new gimmick, that’s Stage 4 in a nutshell.
Sunspike has probably the least interesting screens of the stage, there’s not much to them outside of a cool trigger grab in the second screen, but at least the visuals are really good. Azure has some really fun cycle needle, especially the diagonally moving gates at the end; I especially like the second screen being centered around a rising platform. Enjoy The Excursion’s first screen plays around with speed and gravity, with some really cool manoeuvres being made out of trying to keep your speed under control, the second screen has you moving in a bubble (that has linear movement) through a long corridor, its pretty fun once you adapt to the janky movement. Tempest is the first big difficulty spike of the stage (the difficulty comes from save 3 alone), with really cool usages of cherries & cycles, and a fun drop to the warp at the end. Butterfly’s first screen is all about a moving line of water, really making excellent use of its strengths & weaknesses. Sadly I wasn’t too keen on the second Butterfly screen, it was fine at first, but then the blue phase ruined it because of the stupidly obnoxious amount of routing required, I feel like the speed and fire rate of the blue rings should have been toned down so that players can fairly react to the blue phase without having to route it.
Hades was really fun precision needle, especially now that they made the good align obtainable without having to backtrack to save 1, it also had some really cool jumps. Dotkid’s apple cycles in both screens are very enjoyable to navigate, and plan ahead for jumps based on the cycles in question, even the regular jumps were made cooler with the reduced hitbox. I didn’t enjoy the two Black screens that much, not only because of the really annoying amount of waiting you had to do, but also due to the maze being invisible, which just turned the screen into trial & error rather than a fun routing puzzle. The first maze screen wasn’t anything that special outside of the cycle after the diagonal spam, but the second screen was by far the most unique of the stage, requiring you to memorise the layout of the maze before it all disappears (the blocks disappearing after you touch them). Finally, the two Emperor screens are by far the hardest of the stage, making creative uses of homing cherries & cycles.

This stage is amazing, the screen visuals are all beautifully distinct from one another, and almost every single screen involves some creative gimmick, with none of the screens feeling like filler. Even though there were 3 screens that I didn’t like, those problematic ones are nothing but small stains on a beautiful art piece, this stage genuinely deserves all the praise it gets, and I’m happy to have experienced it.

OVERALL: S Tier



NOTE FOR BOSS RUSH: The bosses will be in the order that I beat them in.

BOSS RUSH 1/4: Dotkid Miku
DIFFICULTY NOTE: Some people consider this boss to be 80s, others not so much.

This was not a good fight, not just because of the massive difficulty spike at the end, but also because of the fact that half of all attacks in this fight have too big of a difficulty range. I would honestly have been fine if the difficulty of each attack was consistent on every attempt, but no, they're either free as hell, or straight out of an AHoF avoidance.
Red/Blue was by far the worst part of the fight, no thanks to the attack ROLLING FOR ITS OWN DIFFICULTY EVERY SINGLE SECOND, and even then you have to deal with bullshit such as being forced towards either the left or the right (depending on what colour you're at), or having to jump early right as the rainbow bursts fire because some stupid cherry got in your way right as you were preparing to stream the bursts.
Outrage is the main meat and bones of the fight, quality wise... I actually loved this attack (not so much being a massive difficulty spike, but the attack itself). Generally, it's much more skill based than people make it out to be, even when a blue cherry streams along the floor, you can just jump to the ceiling above to make sure that the green cherries don't interfere with your left-streaming. Once you master jumping onto the ledge, and generally reading the attack, it's actually an extremely fun attack outside of being a big difficulty spike.
Overall, Dotkid Miku is not a boss I'd be willing to fight again.

OVERALL: D Tier



BOSS RUSH 2/4: Emperor Miku
Same deal as Guy, practice phases 3 and 4 before doing real attempts, you’ll regret it otherwise.

Honestly, where I didn't expect to have a good time with this boss, it ended up being more enjoyable than I thought it would be, which is good.
To start off with the positives, there was a lot of variety in the attacks, which I liked. Lines had you improvising while trying to hold your route, Fruit Waves was a good way to test your dense reading skills, and final was just a fun way to cap off the fight in general.
The biggest issue with this boss is phase 2 (Count to 15), it really drags the pace down to the speed of a snail, with so much waiting around for gaps to dodge revenge bullets in. Mainly, I just don't get why the green bullets are even there in the first place, they're literally the only thing forcing you to the center and nothing else, so removing them would be a good step to fixing the issue with the pacing.
Even outside of that, there's still my dislike towards memorisation weighing the fight down, mainly phase 4 (Grey Circles) was really irritating to learn for me (again, memorisation just isn't my thing).
I think that this fight definitely has potential, especially with all the variety displayed, but I just wish that phase 2 didn't slow the fight down to hell. Where I’d give it a C rank if you’re using the practice tool, I can’t imagine anyone without it having an inch of fun without it, so I’m giving the boss D tier because of that.

