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NightShark115
For: I wanna be rolling
For: I wanna be rolling
An alright avoidance, which uses the song "Rolling Girl" by wowaka. The design is kind of weird, since while the attacks themselves are good-looking and fun to dodge, there's also a lot of dead space in the fight, and sometimes dodging isn't something the game lets you do. There's a bunch of examples of that latter point, but by far the worst one is the two rainbow circles. On top of this, the game doesn't do a very good job of telling you what the next attack is gonna be, leading to a frustrating experience on a blind playthrough. While these negatives sound like a lot, I will admit the attacks themselves were fun enough to negate this flaw for the most part. So in the end, this is a game I would recommend, but not without watching a video first to know what exactly you're getting into.
Tagged as: Avoidance
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Rating: 6.0 60
Difficulty: 45 45
Jan 1, 2025
NightShark115
For: I Wanna Escape The Poolrooms
For: I Wanna Escape The Poolrooms
Rating based on 100% playthrough, with difficulty rating actually accounting for execution of the solutions.
I Wanna Escape The Poolrooms is a puzzle game made for the I Wanna Twourney event, based on the aesthetic of the Poolrooms as the name implies. The game perfectly captures the feeling of being in the Poolrooms, from the echo on every sound effect, to the wavy effect over everything covered by the water, this game nails the atmosphere it's going for. I would expect nothing less from someone like renex, who basically has Game Maker down to a science by this point.
Onto the puzzles themselves, their design is rather interesting. The game is designed around raising and lowering the water level by touching valves, and pushing blocks into position, where they interact with other things in the environment, including the water. The game teaches you the mechanics of these objects gradually throughout its runtime, making it easier for the player to see patterns in later puzzles. An example is moments when you have to make a bridge for objects using other objects to help them cross more space. This is a requirement for a puzzle about halfway through the game, but it gets used more throughout the course of the game, so the player already knows to do keep that possibility in mind by that point. One thing that did kind of irk me was how long the puzzles took, but then again, this game was designed to be played with as little restarts as possible, so it is just more optimal to plan out your actions in advance before making any moves. With this playstyle in mind, the game mostly works out fine. That is, until the clowns show up. Not only does their music completely break the immersion that was built up until this point, but the way they're designed, you're more encouraged to go fast rather than think about your next move, which completely goes against what the game was going for before this point. Granted, that second point doesn't take up that much of the game's design, except for a very annoying secret which puts this issue in the spotlight (and is also the hardest thing in the game execution-wise), but they do show up for the rest of the game, turning it into something completely different than it was before.
Looking at the game as a whole though, it's definitely a fun puzzle game. Definitely recommended if you like puzzle games, or if you're interested in the Backrooms. Also, since this is a puzzle game, the answers to the puzzles are available on the internet if you get stuck.
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I Wanna Escape The Poolrooms is a puzzle game made for the I Wanna Twourney event, based on the aesthetic of the Poolrooms as the name implies. The game perfectly captures the feeling of being in the Poolrooms, from the echo on every sound effect, to the wavy effect over everything covered by the water, this game nails the atmosphere it's going for. I would expect nothing less from someone like renex, who basically has Game Maker down to a science by this point.
Onto the puzzles themselves, their design is rather interesting. The game is designed around raising and lowering the water level by touching valves, and pushing blocks into position, where they interact with other things in the environment, including the water. The game teaches you the mechanics of these objects gradually throughout its runtime, making it easier for the player to see patterns in later puzzles. An example is moments when you have to make a bridge for objects using other objects to help them cross more space. This is a requirement for a puzzle about halfway through the game, but it gets used more throughout the course of the game, so the player already knows to do keep that possibility in mind by that point. One thing that did kind of irk me was how long the puzzles took, but then again, this game was designed to be played with as little restarts as possible, so it is just more optimal to plan out your actions in advance before making any moves. With this playstyle in mind, the game mostly works out fine. That is, until the clowns show up. Not only does their music completely break the immersion that was built up until this point, but the way they're designed, you're more encouraged to go fast rather than think about your next move, which completely goes against what the game was going for before this point. Granted, that second point doesn't take up that much of the game's design, except for a very annoying secret which puts this issue in the spotlight (and is also the hardest thing in the game execution-wise), but they do show up for the rest of the game, turning it into something completely different than it was before.
