Average Ratings

Difficulty-/100
Overall5.83/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
3 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
91/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
10/10
GAMEPLAY

I haven't beaten this yet although I have learned significant portions

It really feels like I'm "guidelessly goobering" through the level

I love how this level uses the y-axis to make learning this as terrifying as possible

avatar
6 months ago
-/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
-/10
GAMEPLAY

Guideless Goobering is the third entry to the Miscellaneous Memory trilogy and my second favorite of the three. In terms of all three levels, it is exactly the middle grounds when it comes to quality, showing a mixture of the best and worst this series has got to offer. It stays true to the core style of this series while providing a fresh new twist on gameplay and decoration. This is also one of, if not, the only extreme demon which uses the Geometrical Dominator song which is a fun fact about this. This level has its fair share of weak and strong points, however due to the segmented nature of this level, I feel like it would be best to dissect this part by part.

Starting off, the intro segment into this level is a pretty decent way to start the level with the little loading screen, however it does not really fit in with the rest of the level, especially considering the stylistic choices that are prevalent throughout much of the level. In addition, the attempt count does not fit in with the loading screen, it feels as if the loading screen was placed here more-so as a second thought. Right as soon as the loading screen is finished, there is a temporary GLHF screen which admittedly seems out of place to me and placed randomly, but in the scope of the entire series, it makes sense as to why it was there. Then the robot starts, and drops you into the main elements of the level. In terms of gameplay choices, this part is rather interesting and "freeing." I love how open this part feels and how you have to think outside the box on where to click. It is also very reminiscent of the original level of the trilogy, a great tribute and good way to continue the series. I also like how the structuring adds to the openness of the part. The decoration here leaves a lot to be desired here however. Specifically the color combinations clash here as well as the block decoration. The background also feels quite empty, I wish there was more that could go to it. In general, it feels like there is a lot going on but too little at the same time, unfortunately underwhelming in the decoration aspect. The 17% cube provides an interesting twist to the level, where once again the level feels open, however it seems that the gameplay objects were randomly placed with the gameplay more-so as an afterthought. In addition, the brick walls really clash with this part and are an unnecessary addition. Also the sync is essentially non-existent here, especially more prevalent to the end of the part. In my opinion, this part of the level is the weakest part, but it does better from now on. The transition into the next part is rough as well, especially with how the wave part's objects are off-centered from the previous part, leading to a rough transition. The wave part itself though is really clean and well done with a nice color scheme and well thought out gameplay. I also love the transition into the robot part where the title name flows into the level real smoothly. The robot part is really cool with fluid object motion. It seems slightly over-stimulating, however it works well in the grand scheme of things. It is a very unique part structurally, and well thought out. I do wish however that the brightness was toned down a little bit though because I find it clashing with the colors and rest of the decoration here. The ship part is messy and chaotic, however is done so in a good way. The colors, structuring, and design choices are a perfect representation of the chaotic nature this series can sometimes have. The spider part is a really cool part, a nice tribute to the original geometrical dominator, while still providing a unique twist to the level as a whole. The memory is really unique here and the colors work well. The dual part, while a little over-stimulating, is a great way to create a climax for the level. It provides a unique twist to the series with an off-centered dual, while still holding true to what the series was originally about in the first place, chaotic, random memory. I also like how some of the blocks stand out by temporarily turning black in a white background, a nice touch. As mentioned though, this part is over-stimulating, its hard to absorb due to so much going on in here at once. Finally the ending corridor is a great ending to this series, being a great tribute to each of the previous two entries while having a nice masking effect. Overall this level has its weak points, especially in the first half of the level, but it does also have a fair amount of strong points as well.

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