OVERALL: C Tier



BOSS RUSH 3/4: Colonel
Wow! I… Holy fucking shit, this… This is so amazing!
As you can see, this boss is my personal favourite of the four devas. It’s extremely random with very little downtime, that randomness is EXACTLY what I like about it. Every attack feels so fair for how difficult it is, and the insane amount of variety in each individual attack is lovely. My personal highlights of this fight are green seeds, blue arrows, and curving.
If there's one small nitpick of mine, it's that the platform phase does kind of slow the pace down, 2.0's HP & IFrame nerf does partly sort this issue out, but not entirely.
Thank you so much Kamilia for letting this boss be a part of the four devas, cause it was so amazing.

OVERALL: S+ Tier



BOSS RUSH 4/4: Piano
You know how I said that for difficulty, there was an exception in boss rush that went up to high 70s? This is that very boss, and likely to be your first ever boss that you’ll be spending over 20-30 hours in.
Difficulty-wise... I'd say this boss is DRASTICALLY harder than the prior 3 devas, and it's not even close. For one, outside of the sheer difficulty, it's the second-longest of the four devas, Emperor Miku being the only deva longer than this. Another difficulty factor is that unlike other bosses, multiple skills get put to the test instead of just one: Dense dodging, reacting to extremely fast attacks, gimmicky reading, dodges that can end up being under 16 pixels... All contained within this boss.

Damn this fight is good though, for how hard everything is, it's EXTREMELY skill based, and there's a consistent strategy for every single attack. Outside of that, the difficulty curve is really smooth, and the progression throughout the fight is very good, especially the last 4 attacks. Next up, remember how I said that multiple skills get put to the test in this fight? The amount of attack variety in this fight is exceptional, every single one feeling unique to the last, and it even has lots of creative reading required with attacks such as invert, circles, and red/blue.
My only two issues with this boss that stop it from getting S tier though is that Yellow Streams doesn't exclude the colour yellow when Piano starts firing bullets as you stream, I mention this because yellow bullets have blended in with the streaming bullets (which has killed me on multiple occasions). My last issue is that the red/blue burst near the end has some extremely high RNG variance, I would say that getting walled is less common than getting RNG harder than curving, but there is still a small chance of being walled anyway. That's it for issues though.
Genuinely amazing way to test your skill, and I wouldn't have liked to have boss rush end any other way.

OVERALL: A Tier



BOSS 4: Influka
This boss was a really good way to end off Stage 4. The fight genuinely feels like you're in a music video, and it's really good for that, plus I especially love the use of monochrome throughout the battle. Once you learn pre-chorus, Influka’s patterns are pretty neat, my favourite of which being the Sphere during the song’s interlude. Outside of Influka herself, the biggest talking point is the callbacks to Kamilia 2, which were really well executed, and brought back everything I loved about the individual bosses.
Volcano Zone had the Grey Cherry, Jirachi, and the Sticky Keys surprise at the end. The Guy had Space Invaders, the aimed bullet spam that forced you to use the vines, and the Gustav spike burst at the end. Solgryn had Sanae & Koishi’s multitasking, Grolla & Freuda from the start of Phase 2, and the green orbs too. There wasn’t really much I liked about Geezer in K2:R sadly, but the bats & the Big Kid Head were cool (without Beelzebub that is). Big Kid had the omnidirectional cherries and the bouncing ones as well, now with the addition of the water bullets refreshing your jump. Lastly, Influka had all of the avoidance intermissions, even combining two of them together for a lot of her flashback.
Generally, the flashbacks are really well made, it feels like a proper callback to K2:R and I love it.

The difficulty of this boss entirely depends on how good you are with long bosses & nerve control, I personally found it to be between Colonel and Dotkid solely because of Geezer's flashback alone (by far the hardest of the 6 flashbacks, and it isn't even close), but again, it depends.

I only really had one one issue with this boss; its that the middle of Geezer can be a bit nonsensical, especially if the Big Kid Head bullets force you into the corner (which can wall you if not only the lava rises at the same time, but also if a bat spawns to the left). Other than that, thx Influka for being a really good ending to this stage!