Looking at the game as a whole though, it's definitely a fun puzzle game. Definitely recommended if you like puzzle games, or if you're interested in the Backrooms. Also, since this is a puzzle game, the answers to the puzzles are available on the internet if you get stuck.
Rating: 8.0 80
Difficulty: 45 45
Dec 28, 2024
NightShark115
For: I wanna shoot the Save
For: I wanna shoot the Save
Rating based on using a practice tool to find reliable strats for the avoidance.
One of Leehe's more obscure games, this game features 3 screens of needle followed by an avoidance.
The needle isn't too interesting, it starts out really easy but gradually gets harder. There's some traps thrown in too, but they aren't very interesting either. Worth noting, there is a weird drop on screen 3 that requires a specific setup to get past, but once you learn it, it also becomes easier.
The real attraction is the avoidance, which was definitely carried by the song, "LIMITER" by AVTechNO! There's a lot of messy elements to the boss, like the fact that the intro goes on for a long time, or the insane random(360) when Len starts singing, but I definitely found myself enjoying it overall. Be warned though, this boss is a lot more complicated than it first seems, since most of the attacks are aimed at you, and you need to find a way to aim them in a way that creates a safe path for yourself. This is why I needed to use practice, because otherwise the boss would become a much worse experience.
It's a nice little game, quite unfortunate that this went under the radar of most fangamers. I enjoyed it, would recommend if you don't mind all the learning.
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One of Leehe's more obscure games, this game features 3 screens of needle followed by an avoidance.
The needle isn't too interesting, it starts out really easy but gradually gets harder. There's some traps thrown in too, but they aren't very interesting either. Worth noting, there is a weird drop on screen 3 that requires a specific setup to get past, but once you learn it, it also becomes easier.
The real attraction is the avoidance, which was definitely carried by the song, "LIMITER" by AVTechNO! There's a lot of messy elements to the boss, like the fact that the intro goes on for a long time, or the insane random(360) when Len starts singing, but I definitely found myself enjoying it overall. Be warned though, this boss is a lot more complicated than it first seems, since most of the attacks are aimed at you, and you need to find a way to aim them in a way that creates a safe path for yourself. This is why I needed to use practice, because otherwise the boss would become a much worse experience.
It's a nice little game, quite unfortunate that this went under the radar of most fangamers. I enjoyed it, would recommend if you don't mind all the learning.
Rating: 6.0 60
Difficulty: 55 55
Nov 22, 2024
NightShark115
For: I wanna be the Payment
For: I wanna be the Payment
Rating based on 100% clear of Hard mode.
A short game, with a bunch of gimmicks themed around cherries. There's also secret whales you can find to unlock a bonus avoidance. On one hand, the short length is kind of disappointing, but given the level of quality of the game, I'm also less sad about it.
-First you've got the pink stage, which is in my opinion the best part of the game. Cherries randomly spawn everywhere on the screen, but you have more than enough time to see them and get out of the way. The secret item is also cool, featuring blocks that also do that. Then you've got a boss that also uses this mechanic, it's not very challenging but it's kind of fun.
-The blue stage features a cherry in the middle that you have to bait into shooting targets everywhere in the room. The problem is the entire room is full of water1, meaning it's too easy to accidentally jump too high and hit a spike. The secret also has an invisible maze you have to go through, and the boss moves way too fast, meaning you need to have perfect aim on top of dodging everything the boss throws at you, or else be forced to wait for another cycle.
-The green stage is where the shit really starts. A trail of green cherries constantly spawns behind you, meaning you have to keep moving to not die. Except the game also requires you to do a second round through the room, meaning if you accidentally placed a cherry in that path, you can't get through. The secret also uses this mechanic, but it's thankfully easy to learn what to do, just jump behind the whale momentarily to stall for time. The invert trap at the end is still horribly unnecessary though. At least the boss is far simpler, though you do still have to be careful where you move, or else get killed by a cherry spawning on top of you.
