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Wolsk
For: I Wanna EoF
Pretty fun but can own you with bad RNG sometimes.

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Tagged as: Avoidance
[0] Likes
Rating: 6.7 67       Difficulty: 67 67
Jul 23, 2022
yangshuoen
For: I wanna make my SECOND work
Tagged as: Trap
[0] Likes
Rating: 5.1 51       Difficulty: 54 54
Jul 23, 2022
DerpyHoovesIWBTG
For: I wanna be the あまとう
Tagged as: Needle Trap
[0] Likes
Rating: 4.8 48       Difficulty: 50 50
Jul 23, 2022
Accepted
For: I wanna be Accepted
A short one and not that good. Lol

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Rating: 5.2 52       Difficulty: 23 23
Jul 23, 2022
Wolsk
For: I wanna enjoy the Excursion
[1] Like
Rating: 5.5 55       Difficulty: 73 73
Jul 23, 2022
Jopagu
For: I wanna be the NMN II
Needle collab featuring 3 makers. The main three stages were pretty bad, all of them had a lot of generic and uncomfortable jumps. The 1st stage was boring corridor needle, with a lot of half-diamonds in awkward places. The second stage could have been the best, but suffered the most from a handful of super unfun jumps. The third was the least offensive, and probably ended up being the best, but it was still painfully generic. The final stage was actually pretty good, but it maintained having a lot of awkward sections and really bad difficulty balance. Overall, I wouldn't really recommend the game.

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[0] Likes
Rating: 6.0 60       Difficulty: 56 56
Jul 23, 2022
voraciousreader
For: I Wanna Enjoy the Stimulated Strawberry Lollipop Dandy
Difficulty based on any%, will be updated after I clear the extra trials

That last save packs a punch compared to the rest
Aside from that it's short and sweet, would definitely recommend along with the other dandies (peppermint is my favorite)

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Tagged as: Needle Dandy
[1] Like
Rating: 8.5 85       Difficulty: 57 57
Jul 23, 2022
anxKha
For: The Farewell Medley
[1] Like
Rating: 10.0 100       Difficulty: N/A
Jul 22, 2022
BoshyGo11
For: RNG Dungeon
Edit 24.11.2022: Finished the game, didn't take as much, as I expected, but it was still quite tough. Thoughts are below under a spoilertag, rating before the final boss was 7.6.

Well, it was something. I would say my experience with the first phase of the final boss, the boss part, wasn't exactly pleasant. It's immediately apparent that it's a difficulty spike over everything in the game before, all attacks range from relatively involved to pretty fucking hard, the number of attacks is unfathomable. Most of the attacks are enjoyable and fun, but some I ended up not liking at all, mostly the attacks involving water. I got really lucky on my winning attempt by having to do some of the trickiest attacks first and ending with the easiest. My hands were, however, shaking.

The second phase, the avoidance, is easily the best part of the game though, it just skyrockets the experience up. Interesting attacks, amazing visuals, a lot of small details, great variety, it has it all. Also it isn't as frontloaded as CTC, while the hardest part of the avoidance is everything up to chorus 1 and chorus 1, the following segments are also not free. I don't really know what else to say, it's just really enjoyable and also a good way to end off the game.

I should probably do some kind of final thoughts segment, after reflecting on my experience with most of the game and finally getting through the climax. This game is probably the thing that most deserves the tag "Special" on Delfruit, it's truly a special game that is maybe rocky at spots and inconsistent, but extremely memorable. I am still eager to see what's the next TGCC release going to be, but after finishing the game I'm thinking it'll be hard to top this as an experience.


I'm currently at the final boss and the first impression (two hours of playtime) says that it might be a while before I proceed further, so I might as well write a review for the first portion of the game before I forget everything. Also I'll put the entirety of the review under a spoilertag so I don't have to worry about accidentally saying something that would damage the experience of a player looking to avoid being spoiled. The first portion will be more general stuff, then I'll go through each area and note my thoughts.

I have never been so mixed on a game and I don't even know if I'm supposed to feel this way.
The readme says this is not a game for people who dislike gimmick, avoidance or bullshit and I would say the first two of these are my favorite fangame genres. Yet while some of the saves are now some of my favorite fangame saves of all time it wasn't rare that I found myself being frustrated by some section. Am I allowed to feel this way or this just means "this game isn't meant for me"? It's a very confusing attitude, because as I intrepret it either I like everything in the game and this means I'm the player it was aimed at or I don't like something which means this game isn't for me and my opinion loses value because of that.