OVERALL: S Tier


STAGE 5-1: Kamilia Area
By far the worst thing in the entire game, even worse than all of the bosses too, let me explain.

To start off, Minesweeper was the most tolerable part of this area. Once I tried learning by starting off with unfamiliar places (and leaving familiar ones for last), it was actually decent, the dodging felt fun to perform under the minesweeper game, and in general the board is very skill based if you're already familiar with how minesweeper works.

Oh boy... Past this point, that tolerability gets thrown out of the window.

The Simon Says game afterwards is what pushed me over the edge, it's so unfathomably bad, let me explain. My biggest gripe with this part is how the indication gets removed midway through the sequence, it's just such an unfathomably stupid way of making it harder, and if the new notes end up anywhere in the orange-green range, it's practically an instant death because it's borderline impossible to tell them apart. Worse yet, because of the fact that you're already trying to remember the sequence, you either get so focused on trying to figure out the new note that you forget the prior steps, or vice versa.
What I really would have liked for this part instead, would be to keep the indication, but shuffle the buttons around randomly instead of having the memorisation segment, which adds challenge without having to tell each individual note apart.

For Maze, I feel like my entire relaxation came from the fact that I had a map of the area prior to beating Simon Says, I don't think that it would be fun to find the two crystals without that map. Generally, when you know where to go, Maze is a well needed detox after Simon Says, but if you don't, it's gonna be hell to navigate due to the invisible block pathways and sheer size of the maze.

Generally, this is another area that gets blundered by terrible design choices, which is really a shame because of the potential it has.

OVERALL: Burning Garbage Tier



STAGE 5-1 BOSS: LunarMagic Area
I'm gonna be honest, while this fight is generally good, I have some mixed feelings about some specific aspects of it.
I'll start with the good first, the high speed intensity was really well nailed, most of the attacks were complex to read & dodge (without making bullets hard to see), and the patterns generally resonate well with the song. My favourite attack would probably be Final, it's ludicrous, but its never impossible, and some of the dodges are extremely satisfying to pull off.
Now, let's get to the negative side of things.
The first problem that I have with this avoidance is the end of upstream. When the cherries turn grey, it is possible to go from the right side instead, BUT that's assuming none of the bullets choose an awful angle to move from. When the left side isn't blocked by grey cherries, I found that sometimes I just kind of had to hope that the cherries either wouldn't stop me from getting on one of the platforms below, or wouldn't be angled in a way that makes it impossible to descend platforms without wasting my double jump.
Even past that, my final issue that I have with upstream's end is the two consecutive random 360 twitches, they're fine when you have plenty of gaps to stand in, but having any gaps at all isn't guaranteed. When you have no gaps to stand in, you end up having to pray that the 360 twitches play nice and go in the opposite direction of your position, otherwise you just die.
Another problem that I faced was green lines, which felt like I had to get lucky to even have a fair chance against it, since the attack was impossible half of the time because of how much the green cherries have a tendency to pile on top of each other, leaving me no room to dodge.
After that was by far the most bullshit RNG in the fight, the bullet speedup right after green lines. This part was just a total lottery, not only do you have to rely on the bullets leaving you an open gap either on the ground or in the air, but you also have to deal with whatever random angle they choose. If there are no gaps for you to dodge in, it just becomes a stupid 50/50 that can wall you at will if the bullets go towards you, it's not cool.
On a more positive note, past those annoying design choices, I didn’t have any further issues with the boss, it was mainly just the early parts that I didn’t like.

Like I said, this boss was generally fun, but I really can't deny the problems that it suffered from. It's pretty sad, because those problems downgraded what could have been one of my favourite bosses in the game, to just an okay one.

OVERALL: B Tier



STAGE 5-2: Betty Area
Well, this area was certainly something, a pretty unique something at that. The theme of this area is a mix between ice physics, and trap needle, and it's really well nailed at that. At first, the ice physics might feel super janky, but once you realise that the trick is to use ceilings as much as you can, it doesn't become that much of an issue.
As for the traps themselves, they really make for some great gameplay! Things like the moving giant spikes in save 1, the shifting spikes in save 4, and the growing spikes throughout the whole thing, those traps make for some really fun obstacles.
The saves themselves are also well balanced too, the last save is a big difficulty spike compared to the rest of them, but the difficulty curve is established really nicely in the first 5 saves.
There is one big nitpick that I have with this area though, and its the questionable decision to put the snow particles in the foreground instead of the background, I just don't see the whole point of why they did this. Because of this flaw, you'll end up having to wait for gaps where the snow doesn't pile up, or else The Kid becomes genuinely impossible to see in the particles.
Overall, if you can get around the flaw of the snow particles, it's a pretty good area that I definitely recommend playing.