-Even worse is the orange stage, built around giant cherries that shrink and grow again. The hitboxes are incredibly difficult to figure out, since they're constantly changing, and the cherries' stems can get in your way at the worst possible moments. The worst part is the cherry gate near the end, which you're forced to do 3 times, since the backtrack for the secret is after you do it once. And after all that, the boss is just a joke boss, with a single giant burst of RNG.
-Assuming you collected all the secrets, you now have access to the avoidance, with the song "VOiCE" by Lovely-P. The gimmick here is all the cherries fade in and out of visibility, but their hitbox still exists. It's as frustrating as you would expect, especially paired with the attacks which don't exceed LoveTrap levels of complexity besides this gimmick. By far the worst part though, is the bouncing cherries attack, which involves dodging bouncing cherries with invisible cherries already everywhere, it's literally just the image_alpha oversight from Fake Doll but turned into a feature, and I hate it. And then later, everything else becomes invisible, including the Kid himself, which is bound to kill you at least once if you aren't expecting it.
So yeah, while the ideas behind the gimmicks may be cool, the actual way they're used isn't. Definitely not a game I would recommend to play.
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A short game, with a bunch of gimmicks themed around cherries. There's also secret whales you can find to unlock a bonus avoidance. On one hand, the short length is kind of disappointing, but given the level of quality of the game, I'm also less sad about it.
-First you've got the pink stage, which is in my opinion the best part of the game. Cherries randomly spawn everywhere on the screen, but you have more than enough time to see them and get out of the way. The secret item is also cool, featuring blocks that also do that. Then you've got a boss that also uses this mechanic, it's not very challenging but it's kind of fun.
-The blue stage features a cherry in the middle that you have to bait into shooting targets everywhere in the room. The problem is the entire room is full of water1, meaning it's too easy to accidentally jump too high and hit a spike. The secret also has an invisible maze you have to go through, and the boss moves way too fast, meaning you need to have perfect aim on top of dodging everything the boss throws at you, or else be forced to wait for another cycle.
-The green stage is where the shit really starts. A trail of green cherries constantly spawns behind you, meaning you have to keep moving to not die. Except the game also requires you to do a second round through the room, meaning if you accidentally placed a cherry in that path, you can't get through. The secret also uses this mechanic, but it's thankfully easy to learn what to do, just jump behind the whale momentarily to stall for time. The invert trap at the end is still horribly unnecessary though. At least the boss is far simpler, though you do still have to be careful where you move, or else get killed by a cherry spawning on top of you.
-Even worse is the orange stage, built around giant cherries that shrink and grow again. The hitboxes are incredibly difficult to figure out, since they're constantly changing, and the cherries' stems can get in your way at the worst possible moments. The worst part is the cherry gate near the end, which you're forced to do 3 times, since the backtrack for the secret is after you do it once. And after all that, the boss is just a joke boss, with a single giant burst of RNG.
-Assuming you collected all the secrets, you now have access to the avoidance, with the song "VOiCE" by Lovely-P. The gimmick here is all the cherries fade in and out of visibility, but their hitbox still exists. It's as frustrating as you would expect, especially paired with the attacks which don't exceed LoveTrap levels of complexity besides this gimmick. By far the worst part though, is the bouncing cherries attack, which involves dodging bouncing cherries with invisible cherries already everywhere, it's literally just the image_alpha oversight from Fake Doll but turned into a feature, and I hate it. And then later, everything else becomes invisible, including the Kid himself, which is bound to kill you at least once if you aren't expecting it.
So yeah, while the ideas behind the gimmicks may be cool, the actual way they're used isn't. Definitely not a game I would recommend to play.
Rating: 4.0 40
Difficulty: 50 50
Nov 4, 2024
NightShark115
For: I wanna take the Timemachine
For: I wanna take the Timemachine
Rating based on Hard mode with all secret bosses, but not all characters, since that is humanly unreasonable.
I Wanna Take The Time-Machine is an adventure game that takes heavy influence from Boshy, themed around traveling between different time periods. The game was once considered a staple of the Korean community, being referenced everywhere from Hero-Again to Don't Gay. Looking at the game itself, you can definitely see where this status came from.
