I wanna be the Timeattacker!

Creator: Leehe

Average Rating
2.0 / 10
Average Difficulty
60.0 / 100
[Download Not Available]

Tags:

Adventure (1) Needle (1) Avoidance (2) Trap (1) Gimmick (1) Boss (1) x_Floor (2) Secret (1) Triple_Jump (1)

Screenshots

  • by Fruitless
  • by Anonymous
  • by Anonymous

2 Reviews:

Fruitless
Rating based on any% clear of You're Gonna Rage mode as I like to call it (thanks to Boshy also calling it that now), as it's the easiest way to beat the game—yes, really, I'll try to explain myself.

I Wanna Be The TimeAttacker! is yet another one of Leehe's earliest fangames, from back before he really had a grip on how to make anything really good. I was really curious about this game for a while, so I decided to find the download link and give it a try. Unfortunately, this game found a way to kill my curiosity very quickly, as the game itself is a horrible mess that really puts into perspective how far Leehe has come as a maker since this point.

First of all, how to even beat the game. Immediately you should notice a timer in the top left corner of the screen, hence the game's title. This is important, since it's tied to one of the ways to beat the game, that being to reach the end screen in 1234 seconds or less. The other ways are to beat the game in Rage mode, or beat the last secret boss. Of these options, the Rage mode one is by far the most reasonable, since the final boss is far less reasonable with the time limit in place, and the secret bosses look even worse than it, even without this time limit. No matter what path you take though, that doesn't save this game from being a giant piece of shit.

Onto the game itself, the platforming itself feels incredibly rudimentary, as the layouts of the rooms feel kind of weird and rarely use the whole screen size to its fullest potential. The game even gets lazy extremely quickly, as some room layouts are even reused in multiple screens. I would be fine with this if the screens were at least fun, but the problem is, they're not. Many screens have traps on them, but not many of them are very fun at all, they're either very generic or incredibly frustrating to avoid (the worst examples being on floor 36). Aside from that, most of the actual substance is taken up by generic jumps or other weird stuff, for example invisible killer blocks that only become visible when you touch them. At least some rooms do play around with interesting ideas, like floor 28 which has a giant spiral you have to outrun, or some gimmicks like triple jump or low gravity. but these are pretty few and far between. This would all be perfectly fine on Medium mode, but again, I'm playing on Rage mode, in which case the problems become much worse with a lesser save count.
However, then we have the bosses, which is where the real problem starts. These bosses range from mediocre to absolutely horrendous, but even the ok ones become worse when you realize the lack of a save before them on Rage mode.
-The first boss is the jewel, who just moves back and forth and shoots bullets at you when you attack it, and later walls of bullets from the ceiling as well. A pretty easy boss, just take your time when shooting the boss and be careful not to shoot in a way that blocks you from dodging the ceiling bullets.
-The next one is the sword, which is even simpler. It just shoots aimed shots at you when you shoot it, before eventually spawning bullets from the ceiling and in a spiral pattern in predetermined positions on top of that. Once you learn where to stand, all you have to do is jump and shoot, no other movement is required for this boss.
-After that is the Woolmark logo, which is slightly harder. You have to use low gravity to damage the boss, given how high up it is, which means this boss obviously takes a long time. It also shoots retaliation shots midway through the fight, which stack on top of each other if you mistakenly shoot it during its iframes, which has gotten me multiple times already. You've also got a moving spike at the bottom to worry about, so be careful not to land on that on your way down.
-As for the stage 4 boss, there are actually multiple. The first one is an avoidance set to "Rolling On the Duck" by NieN, but if you get here in Rage mode, or in under 777 seconds, you get to just skip it, so we're not gonna be talking about it.
-What I do want to talk about, however, is the next boss, that being the mental breaker himself, Leehe. This is a massive difficulty spike from the other bosses so far if you don't know what to do, since there's far more patterns than before, which are kind of hard to learn at first. On top of this, there's also some unfair RNG moments, like the walls of bullets that come from the sides of the screen. After you learn the patterns though, this boss is basically free besides the RNG.
-And then comes the last boss in the game, yet another massive difficulty spike, and the main reason I hate the game as much as I do. This boss is an avoidance fight against KeA Bannings based on her appearance from I Wanna Be The Locus, this time including the full version of "Aoi Kiseki" from Trails to Azure. The timer works differently here, as instead of just counting upwards all the time, you get 50 seconds added to the time when you die. While a full version of the Locus fight sounds cool, the actual fight has so many problems that it becomes impossible to appreciate the boss for going through with this concept. Most of the earlier attacks are really boring and easy, making it take a long time to actually get back to the hard part. When you do reach there, though, prepare to get fucked over by some of the worst RNG you've ever seen. You've got a bunch of cherries that fill the screen and randomly fall up or down all at once, all while you have to dodge a very dense aimed circle from the center of the screen, followed by a giant mess of RNG cherries from all sides of the screen (the latter of which happens twice in this fight). And of course, it wouldn't be a complete Locus recreation without the infamous LoveTrap attack, which is absolutely the worst part of the fight, since the game gives you basically no time after the previous attack to get into position for this one, and it's also the learniest part of the fight, right at the end too. I had to bust out the practice tool again to deal with this one properly, as this would have been absolute hell to learn otherwise. Oh, and you get some more cheap instagibs from the sides after that too. Did I mention the icing on the cake here, the boss being more than 5 minutes long? I hope you see what I'm getting at here, this boss is an absolutely unbalanced mess, in other words, definitely not the type of boss you want to put in a speedrun game.

Overall, this game started out alright for me, until I eventually realized how much of a fucking mess it actually is. Don't let your curiosity get the better of you like it did to me, this game is absolutely not worth your time, highly not recommended. If you do decide to play this for whatever reason, just play on Medium mode and stop at KeA, it's not worth it to go any farther. If you're looking for an actually fun floor game from this maker, just try I Wanna Be The Concept instead, that one is basically the polar opposite of this one in terms of quality.

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Tagged as: Adventure Needle Avoidance Trap Gimmick Boss x_Floor Secret Triple_Jump
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Rating: 2.0 20       Difficulty: 60 60
Apr 5, 2025
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Tagged as: Avoidance
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Rating: N/A       Difficulty: N/A
Jan 7, 2023