It remained fun for me regardless.Īnd next up is.Boss Rush! Wooo hurrah etc. Catastrophe also has a couple tricky saves alongside the ice physics, but it wasn't too bad. Ives on the other hand has a pretty unpleasant ceiling-double-diamond into a required(?) 1f jump into some nasty plane/corner hybrid. Lots of nice screens such as Not Another Needle Game, Uhuhu Spike and visually I love Entrance. Stage 4 steps up the difficulty, and is also up there with stage 3 for my favourite pre-boss-rush stages. Personally I don't see why this was buffed as it seemed rather unnecessary, and I would've much preferred just the original version. Now, this boss was buffed in the most recent version which made certain attacks and the post-avoidance attack a little harder. The avoidance cutaway is Sunspike which is a lot of fun, although can also be quite brutal depending on your familiarity with the sphere. Pretty fun boss overall with some interesting RNG in it, which only ever felt bad on the Misery attack (basically jump in the corner and pray). Gustav takes the spot for the third boss. Unfortunately, the last save of the Possible screen is kinda.well, trash. The classic Sunspike screen also makes an appearance in this stage, although thankfully with no real buffs unless you're going for the secret. The needle here just feels fun, with a couple of interesting screens, in particular the mini-game challenge Zero Game. Stage 3 is probably one of my favourite stages. Secondly, the avoidance starts off with pattern, before going into some late-curving RNG which whilst being fun, is kinda tough to learn and react to this late in. Firstly, if you don't have secret 2 then the boss becomes harder, as secret 2 allows you to kill the first phase of this fight much faster, skipping a couple of tricky attacks. Still, I found this fight fun despite a few flaws. This can be quite disconnecting if you're not familiar with this style of gameplay, and some attacks can be pretty tough initially. Haegoe is the second boss and is a vertical shoot-em-up style boss. The gimmick screen will definitely be hit or miss for most, usually being miss. This stage is okay, with the Ooparts and Tsutamao screens being particularly fun for me. Stage 2 follows the previous stage style of mainly needle with a couple trap-related screens and a gimmick, this being the time-freeze gimmick in the Hope The screens (which is kinda eh, although after getting used to it it's not too bad). Thankfully it isn't too hard, and the beginning kept it enjoyable for me. Personally I don't like the second half of this fight, and would've preferred the platform-phase to be shorter jumps and the avoidance not to be so insta-gibby.
#Pdplayer ives how to#
Then there is the motion-blur overly-high platform-phase attack, followed by an avoidance that if you don't know how to survive the intro, you will die. This boss starts off fun with some neat attacks, then kinda slows down with the aimed attack that's kinda eh. There are also a couple of exceptions with the Wannyaaaa block-building gimmick and the Diverse gravity-bouncing screens. Starts off with some fairly simple needle, mainly generic jumps early on although delving into some better stuff later with the Hurtful Pain screens. This review is based on Any% clear, and no secret content. I was pleasantly surprised by the content in the game, and ended up having a fair amount of fun playing through it, despite some very blatant flaws and gripes.
#Pdplayer ives full#
I Wanna Break the Series Z3 is a lengthy medley game full of content, a large amount of which I went into expecting to dislike but I tried to approach it with an open mind regardless.