First of all, since the game is this old, there's bound to be some technical issues. It's still a very functional game, despite being made on YoSniper engine, but collision issues and other things do pop up from time to time. That's not even mentioning the music randomly cutting out if you restart too often, and trust me, that will become much more of a problem later. Still, this doesn't happen often enough to warrant a lower rating, I just thought I'd mention it.
Onto the game itself, the platforming is pretty neat. The main thing it's built around is cycles and moving objects, which force the player to move with a certain rhythm to dodge them. For the most part, these were designed really well, with saves that feel really fun to play through. It does get kind of dull sometimes, but at least it almost never becomes outright frustrating. There's also some other gimmicks thrown into the mix too, like hi-jump refreshers, and also visual challenge sometimes, which also add to the game. And that's not even taking into account all the secret content in the game, with stages that take even more direct Boshy influence than before.
But anyone who knows this game already knows that you don't play this game for the platforming. Since the game was based on Boshy, there's obviously bosses, and a lot of them too. The thing with these is that they have a lot of HP, but the game does give you autofire, so thankfully you don't have to mash like a madman to beat them. They also have even more HP on Hard mode, which drastically changes the way they are fought. Now you have to put even more focus towards actually dealing damage, rather than just dodging the bullets thrown at you.
-The first boss is MissingNo, a good and easy boss. The attacks are simple enough, and the part where the Ghost appears is also really cool.
-After that is Vemique, who doesn't do much moving around other than jumping up and down. There's a lot of time without any attacks, giving you more time to shoot the boss, and the attacks themselves are fun to dodge when you've learned how to do so. Just be careful not to die after you kill it.
-Next is Kirby, who has a bunch of attacks that make reference to his various copy abilities. This fight is more based on reading the attacks than anything else, as memorization alone won't really help you here. Also shoutouts to the Bomb attack that is completely skippable from behind the blocks.
-Elpharutosaurus comes after that, and he is a very mobile boss. His hitbox is giant, and he moves at such a high speed that memorizing his movement is your best bet here. Other than that, his attacks are mostly readable, I especially like the attack where the fireballs come from the ceiling.
-The next boss is Mario and Sonic, and anyone familiar with Boshy will already know what that means. The fight is mostly memorizing how to dodge everything, especially with attacks like the aimed fireballs. However, the moment the Super Sonic attack starts, it's just pure reading above all else. Super Sonic is actually a lot easier to control here than in Boshy, making this overall a better fight.
-And then Skadia happens. This is probably the moment when you realize what you're getting into, since Skadia is much harder than everything else before. The attacks give you so little room to catch your breath, especially the laser attack which is much bigger than it should be, not to mention having to learn everything after that point too. The diagonal ice shards are also too close together, requiring too much precision to dodge.
-Things don't get any better with Ryu. The main gimmick with this fight is the destructible floor, as when Ryu does a shoryuken, some of it gets destroyed, so you have to position him in a way that destroys as little floor as possible. This isn't a problem in phase 1, but by the time phase 2 happens, it becomes a lot worse. You have no clue when the shoryukens will happen, as they have no cue to when he does them, unless you've already memorized it. Pair that with the rest of the learning of the fight, especially the hadouken attack which is slightly different on the second loop, not to mention another instagib at the end, this isn't exactly the most pleasant boss to fight.
-The second part of stage 4 is also a boss for some reason, as you fight against Mecha Dragon here. At first, he chases you through a platforming section, before you actually fight him. The platforming is pretty easy despite a few traps, and once you do fight him, he doesn't even directly attack you, so you can just spam bullets into him all you want.
-After that is The Guy. The fight differs a lot from the original Guy fight, instead pulling references to a bunch of other bosses from IWBTG. The patterns are surprisingly easy to learn for this late in the game, and it's a fun experience.
-The next boss is actually not 1, not 2, but 3 bosses: Mega Man, Mecha Sonic, and Samus Aran. Your main target here is Mega Man, but dealing damage to anyone else here will work too. The opening pattern is kind of difficult, but once you learn that, the fight is mostly a non-issue.