OVERALL: B Tier



STAGE 5-2 BOSS: Doruppi Area
What I personally found to be my least favourite boss in the game, but thankfully it doesn’t go below D tier, which is good.

Ever since I reached Stage 5, this was one of the bosses that I dreaded the most, it wasn't harder than LunarMagic, just that I really did not enjoy memorisation based avoidances. But to my surprise, it was much better than I thought, which I'm really pleased about.
Where I thought that this boss was going to just be safespot spam, this wasn't the case, as there was plenty of variety in route finding: Streaming, gate jumps, using blocks for lineups, even rushing to the top of the screen at one point.
The biggest problem that sadly holds this fight back however, are the 3 really dumb RNG parts, which can just wall you if they decide. Not only is the RNG so fast that it's practically impossible to react to anything, but you can even get walls consisting of up to 2-4 bullets spawning in (and if they all go really fast, you're screwed without any way to save yourself), and the speed variety can also contribute to getting walled as well.
It's just such horribly designed RNG, and it's not helpful that each RNG part gets consecutively worse as you progress through the fight, and the last RNG part is a total lottery because you're forced to one side (that, combined with the speed of the bullets, is a no go). Luckily I only had one death to the last RNG part, even fluking endkill (shapes & chokes), but I know that others aren't so fortunate.
Generally, the attacks are fun to execute once you memorise them, but once you do learn them, you have to just thug out the RNG parts until they let you win, which is pretty bleh.

OVERALL: D Tier



STAGE 5-3: Rukito Area
I love this area so much, this actually has some of the most creative trigger usages I've ever seen, and it's executed exceptionally well too. Every single save is unique from the last, all requiring lots of creative maneuvers to beat the jumps.

Save 1 is good for easing you into the style of this area, where you learn that triggers are used for progression instead of traps, it generally establishes the basics well. The next two saves after that use triggers for speed, which is such a great way to use them, especially since the timers are in the perfect spot exactly, not too strict that it's borderline impossible to make it, but not too lenient that you can just slack around for the saves.
Save 4 is a nice break from the speedrunning, once again using triggers to make a wacky route of progression, and making some really cool jumps out of said triggers too.

Save 5... If the lack of any triggers is intimidating to you, then your fear is warranted, this is the third-hardest save in any%, and none of the other saves in this area come close to its difficulty. This save is the main bulk of Rukito Area's difficulty, by the time that you get to the end of the first loop, not only must you do it all again, but almost every single jump gets made more complex in some way on the second loop. I personally spent 8 hours in this one single save (for context, the hardest save in Stage 4 only took me 4 hours), it's absolutely bonkers, but I was very satisfied with the amount of progress that I made on it as I spent more time in the save.
Save 6 is a pretty weird one, it's nothing like the previous 5 saves, and is the only one to utilise moving platforms. It's not as hard as save 5, but not so easy that you can just sleep through it, especially since the end of the save gets pretty hard. Good save though, just a bit out of place since it's the only one to use moving platforms.
Overall, this area is actually amazing, Rukito cooked so much with it, and I highly recommend it outside of K3 progression.

OVERALL: S+ Tier



STAGE 5-3 BOSS: Cyber Area
NOTE: I was in a pretty bad headspace when I wrote the second half of this review, I was originally 31 hours deep into the fight when I wrote it. Since then, I have picked the grind back up again, as of writing this note I'm currently 40 hours in with 18 final attempts. Generally, please ignore my complaints about Final, I'll gather my thoughts once I actually beat Cyber, as my opinion on this boss is seriously zig-zagging at this point.

I’ll be honest, I did enjoy this fight for 31 hours, but by the time I realised just how terrible the RNG in final is, all the life was sapped out of the boss.

You’ve probably heard scary stories about this boss just as much as you have from Piano, they’re (sort of) warranted for the difficulty of this boss, but not entirely. This boss is definitely harder than everything in the game prior to it, BUT, the skill boost that you gain from beating Piano is good enough preparation for it, even after the 2.0 nerf.

