Killbot 100% | Lithifusion

Killbot 100% | Lithifusion

Oh boy do I have some controversial words to say about this level. I wish I liked it so badly. Every day I played this level EXCEPT for the day I beat it was awesome. It was super fun all around and I enjoyed getting far every attempt. The only issue with the final day was how incredibly unlucky I got. The more I died in random spots the more I realized how many random chokepoints and scuffed transitions there are, and the more I played the more I thought to myself “is this level actually bad???” Everyone else says otherwise, and I was in that mindset too, but I think I’ve come to the conclusion that killbot is not the best level in the world, and here’s why. GAMEPLAY REVIEW: Predrop (0-13%): Super duper consistent once you learn it. 10% of my deaths from my final play session were from the predrop, and the other 90% were from after it. Drop (14-36%): Probably the best part of the level. It’s so satisfying to learn and get consistent at. The ball will kill you often. The spider is annoying at times, and the final bit of cube gameplay is awkward, requiring a strange asf click pattern to pass correctly. Dual 1 (37-60%): This is where the level gets bad in my opinion. In the first series of fast clicks I had to look at the ufo to pass it. Yes, there is literally a wave at the bottom, but if I look at the wave and control my clicks based on that, the ufo will just randomly break and kill you. The second spam is even worse, because when you die you don’t know what kills you. You just have to spam and hope your wave doesn't hit the random pillar at the top or your ufo doesn’t randomly fly into the spikes below. In case you managed to pass it, the worst transition in the level is here to greet you. This is what determines if you get far or not. It’s completely random every time, and what changes between attempts here is how you enter the swing copter at the bottom. If you enter high, you have to click right away to adjust. If you enter low, you have to wait for the ball to adjust itself before clicking. I wasn’t able to find a fix, so I pretty much just flipped a coin in my head before every attempt to determine if I would click early or late. After this, everything just becomes really good again?? I don’t know??? The waves are really funky but I think I just kept dying there because I’m bad at wave. Dual 2 (61-77%): Nothing special about these duals. I remember them being absolute torture to learn, but once you get a feel for them you’ll be fine. I don’t think I died at all from 0 in the cube/robot dual, but died around 10 times in the ball/spider one because I kept forgetting what to do, plus my copy had different deco for no reason?? Ship (78-87%): This ship is awesome. I almost convinced myself I hated it after dying there a bunch from 0 at the end, but I still love it. It’s super consistent, and the super difficult orbs after the straight flies never bothered me. Probably the second best ship part I’ve played in a level next to frozen cave. End (88-100%) :| (see fails) (i fluked the requiem ufo just to die to this one 11 times) (can’t win them all) I almost forgot to mention that my eyes and finger/wrist did not like this level. Green and red are the literal worst colors to be flashing in my face and starting the level off with a bunch of high cps green orb spams is a recipe for disaster. Enjoyment: 50/100 Creators: Lithifusion, Boldstep Hardest part: 88-100% Fails: 50x11, 51x16, 52x3, 53x12, 56x4, 57x3, 58, 59x4, 60, 70, 71x7???, 72, 74, 78, 79x3, 82, 84x2, 86, 89x2, 90x2, 91x3, 92, 93x2, 97 +swing copter transitions: (44x24, 45x51) Attempts: 3,969 (+17,606 old attempts) Demonlist placement: 117 My placement: ~105 (harder than digital, boogie, & chromatic IMO) Song: Devin Martin - Killbot (Sped Up by DjFrenkReturn) Menu Music: Camellia - Quaoar