-Lastly for the main bosses is Rixenon, who is also surprisingly easy for this late in the game. Some of its attacks can just be easily avoided by luring them into the blocks in the arena, but as for the others, none of the other attacks are really a problem to dodge. If anything, the missiles could be difficult to learn, but they're so slow that it quickly turns into a non-issue.
But wait, there's more! As I said earlier, this game has secret worlds directly inspired by Boshy, including taking some of the bosses from there too. Most of these are optional, except for the last few, which I'll get to in a moment.
-First off, before Hello Kitty, there's a side gate you're required to do every time, which is mildly annoying, but nothing too bad. As for the boss herself, she attacks with much of the same attacks as Boshy, which do require some learning (especially the really fast spiral attack), but are not that bad once you do learn them. The only exception is the laser attack, since the sprite of the platforms are misleading about what the collision is.
-Biollante is another boss in the secret bosses category, and is more annoying. Just like the original fight, she takes the view and flips it upside-down, making it harder to see what you're doing. There are 2 main problems here: the opening attack is a bunch of bursts of RNG that has the potential to kill you easily, and the attacks after that all have terrible hitboxes, making it hard to figure out if you're safe in a certain position or not.
-Compared to that, though, Skeleton King is a lot easier. Apart from the fireball attack which also has a bad hitbox, the other attacks are really sparse, and give you plenty of room to dodge and damage the boss. Also, yet another post-boss instagib. This game really loves those, huh...
-After that is a boss that isn't even from Boshy, the Game Terminators. Based on a real group of streamers that was popular in Korea back then, this boss is actually comprised of 8 bosses, which are chosen at random. The problem is, since it's random, you can't choose which one you want to fight, meaning you have to restart over and over. Combine that with the glitch that makes the music randomly shut off, and that makes this a lot more frustrating. If there's any boss you would want to skip, it would be this one. If not though, here's what you'll be dealing with:
-PD GreatSpirit: Some of the attacks can be dodged by just standing on a certain spot on the upper block, but other than that, the attacks do take a while to learn, but become easy after that. Just be careful of the lasers again, they're always way too big to dodge if you aren't prepared in advance for them.
-Robok: Again, some attacks are easy to dodge on a certain point of the platform, but others will just have to be dodged for real. And I gotta say, this is one of the better Game Terminator bosses, the attacks are fun to dodge, despite a learning moment here or there. Just be sure to kill the boss quickly enough, otherwise he'll spawn a bunch of water orbs that you just can't dodge if you're in the wrong place, and he shoots more lasers that force you into a bad spot to dodge them.
-Banana: One of the harder bosses to learn, given how unnatural the movement of the projectiles are. This includes a variation of one of Kirby's attacks, as well as other stuff that moves in weird patterns. Also some RNG at the end that can catch you off-guard if you aren't careful.
-Remguri: Pure chaos. The main obstacle is the marble attack, which is aimed at the Kid, and extremely difficult to aim in a way that is easy to dodge. Other than that, you really get no time to rest here, with RNG spawners falling from the sky, and punches that move faster than you can react to them.
-Bullant: FUCKING GARBAGE. The fight may not look that bad at first glance, until you realize you're on a strict time limit to beat it, since by the time the loop starts for the second time, you don't have time to get back into position to dodge it. This essentially means you have to focus on speed more than anything else, resulting in a very frustrating fight, especially with the fireball attack that is just pure RNG if you pass it while playing like this.
-Murdoc: Another learning-heavy boss, as basically all the attacks can't be dodged unless you already know they're coming. Even still, the pattern is easy to dodge once you know what to do, except for everyone's favorite, the laser attack making a return yet again.
-Kim Hyung: Another one of the harder ones of these 8 bosses, the pattern here is really difficult to dodge even if you already know what to do. The Isaac pattern at the beginning is the prime example of this, since the movement you have to do to get through this is so specific. And later, there's also a giant RNG blood explosion too, so there's also that I guess.
-Applemong: The last of these 8 bosses, it's one of the more simple ones to learn. The patterns might look scary at first, especially the Tiny Raven one, but I was able to get through it relatively quickly. Either that or I just got lucky here.
