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10 Reviews

Draconical
For: Imitation
One of my favourite adventure fangames, I had a blast playing through this game. Imitation consists of 3 stages, each having platforming and a boss with amazing visuals and good music choices.

The platforming overall is excellent, in the first stage it's relatively basic, not featuring any gimmicks but having a few cool traps here and there, but it's really fun regardless. The platforming in the second stage introduces a new, very cool momentum-based gimmick. I think this gimmick is really really fun to play around, and I wish there was more of it, even though there is a lot already. The last stage mostly consists of tricky cycle needle, and has a very short learny avoidance in the middle of it. I think that the second to last save feels more like a final save than the actual final save, which felt a little weird to me, but that's a minor detail.

The bosses in this game all have some issues, despite having insane production value and mostly well-designed attacks. All of them, aside from the first 2 phases of final boss, tend to drag on for a while. Each boss has a lot of HP, most of them having more than they should.

Boss 1 has way too much HP for how simple that fight is, such that it ends up being around 3 mins to kill it despite it only having 4 very basic attacks. This fight also brings to light one of the most annoying things about this game. Why is the range on the player's bullets so short? It makes no sense, and can make getting decent damage really frustrating sometimes. I think this boss would be completely fine if it had less HP because all of the attacks are cool, but the fight just goes on a little bit too long.

Boss 2 also shares the issue of dragging on for too long, but I think in this case the issue could be resolved by allowing the player to damage the boss by shooting its tail as well as its head, so that each attack allows for the boss to receive a decent punishment. Personally I love this boss, the length doesn't bother me too much. I think the way this boss works is really cool, and I love that the angry charge it does makes use of the momentum you can gain from the arena. I think the maker did a very good job at incorporating the stage's gimmick into this boss without making it frustrating.

The final boss is split into 3 phases.

Phase 1 is relatively simple, the boss has 3 attacks that you need to learn how to dodge, 2 of which have variants that change the way you avoid the attack. This phase has slightly too much HP, but otherwise I think this phase is good.

Phase 2 is very cool. I think this phase has the perfect amount of HP and attack variety for the type of fight it tries to be, especially with how crazy the last part gets. Though once again, the bullet range can be very very annoying here. The short range for your shots make it really hard to hit a lot of the missiles to send them back for big damage. The missiles are also just generally quite hard to hit sometimes for some reason, I assume the bullets are passing through them at some angles because of how thin they are.

Phase 3 is the biggest problem with the game. It's a 5+ minute long very visually epic battle, and it looks awesome on the surface, but I have some big problems with this part of the fight. The first problem being, of course, this phase is WAY too long. This fight is split up into 3 subsections. An outer ring, an inner ring, and the center. Each section takes place on a rotating platform circle, and the first 2 sections have you shooting at these crystals attached to the boss' forcefield. The first section, the outer ring, is really simple once you get the hang of how to do it efficiently, and gets quite boring to do at the start of each attempt, as it's around a minute or so of just shooting crystals and moving down the platform circle at the right timing. The second section, the inner ring, is probably the most fine part of this phase. This section has less crystals for you to shoot, but each crystal has more HP. The boss introduces a new attack here, while also keeping an old attack from the first section, the electricity wave. This electricity wave is a constant attack the boss has throughout the entire fight, and i found myself dying quite a few times to not being able to react to it in time. I wish this attack was a little bit slower, because it would make this boss a lot more fair. The third section, the inner ring, features both attacks from the first section, and the new attack from the second section, along with a unique attack for this section. This section projects a huge sphere hologram with red, green, and blue lines, and circle bullets placed at various points on the sphere where lines intersect. One colour will flash, and then a bunch of orbs of that colour will run across that coloured line. The order is always RGB here, but the problem with this section is just how much HP it has, and how much is going on. I've died a few times to the section 1 and 2 attacks overlapping and preventing me from landing on the platform to avoid the section 3 attack. I wish that this section was a little bit less crazy, because it can be quite upsetting to die here to the boss just randomly throwing every attack on top of you at once. This entire phase can be really, really unfair sometimes and I wish it was toned down a bit for a better fight.