Another thing that is throwing me off is the last part of Cthaere's review that as I see it is basically saying "We, TGCC team, have achieved deeper understanding of avoidance and while you might not understand it everything we now create is above average" and if that is what Cthaere is really trying to say, I'm just really confused. Every avoidance in the game ranges from "unoffensive, I guess fun" to "pretty fun" and I'm just not seeing where that avoidance magic formula is. I will go into specifics on all the avoidances in the bottom section, but for now I will just say this, no avoidance in this game up until the final boss was better than Musiclock, Bye bye the bye, CTC or Milky ways.

As for the gimmick and needle segments, because I'd like to put a clear distinction between those in the context of this game, that is the part that's the most divisive for me. This is one of the most variety-packed fangames I've played and it is most likely the reason for my opinion and the overall mixed reception. Every room is different from the last one, but most can be divided into "platforming challenges" and "endurance romps". The romps are all pretty fun and I doubt anyone playing the game would get butthurt or grindy at those, but the platforming challenges are usually a lot more challenging than the romps and some are a lot more demanding of the player's needle ability. Those are the ones I and some other players I have seen playing the game or have heard from strugged with most and usually it wasn't just all needle areas in general but one or two specific saves which were different for different people. I'm not sure whether this game just isn't meant to be played by all those people or it's just a testament to how all over the place the content of the game is (for reference the phrasing "all over the place" in this context means literally being very varied, so not in a bad way)

With that I'll go into talking about each area individually. My final general thoughts would be that I don't know if I can recomend this game to anyone because of how hit or miss everything in it is. For a very high-skilled player there is nothing in the game that could stop their playthrough for too long and for very low-skilled players I'm afraid even if they are the player this game aims for a grind could ruin the fun very fast.


I honestly don't really remember what order I did the areas in so I'll probably just go clockwise starting from the first one:

- Up-left hub:
Nothing I can say about it other than it was fun. It's by far the easiest hub part. I chuckled at the Eminem easter egg.
- CN2:
It was fun, if I were making something like this I'd maybe make it so the yellow worms don't kill the player at the top-right part of the screen, but you can avoid dying there by stalling until weather changes to cold so idk. Meth gave me some motion sickness but it's unavoidable with this kind of gimmicks.
- This, is not meth:
Nice and easy, the attacks are all pretty standard, but anything out of the ordinary probably wouldn't work with meth. I liked the end of the avoidance because it's the funny kind of scummy while making great use of meth.
- Squid games:
The jump refresher part of the entrance made me sweat a bit, but it's fine because the section is mostly fair and strategic. The actual squid games screen went by fast, don't have anything bad to say about it besides the hitboxes of Gi Hun and the soldiers being really uninituitive. Thanks for not making those literally square, I guess?
- The Pyramid of RNG:
I didn't go in blind so I knew what to expect, but I did think of my own strats for all attacks (for my memory is not the greatest). It went by relatively fast, but I can imagine the fight becoming frustrating if you grind it for a long time. Also the non-gimmicky attacks felt a bit generic, thought the fancy visuals salvage the avoidance a bit.

- Up-right hub:
The first screen is a lot of fun, it was actually the first thing I did in the game (after the intro of course). The FTFA screen though is total bullshit. It would be bearable if the player was given a view of the entire room when rerolling, but as it is right now you just pray not to have any hard jumps on any screen after the first one. On my first try with the game I would roll a corner or a double gate on the second screen every time I got there so when I got to the third screen and was faced with more FTFA bullshit I just restarted, leaving this path as the last one. And it's a shame because inside was one of my favorite areas of the game.
- K3:
The level design at the chaos section was for the most part utilising the gimmick in really cool ways, however the final section gave me some despair from getting stuck in the ceiling after getting the joker at the end. If I were making something like this I'd program it so no sticking would occur.
The K3 section was really great. The audio-visual aspect landed perfectly and doing K3 screens with HP lead to a really fun game of "strategise spending HP on specific spikes to avoid danger from other spikes". The emperor section afterwards wasn't as interesting, but there is not a single bad thing I can say about it either.
- Mayumushkatri:
As expected from something derived from Mayumushi, this little avoidance showcases a bunch of original strat-based attacks. The platforming section at the end was also a lot of fun and wrapped up one of my favorite avoidances in the game nicely.
- Grandma:
Same general criticism and praises regarding the chaos gimmick. The grandma joke didn't really land, but nothing was lost because of it either.
- Something familiar:
For the most part it's a nerfed start of MHC's "RNG hell" (kinda fitting for *RNG* Dungeon tbh) followed by a relatively generic skelly barrage, btw I died two times at the very end to not being able to outrun the Skeleton. I must say though, dying to some stray apple and restarting to hear "man ur so BAD at avoidance" is some next level of meta humour, absolutely brilliant.