To start, the idea of the smaller hitbox alone is already a really amazing concept, as it opens up SO MUCH more opportunities for dodging, and the best part? All of the attacks utilise it extremely well, really taking into consideration its strengths and weaknesses. Making precise dodges throughout the various attacks just feels so satisfying to perform.
Outside of the reduced hitbox, the attacks are just so well made too: The really dense dodging, the sheer speed that matches the music so well, the sync, the general variety in these attacks, the really creative reading where you have to memorise bullets so that you can focus on others, everything up to final is generally just really fun to execute.

Also did I mention that this fight has the smoothest difficulty curve in any K3 boss? After Memes You Hard, which is moderately harder than everything up to Like This, almost every attack feels validly harder than the last. Generally, in terms of difficulty, Cyber is very second half heavy, as it only takes around 5-10 hours to master everything up until Bouncy Balls.
Shoutout to the 2.0 crystal change btw, where I would have penalised that part of the boss for being completely RNG luckshit since all you had to do was pray that it was angled in a way where it would be possible for you to grab, they made it infinitely better in the update, which I’m really thankful for.

To my great displeasure, these issues that I realised late into my unfinished grind, especially final as a whole, is what sapped the soul out of this fight.
My first problem (pretty tame compared to the upcoming issues) is that a few attacks have some pretty high RNG variance, not as bad as Dotkid Miku’s RNG variance, but still enough for me to note down. The attacks in question are:
- Ouija Hype
- Like This
- Bouncy Balls
- Bad Setup (more on that later)
- Spooky Shiny Ghost
- Final (Or as I’m now naming it: Trash RNG Clown Fiesta)
Bad Setup in particular is a pretty dumb 50/50, since half of the time you don’t even get enough room for dodging the circles, thus meaning that you have to pray that the angles of the 3 circles don’t screw you over if you have no room to dodge. I personally think that the gaps in the 3 circles should have been made bigger to account for situations where the player is given no space to dodge whatsoever, which should (hopefully) make claustrophobic situations less reliant on the angles of the circles.

What nailed this fight in the coffin was just how terrible final was, its by far the hardest individual attack in any%, but it achieves this in a terrible way because ITS LITERALLY JUST THE DENSITY THAT DETERMINES WHETHER YOU BEAT IT OR NOT INSTEAD OF SKILL. Reading the bullets is worthless, knowing that you can wait until the blue wall reaches you before you move right (as opposed to instantly moving when it appears) is worthless, everything you do is worthless if the density of the bullets say “fuck you” and wall you. There’s no point in putting any effort into the fight if all you have to do is just thug out the last attack until it lets you win, which is why I have to unfortunately give this the title of: The worst boss in K3.

SIDE QUESTION: For Spiral, am I the only one who finds + patterns way easier than X patterns (mainly since I consistently go to the right 90% of times)?

OVERALL: F Tier



STAGE 5-4: Influka Area
Imagine myself actually getting past Cyber Area, that ain’t happening lmao.

OVERALL: ? Tier



M-STAGE:
Nothing to write about.

OVERALL: ? Tier



FINAL BOSS: Kamilia
If Cyber is ultra hell difficulty, then Kamilia is omega hell difficulty, I’m not beating this no matter how hard I try.

OVERALL: ? Tier





Now that all the content I beat at the time of writing this has been talked about, let’s do a tally for needle & bosses. (Excluding Cyber)


NEEDLE:

PEAK - 0
S+ - 1
S - 1
A - 2
B - 2
C - 0
D - 0
F - 0
Burning Garbage - 1


BOSSES:

PEAK - 1
S+ - 1
S - 1
A - 1
B - 1
C - 1
D - 4
F - 0


In all honesty, the bosses that aren’t ruined by poor design choices, they’re genuinely amazing fights, but we can’t ignore the rest of the bad bosses dragging it down. To finish this review off, I’d only recommend delving into this game if you’re willing to stomach terrible boss design, as there are some hidden gems among the terrible bosses, but a lot of annoyances you have to go through to reach these hidden gems, or else you’d probably only enjoy this game for the needle instead. Generally, just pick your poison I guess.

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Tagged as: Medley
[4] Likes
Rating: 2.0 20       Difficulty: N/A
Aug 10, 2025
DanMario24
For: I wanna get the Yellow Star
Rating & difficulty based on medium.

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Tagged as: Adventure Needle Trap
[0] Likes
Rating: 4.5 45       Difficulty: 34 34
Aug 6, 2025
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