Overall, despite my issues, particularly with the last phase of final boss, I really enjoyed this game. I think it could've used a little more time in the oven with some more playtesting to really iron out some of the big issues, but I think it's very much worth playing it regardless. I'm excited to see whatever this maker creates next.

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Tagged as: Adventure Trap Gimmick Boss
[1] Like
Rating: 9.0 90       Difficulty: 65 65
May 1, 2024
Draconical
For: I wanna be the ↓→↑
The worst avoidance i have ever played. Don't play this rng based garbage.

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[1] Like
Rating: 1.5 15       Difficulty: 90 90
Jan 30, 2022
Draconical
For: The end of year Endurance Tournament 2015(一般公開版)
Rating based on my overall thoughts, this sure is a game.

Kefey: 1/10
Most of the attacks in this avoidance are really boring and uninteresting, combined with some pretty unfair rng, this was not fun to play at all. It gets one point for the song, but it's instagibby and learny and it's just not fun at all.

Putin Martin: 4/10
This one has some cool attacks, but there's of course more bs here and the pattern part is incredibly stupid, way too precise for being in the middle of an avoidance.

Nobebo: 5/10
Nobebo's avoidance has a super banger song with some spot on sync, but sadly that's what carries it as most of the patterns are uninteresting stand in a spot and you don't really have to do much else.

Kumao: 3/10
This avoidance has a banger song, but it has a really boring intro, some pretty bs rng and some of the patterns suck to pull off. It's also really learny and instagibby.

EX: 8/10
This avoidance is what carries the game, song is a banger, the attacks are really fun, it's pretty rarely unfair and the patterns are interesting and fun to pull off

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Tagged as: Avoidance
[1] Like
Rating: 7.0 70       Difficulty: 62 62
Oct 31, 2021
Draconical
For: I Wanna Reach The Steins Gate
Rating is based on clearing the needle and the avoidance.

Probably my favourite fangame at the moment. I enjoyed every second of this game, it's a very good steins;gate inspired fangame. I watched the first anime, and a bunch of 0, and this game definitely pulls off the steins;gate feel in a fun way. This game pulls off all of its themes really well, and manages to achieve a good difficulty curve, although with the practice tools included the avoidance is a little easier than the needle.

The needle is crafted well with few saves striking out, but the rest is fun enough for the less fun saves to not really be much of a problem. The creator introduces gimmicks well for them to be used again in the game, introducing you to basic gimmicks in the first stage (i.e. vines, jump refreshers, platforms, triggers, etc) with one per screen and then combining the 4 of them for the last room of the stage. Stage 2, is when spikes start being messed with. Stretched spikes, bigger spikes, you name it. Stage 3 is when the orbs get introduced, which is one of the most fun parts in my opinion. They're a bit learny, but they're fun to get used to. Stage 4 is when all of the gimmicks you've been introduced to are brought together. It can make for a fun challenging mix of platforming. After stage 4, you get brought to a trials stage. This is why my rating is a 75. The trials stage is pretty challenging and i'm lucky to have gotten through it as quickly as i did. It's fun though, but has some dumb jumps.

After these 5 stages, you have the avoidance. The avoidance uses the song Gate of Steiner (from steins;gate 0) and it uses a lot of creative attacks, making use of arena changes wisely and actually has a creative way to introduce practice to the player. The practice has 3 warps, one for each chorus, though the third chorus warp is accessed by reaching the repeat of chorus 1 in the song, not the slow part before it. You can unlock practice warps through playing practice warps if you want to, which is what i did to learn the avoidance. None of the attacks are too out of place, and the difficulty is fairly consistent throughout. Each attack is creative and fun to pull off, especially with the banger that the song is.

Overall, i'd consider this a must play fangame if you're good enough to take it on.

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Tagged as: Needle Avoidance Gimmick
[6] Likes
Rating: 10.0 100       Difficulty: 75 75
Dec 10, 2020
Draconical
For: I wanna be the Sc2 Italia!
shoutout to nogard for The.

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[0] Likes
Rating: 10.0 100       Difficulty: N/A
Aug 10, 2020
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