-After all that, we enter the first secret boss that is actually mandatory to beat the game, Solgryn. There is so much pattern to learn here that this ends up being the hardest part of the whole game. Phase 1 is easy-ish to get the hang of, but after that, there's the phase that brings back all the bosses from Boshy (including Bomberman, since this game was made before he was taken out). This part requires you to constantly stay on your toes, as all the bosses come relatively close to each other. There's also attacks like the Mario one that take a lot of learning to do properly, since he spawns relative to your position at first. And then there's the Vic Viper phase, which has a couple of instagibs, but other than that, it's still a really intense phase to end the fight with.
-Immediately after that though, you get thrown into the true final boss, INFLUKA. This fight takes bosses from the entire rest of the game and throws them all at you here. While fighting the boss, there's a short section that is easy-ish to learn, save for a burst of RNG that can be kind of annoying sometimes. In between that though, you get flashbacks to all the previous stages, including all the bosses from that stage (except for the Game Terminators for some reason). As for the flashbacks themselves: precambrian is way too cramped, cretaceous is easy once you know what you're doing, glacial is kind of annoying to learn but fine after that (is it just me or is Super Sonic's behavior different than before?), modern is basically free, and future city is an absolute clusterfuck that I still don't know how to properly do. Given that this fight requires 3 flashbacks to beat (or only 2 if you're fast enough), that means about a 20% chance of getting a set of flashbacks that you can work with, which isn't very good odds. Still, the fight is a lot of fun if you get lucky enough with the flashbacks, but otherwise, no it's not.
Overall, a game with a lot going for it, but also a lot going against it. Still, I found myself enjoying this more than not enjoying it, so I guess give it a go if it looks like fun to you. There's other difficulty settings in the game too, so if you want to play those instead, you can also do that.
[0] Likes
I Wanna Take The Time-Machine is an adventure game that takes heavy influence from Boshy, themed around traveling between different time periods. The game was once considered a staple of the Korean community, being referenced everywhere from Hero-Again to Don't Gay. Looking at the game itself, you can definitely see where this status came from.
First of all, since the game is this old, there's bound to be some technical issues. It's still a very functional game, despite being made on YoSniper engine, but collision issues and other things do pop up from time to time. That's not even mentioning the music randomly cutting out if you restart too often, and trust me, that will become much more of a problem later. Still, this doesn't happen often enough to warrant a lower rating, I just thought I'd mention it.
Onto the game itself, the platforming is pretty neat. The main thing it's built around is cycles and moving objects, which force the player to move with a certain rhythm to dodge them. For the most part, these were designed really well, with saves that feel really fun to play through. It does get kind of dull sometimes, but at least it almost never becomes outright frustrating. There's also some other gimmicks thrown into the mix too, like hi-jump refreshers, and also visual challenge sometimes, which also add to the game. And that's not even taking into account all the secret content in the game, with stages that take even more direct Boshy influence than before.
But anyone who knows this game already knows that you don't play this game for the platforming. Since the game was based on Boshy, there's obviously bosses, and a lot of them too. The thing with these is that they have a lot of HP, but the game does give you autofire, so thankfully you don't have to mash like a madman to beat them. They also have even more HP on Hard mode, which drastically changes the way they are fought. Now you have to put even more focus towards actually dealing damage, rather than just dodging the bullets thrown at you.
-The first boss is MissingNo, a good and easy boss. The attacks are simple enough, and the part where the Ghost appears is also really cool.
-After that is Vemique, who doesn't do much moving around other than jumping up and down. There's a lot of time without any attacks, giving you more time to shoot the boss, and the attacks themselves are fun to dodge when you've learned how to do so. Just be careful not to die after you kill it.
-Next is Kirby, who has a bunch of attacks that make reference to his various copy abilities. This fight is more based on reading the attacks than anything else, as memorization alone won't really help you here. Also shoutouts to the Bomb attack that is completely skippable from behind the blocks.