- Down-right hub:
The first screen was fun and easy, but then the next one, jeez. I didn't get particularly upset at it, but the CN3 golden save is the platforming segment that took me the longest by far, about an hour actually. Also I died to the gate once.
- Dogwater:
The dogwater save is fun despite it being one of the hardest things in the game and me spending a lot of time to get good at doing the spiral. The IP save is nothing special, just some more needle with a bit of Butterfly-like backtracks.
- IP grabber:
One of my favorite avoidances in the game, the mapping is absolutely insane and I love it.
- Soulless:
The butterfly save was a lot of fun, I love Noesis circles and I'd love to see what the version that sucked balls looked like. Annoying orange didn't bring me as much joy as Eminem did, because I was immediately faced with the grim reality of having to sit through the Team TGCC logo again.
The mini Soulless save is by far my favorite thing in the game. Not only is it just very fun to play and also really funny with the literal gates, but THE gate 5 attack is there. Makes me wonder what a full Soulless avoidance in a small room would look like.
- Soulless 6:
Probably the hardest avoidance in the game, but also one of my favorites. Really hectic, really original, really fun. I'm now a bit better with fast-paced barrages.

- Down-left hub:
The first save is definetely one of the toughest saves in the game to do blind. A lot of strat-based needle, a lot of jumpscares and on the first go I doubt anyone would remember the touchable apple colors. The platforms are arguably wacky tho, also maybe a bit keyboard-dependant with the relatively strict jump timings. The second save is just Razzor flexing his math skills. Whan a hypocrite, given the avoidance tournament prefinals...
- Crimson:
The timed section is just a bit of fun, that's it, the gimmick reminds me of Ocean princess a bit actually. You know, the castle stage.
The Crimson boss is fun, but spamming is absolutely impossible and even landing one shot on a wrong boss can ruin a run. Patrick's post-death homing thingy was a bit hard to dodge when bullets would arrive from outside the screen border, but it felt more like skill issue rather than unfair. Squidward's rings sniping the kid on spawn did feel really unfair sometimes and while you can strategise around it by seeing the letter B appear above your head and moving away from Mr. Squidward, it's too convoluted to be an excuse.
- The formula:
Once I understood the hitbox is a dot it was very easy. I don't know what I can say about the quality, it's very obviously not supposed to be taken seriously, and if it is that's where I think a problem arises.
- Destination:
Again, the timed section is pretty fun, nothing special.
The Destination boss looked imposing on video but went by a lot quicker than Crimson when I was playing it. A pretty fun boss, maybe green's a bit garbage sometimes, but that's probably it.
- what:
A very fun avoidance, the attacks were all cool. Firsttried everything past the intro lol.

Misc nitpicks:
- I think the game would benefit a lot from a warp out system and some sort of more involved hub. Some of the avoidances are genuinely something I'd maybe occasionally reopen (if Milky Ways or Musiclock is erased from my hard drive ig), so something like "jumping into the cube and pressing up warps you into the avoidance" would be a treat. I also feel like a warp out system would fix most of the issues stemming from players getting stuck and frustrated at an unfun area they stumbled upon.
- Also a thing that would work well towards acessibility would be a HP system or even a whole "low diff mode", as is the game is really tough at times and it's not Vandal or something where grinding a save doesn't feel bad, this game's design, both in the plaforming and the bosses/avoidances, is really grind-unfriendly. I do understand that would be a ton of work to implement and balance though.
- Block buttons and reroll blocks both being called "reroll" just feels... off, I don't really care if it's changed or not though.

That is probably all I can say right now, but if I think of something else I'll add it in an edit. Sorry for the long post, but I just felt like I need to say what I feel about the game. It really feels very mixed, I adore some of the sections, but not others as much and also the attitude of the devteam doesn't really vibe with me.
All in all I think I'd describe this first impression of Team TGCC as "solid, but not outstanding", so I'll be waiting for the next release with a lot of hope, perhaps it will be a thing that will absolutely blow me away and open a whole new level of avoidance design to the community.

Edit #1: I immediately forgot I wanted to say that the game's biggest strengths are production value, which sweetens the pill on otherwise memey and/or lackluster avoidance or platforming, music and visuals, which are just really nice throughout the whole game including the final boss, and humour, not every joke landed, but when it did, it really did.

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Tagged as: Needle Avoidance Gimmick Special
[7] Likes
Rating: 8.9 89       Difficulty: 78 78
Jul 22, 2022
tuhkakuppi
For: I Wanna Clsrnrpdladms Dbwl
Precision needle.
This will likely be the only Rktlrpdladms-like game to be made.

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Tagged as: Needle
[0] Likes
Rating: N/A       Difficulty: 76 76
Jul 22, 2022
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