Average Ratings

Difficulty-/100
Overall7.80/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
3 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
45/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

Started this as a joke originally alongside a friend, asking "Hey we should both make levels called CP Machine and try to get them rated" Initially, it was supposed to be a week-month long level, but it took longer.. sadly. Mostly, due to the lazy fat guy Skele! But he is a good guy.

Anyway, went smoothly, most parts were built quickly, sadly, my friend lost motivation and his level was never finished. Maybe he will finish it one day!

I am proud of it overall, very fun to beat and, for an initial joke level, turned out pretty cool visually too, in my opinion. Just sucks that it took so long to get rated...

avatar
6 months ago
51/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
5/10
GAMEPLAY

Estoy jugando GD.

y de la nada me salta: NUEVO NIVEL RATEADO ''CP MACHINE''

y claro me estalle de risa.

No es un mal nivel eso si, aunque el gameplay esta medio uhmmmmmmm.

avatar
7 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Written on July 9th, 2024.

CP Machine is a level that I fell in love with when I first saw it. This level is a core themed megacollab based around levels like MagmaCore by Endlevel, as well as creators like Loogiah and Majacko. CP Machine was also intended to give pla his first creator points, hence the name. However, this level was delayed for a while, and pla has creator points now. Regardless, this megacollab features excellent work from every creator that made a part.

To begin with, CP Machine has fantastic core decoration. Almost every part features intricate details and designs that reflect the core style very nicely. These intricate designs are also composed of mainly older blocks, giving the level a feeling of 1.9. In contrast to most of the level, Skele chose to do a modern design for his part. His city themed part at 55% gives the level a breath of fresh air in the midst of the intense core style. Skele made less detailed designs, and focused on making a dynamic part with lots of moving structures. Even with Skele’s modernistic part that is different to the rest of the level, CP Machine sticks with an intense fire theme. Almost every part uses warm colors, fire objects and bright glow to successfully create the fire theme. However, Etheriall’s part at 37% breaks the theme by switching to dark blue colors. Although this part strays away from the fire theme, it does not affect the quality of the level. Switching the color to dark blue was a clever move to create a successful break part, and it works with the rest of the level to stay dark and intimidating. As a whole, the intricate designs and intense theming makes a very frightening level.

As for the gameplay, it is mostly fun. The way core style is made guarantees awkward gameplay, and this level has surprisingly little of it. Most of the gameplay in the level is fun. However, Killa’s gameplay at 74% is strange and can be confusing for some players. This part has a small memory element to it, and awkward timings that are easy to mess up. Additionally, Skele’s part is very tough to sight-read because of constant moving objects. Although this level has some tricky sections, the gameplay is very consistent and is very fun.

CP Machine is definitely a megacollab that pla can be proud of having hosted. The excellent theming and designs makes this level a high quality one. This level feels like a proper core level, which is fantastic. CP Machine has been unrated for a few weeks now, and I would love to see it get rated very soon.

avatar
7 months ago
43/100
DIFFICULTY
6/10
OVERALL
5/10
VISUALS
6/10
GAMEPLAY

Everything about this song screams intimidation to me, so it's nice to see that translated into a style reminiscent of creators like Majacko and Loogiah from back in the day. I always found those levels claustrophobic and intimidating due to the frequent use of huge, highly detailed structures and very intense songs with slower gameplay, and CP MACHINE mostly delivers on those same ideas. I like the subtle orange glow used to highlight some parts of the song, as it not only helps with intensity but also gives the impression that the level itself is incredibly hot to the point of everything glowing orange, adding to the feeling of being in hell or similar. I think this is at its best in the final part, with all the destroyed structures crumbling and at odd angles with pillars of fire sticking out of them. It does feel like the level is sinking slowly into the depths of hell, and I really like the strong progression and song representation it helps create throughout the level.

My main issue is the sudden switch in ideals at around the midway point. There's one part that's completely blue for some reason while keeping similar designs, which could in theory be a neat way to signify a short break in the level, but I think the colouring is too dark and the other structures are too similar to the previous parts which ends up with it just feeling really out of place. Also, the following part has a completely different, more modern aesthetic with lots more flat colours, art-design elements and moving objects that also feel completely out of place for an older-styled level like this, and it unfortunately completely kills most of the progression along with it due to it being right in the middle.

I really like what CP MACHINE is aiming for with its designs, effect/colour work and song usage, but the issues I have with the midsection mean I'd likely only recommend it for Feature.

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sorry about this gang