LogicSandwich

JJOCT7 R3M4 Jojolity

Jul 12th, 2024 (edited)
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  1. Judge Mike Schmidt (Ceep)
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  3. With CFC, everything here felt appropriately punchy and overwhelming; attempting to dominate the midrange with a spew of bullets and bombs while setting up nasty traps to blow up anyone coming behind them. There really isn’t too much to say; it’s consistent, and well integrated. But more than that, the ways that the girlies use their kits are clever. Nothing feels like it’s over-relied on, and certain things like using Amelia’s Act 1 with Chandra’s bullets for room clearing felt great. I think this is due a strong 8/10.
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  5. For Evergreen, similarly this is a damn good Jojolity. I respect how you took advantage of the programming of the creatures to deal with the inevitable traps in your way, and I think that the multi-layered combination of Muuru’s sudden offenses with Deacon’s interference works well to stymie and distract your opponents. The overall emphasis on stealth and the trading of Muuru’s parasites and 「Atomic Dog」 to create a unique threat profile were well done; I don’t have too much to say in the negative, and again this is due an 8/10.
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  7. Judge Jeremy Fitzgerald (Extra)
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  9. Starting with CFC, this gets an **8** from me. Choosing to eschew stealth in a match like this is a bold decision, but one that I think you justify well enough. The strategy is filled to the brim with the notion of "push through" over "go around," and that directness is a fun take on the Jojolity that fits the characters well. You've already got all the power you need in the Stands, but you nonetheless nail the application, which is just as important an aspect. Great work on the integration as well - most of the Jojolity here is in the mechanics as opposed to the flavor, which helps with the sell.
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  11. Moving to Evergreen, I think this deserves a **9.** The integration of the Jojolity into the strategy is practically flawless, the early parts of the strategy are filled with tricks and traps both for the animatronics and for your opponents, the Wheelz monster-munching pit makes great use of the limitations of animatronic AI, and the second half of the strategy is just ace up the sleeve after ace up the sleeve, from Muuru using Atomic Dog to bite chunks out of Amelia's arm before converting the flesh into a Wheelz buckshot to Deacon hiding in the shadows and playing puppetmaster. Just an excellently done job all around on the Jojolity.
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  13. Judge William Afton (Alpha)
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  15. Time for CFC- Alright, yes, YES! The ‘Attack, Kill’ strat got the ‘Attack, Kill!’ JoJolity!
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  17. From the word go we have fine-tuned destruction honed to a series of hair-triggers, and a million ways to put down anything that thinks to come your way; from bullets, bombs, steam and a shark to pipes, uzis and the occasional explosion, we’ve got A WHOLE LOTTA DAMAGE.
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  19. Your narrative is practically predicated on Attack, Kill, your strat is built around Attack, Kill, and by god do you attack and kill!
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  21. In a heavier context, the constant use of force and pyrotechnics to blast your way forward through all aversion is exemplary, and you’ve practically levelled the building you’re supposed to be guarding in doing. Good Jorb, **8**!
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  23. Now, onto Evertween… still no? I liked this one a little more, personally, with the world of adu- no? Not allowed? Fine!
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  25. Here is where all of that thought paid off. While I still think less explanation was necessary, the constant mind games from the word go- like destroying the CC room, stealing anything useful in the short term, and splitting the team into a ceiling/floor pair- and the play ups from there, this is the meat.
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  27. My favorite of the bigger, longer lasting plays is the absolute baller that is, ‘let’s trick our opponents into thinking that all of the animatronics have flashlights- the initial scare is that it’s the animatronics, but we drip-feed them into thinking they all have them, then have one without so they think it’s us and fire on it immediately’; it’s layered, it’s levelled, and by god is it good. It’s not only a three-layer distraction, it’s body armor and bullet deflection in one!
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  29. The complete silence echoing across the halls- while probably unnecessary in match context- adds a layer of terror to the field. For as horrifying as monster sounds can be in the dark, hearing NOTHING is just as, if not more terrifying. Especially so when you know you’re not alone. Silence is deafening, after all.
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  31. To put it bluntly, I really enjoyed the plays on display, and I genuinely believe in their ability to outperform and outmaneuver the competition! I can give you a solid **9**!
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