offers a super cool and somewhat trope-bending perspective into visual storytelling translated to gd, most notably through the storyboard-esque backgrounds, as if animated panels of a comic. kazey doesn't seem to have relinquished this choice in his other art-styled works (of which chupacabra has been his first foray into this style) and im excited to see something with more visual cohesion in the future (which i can confirm to be the case teehee), but i think this level uses its disorganisation to its advantage! it does a great job of building tension and serves to complement lace's development throughout the level effectively, and the end sequence is the first instance of a premature ending i think i'd seen in gd and left me looking at my reflection on my laptop screen for a few seconds. with the rapid oversaturation of this style, this level will be looked upon less favourably, but i think it's pretty neat (and one of my 2024 picks!)
Just get into animation at this point. This creator clearly has the talent and skills to animate and maybe this level was a test for themselves to see how good they are. I just think that pretty much everything about this level fails. It does not work here. The whole 2.2 warping glitch effect that covers all the gameplay is just horrendous. I think a lot of creators see these effects and think that it will make their level seem more like a film somehow. That is just not true though. These effects exist in the game geometry dash, where nothing really looks good most of the time. These triggers do nothing to make your level seem like a high quality animation, especially when you actually have gameplay going on. Most of the deco in this is also very messy and just not really good. I feel like all the effort towards the level went into the background and the "bossfight". The only good part of this level really is the first 17 seconds. It starts out with a cool animation (notice how there is no gameplay and the animation manages to outshine every other part of the level after it.) Then we enter the level for real with some actually cool gameplay. Some sort of slope structures that you have to navigate through, nothing too crazy but it works. Then everything really falls apart after that. The 2.2 effects come in and the deco gets uglier. I wanna praise this creators animating skills again because we see at the start that they are actually really good. They just chose the wrong platform to create it on. That's about all I can really say for this level.
The drop part's effects are way too much (they even surpass WANNACRY in terms of flashiness) to the point where playing it is very hard but man I can't help but love the progression of this level, slowly building up to the incredibly climatic finale. While the block designs are minimalist it is made up for by the amazing backgrounds and animations showing Kazey's artistic skill. The gameplay for the most part is fun until the drop, which btw is so cool but flashy visuals + asynchronous dual make it hard to play
If we ignore the unbareable lag and very few but still some visual stains (First Drop Part only really) and the weird block design in the 2nd part this level is brilliant in so many ways
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sorry about this gang