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Difficulty-/100
Overall-/10
Gameplay-/10
Visuals-/10

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Created Date
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6 months ago
6/100
DIFFICULTY
3/10
OVERALL
3/10
VISUALS
4/10
GAMEPLAY

For lack of much in the way of a better description, Subpar feels like a 2020 daily level. There's some good to be found here, but a lot of it ends up washed out in a sea of deja vu over so many of this level's major elements being played safe.

The designs, structuring and colour scheme of this level stay consistent throughout its length, which is commendable and the metallic blue, angular and vaguely industrial theming is far from bad - in fact, I quite like how it's executed. There's a good balance of detail between the structures and the air deco, with some negative space being left near the top of the screen, but the rest generally being filled with simple backgrounds or effects such as rising bars of glow. When combined with decent enter/exit movements on the structures, Subpar feels quite dynamic to play and stays consistent enough to feel very cohesive throughout its runtime.

I'm also a fan of the slight hue shifting that's done in the first part of the drop, where some of the brighter highlights are shifted 30 or so degrees either up or down to make them stand out from the base designs of the part more. The glow bars that move into place inside gaps created by two pillars are nice to provide a visual connection point between the structures, and make the player's intended path clearer. The common theme with all of this feedback, though, is that it's quite nondescript and can be applied to so many levels to varying levels of accuracy. Subpar really has nothing that makes it stand out; yes, a lot of the individual elements within it are quite good, but I feel like I've played this exact level hundreds of times at this point in my journey in Geometry Dash. In the current creating climate, if you want to aim for anything above permanent mediocrity, it's important to develop something unique to your style that helps you stand out from the pack, whether that be a certain style of structure deco (Icewither's very angular, pipe-like designs are a good example of this), specific usage of movements and structure shapes (2.0 Nasgubb or Namtar), or a specific type of effect that you like (Konsi popularised many of the glow-based effects that would go on to make up the "russian glow" style). I'd recommend pushing your own limits and attempting to expand on what you're comfortable building in future projects to find that thing that helps you stand out from the rest.

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ID
104350811
TitleSubpar
CreatorDiysor

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sorry about this gang