-Elpharutosaurus comes after that, and he is a very mobile boss. His hitbox is giant, and he moves at such a high speed that memorizing his movement is your best bet here. Other than that, his attacks are mostly readable, I especially like the attack where the fireballs come from the ceiling.
-The next boss is Mario and Sonic, and anyone familiar with Boshy will already know what that means. The fight is mostly memorizing how to dodge everything, especially with attacks like the aimed fireballs. However, the moment the Super Sonic attack starts, it's just pure reading above all else. Super Sonic is actually a lot easier to control here than in Boshy, making this overall a better fight.
-And then Skadia happens. This is probably the moment when you realize what you're getting into, since Skadia is much harder than everything else before. The attacks give you so little room to catch your breath, especially the laser attack which is much bigger than it should be, not to mention having to learn everything after that point too. The diagonal ice shards are also too close together, requiring too much precision to dodge.
-Things don't get any better with Ryu. The main gimmick with this fight is the destructible floor, as when Ryu does a shoryuken, some of it gets destroyed, so you have to position him in a way that destroys as little floor as possible. This isn't a problem in phase 1, but by the time phase 2 happens, it becomes a lot worse. You have no clue when the shoryukens will happen, as they have no cue to when he does them, unless you've already memorized it. Pair that with the rest of the learning of the fight, especially the hadouken attack which is slightly different on the second loop, not to mention another instagib at the end, this isn't exactly the most pleasant boss to fight.
-The second part of stage 4 is also a boss for some reason, as you fight against Mecha Dragon here. At first, he chases you through a platforming section, before you actually fight him. The platforming is pretty easy despite a few traps, and once you do fight him, he doesn't even directly attack you, so you can just spam bullets into him all you want.
-After that is The Guy. The fight differs a lot from the original Guy fight, instead pulling references to a bunch of other bosses from IWBTG. The patterns are surprisingly easy to learn for this late in the game, and it's a fun experience.
-The next boss is actually not 1, not 2, but 3 bosses: Mega Man, Mecha Sonic, and Samus Aran. Your main target here is Mega Man, but dealing damage to anyone else here will work too. The opening pattern is kind of difficult, but once you learn that, the fight is mostly a non-issue.
-Lastly for the main bosses is Rixenon, who is also surprisingly easy for this late in the game. Some of its attacks can just be easily avoided by luring them into the blocks in the arena, but as for the others, none of the other attacks are really a problem to dodge. If anything, the missiles could be difficult to learn, but they're so slow that it quickly turns into a non-issue.
But wait, there's more! As I said earlier, this game has secret worlds directly inspired by Boshy, including taking some of the bosses from there too. Most of these are optional, except for the last few, which I'll get to in a moment.
-First off, before Hello Kitty, there's a side gate you're required to do every time, which is mildly annoying, but nothing too bad. As for the boss herself, she attacks with much of the same attacks as Boshy, which do require some learning (especially the really fast spiral attack), but are not that bad once you do learn them. The only exception is the laser attack, since the sprite of the platforms are misleading about what the collision is.
-Biollante is another boss in the secret bosses category, and is more annoying. Just like the original fight, she takes the view and flips it upside-down, making it harder to see what you're doing. There are 2 main problems here: the opening attack is a bunch of bursts of RNG that has the potential to kill you easily, and the attacks after that all have terrible hitboxes, making it hard to figure out if you're safe in a certain position or not.
-Compared to that, though, Skeleton King is a lot easier. Apart from the fireball attack which also has a bad hitbox, the other attacks are really sparse, and give you plenty of room to dodge and damage the boss. Also, yet another post-boss instagib. This game really loves those, huh...
-After that is a boss that isn't even from Boshy, the Game Terminators. Based on a real group of streamers that was popular in Korea back then, this boss is actually comprised of 8 bosses, which are chosen at random. The problem is, since it's random, you can't choose which one you want to fight, meaning you have to restart over and over. Combine that with the glitch that makes the music randomly shut off, and that makes this a lot more frustrating. If there's any boss you would want to skip, it would be this one. If not though, here's what you'll be dealing with:
-PD GreatSpirit: Some of the attacks can be dodged by just standing on a certain spot on the upper block, but other than that, the attacks do take a while to learn, but become easy after that. Just be careful of the lasers again, they're always way too big to dodge if you aren't prepared in advance for them.
-Robok: Again, some attacks are easy to dodge on a certain point of the platform, but others will just have to be dodged for real. And I gotta say, this is one of the better Game Terminator bosses, the attacks are fun to dodge, despite a learning moment here or there. Just be sure to kill the boss quickly enough, otherwise he'll spawn a bunch of water orbs that you just can't dodge if you're in the wrong place, and he shoots more lasers that force you into a bad spot to dodge them.
-Banana: One of the harder bosses to learn, given how unnatural the movement of the projectiles are. This includes a variation of one of Kirby's attacks, as well as other stuff that moves in weird patterns. Also some RNG at the end that can catch you off-guard if you aren't careful.
-Remguri: Pure chaos. The main obstacle is the marble attack, which is aimed at the Kid, and extremely difficult to aim in a way that is easy to dodge. Other than that, you really get no time to rest here, with RNG spawners falling from the sky, and punches that move faster than you can react to them.
-Bullant: FUCKING GARBAGE. The fight may not look that bad at first glance, until you realize you're on a strict time limit to beat it, since by the time the loop starts for the second time, you don't have time to get back into position to dodge it. This essentially means you have to focus on speed more than anything else, resulting in a very frustrating fight, especially with the fireball attack that is just pure RNG if you pass it while playing like this.
-Murdoc: Another learning-heavy boss, as basically all the attacks can't be dodged unless you already know they're coming. Even still, the pattern is easy to dodge once you know what to do, except for everyone's favorite, the laser attack making a return yet again.
-Kim Hyung: Another one of the harder ones of these 8 bosses, the pattern here is really difficult to dodge even if you already know what to do. The Isaac pattern at the beginning is the prime example of this, since the movement you have to do to get through this is so specific. And later, there's also a giant RNG blood explosion too, so there's also that I guess.
-Applemong: The last of these 8 bosses, it's one of the more simple ones to learn. The patterns might look scary at first, especially the Tiny Raven one, but I was able to get through it relatively quickly. Either that or I just got lucky here.
-After all that, we enter the first secret boss that is actually mandatory to beat the game, Solgryn. There is so much pattern to learn here that this ends up being the hardest part of the whole game. Phase 1 is easy-ish to get the hang of, but after that, there's the phase that brings back all the bosses from Boshy (including Bomberman, since this game was made before he was taken out). This part requires you to constantly stay on your toes, as all the bosses come relatively close to each other. There's also attacks like the Mario one that take a lot of learning to do properly, since he spawns relative to your position at first. And then there's the Vic Viper phase, which has a couple of instagibs, but other than that, it's still a really intense phase to end the fight with.
-Immediately after that though, you get thrown into the true final boss, INFLUKA. This fight takes bosses from the entire rest of the game and throws them all at you here. While fighting the boss, there's a short section that is easy-ish to learn, save for a burst of RNG that can be kind of annoying sometimes. In between that though, you get flashbacks to all the previous stages, including all the bosses from that stage (except for the Game Terminators for some reason). As for the flashbacks themselves: precambrian is way too cramped, cretaceous is easy once you know what you're doing, glacial is kind of annoying to learn but fine after that (is it just me or is Super Sonic's behavior different than before?), modern is basically free, and future city is an absolute clusterfuck that I still don't know how to properly do. Given that this fight requires 3 flashbacks to beat (or only 2 if you're fast enough), that means about a 20% chance of getting a set of flashbacks that you can work with, which isn't very good odds. Still, the fight is a lot of fun if you get lucky enough with the flashbacks, but otherwise, no it's not.
Overall, a game with a lot going for it, but also a lot going against it. Still, I found myself enjoying this more than not enjoying it, so I guess give it a go if it looks like fun to you. There's other difficulty settings in the game too, so if you want to play those instead, you can also do that.
Rating: 6.0 60
Difficulty: 60 60
Oct 15, 2024
1 Game
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I Wanna Eat The Macaron | 72.0 | 6.7 | 3 |
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