Average Ratings

Difficulty-/100
Overall3.67/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
3 months ago
-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

TTT has made two dogshit pixel collabs with horrid gameplay and somehow both got EPIC? One in a gauntlet and the other one a weekly. Dastardly is the better pixel level

avatar
3 months ago
-/100
DIFFICULTY
2/10
OVERALL
3/10
VISUALS
2/10
GAMEPLAY

>Cuts out the best part of the song

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

I LOVE PIXEL BLOCKS!!!

avatar
5 months ago
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
0/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

When it comes to pixel design based levels, it’s very hard for any to stand out to me. To make for a great pixel design based level, it needs to meet three requirements for me: it must have good colors, fun gameplay, and most importantly, bring plenty of new and fun ideas to the table. I find it really rare that these types of levels meet all these criteria, and even if they do, I’ve found projects like Geometry Dash Odyssey to be too messy and abusive of shaders for me to enjoy. While Skystrike has moments where I thought the shaders like shockwaves were unneeded, as well as some slightly messy moments, I felt as if most aspects were done much better than those levels.

While parts of Skystrike are fairly basic, parts like the sky part, bossfight, and ending stood out to me a ton for having loads of character and gorgeous use of pixel designs and colors. The sky part in particular has the best designs, reminding me of Quebrantar by Debihan, and the final part has beautiful warm colors, even if the part is a bit messy. The bossfight stood out to me as being super cool, actually utilizing making the boss pixel based instead of tons of other pixel based levels with bosses that don’t. This keeps the immersion of the part intact without feeling like the boss doesn’t fit, which is very refreshing. On top of that, the attacks are readable and don’t feel unfair, like many levels from 2.0 to mid 2.1 did.

While there is a lot to like here compared to most pixel design based levels, I still have my nitpicks. There’s the obvious unnecessary shaders, like the shockwave at 0:48 that feels obnoxious as an example. I’ve never been a fan of unnecessary camera rotations either, when the camera rocks back and forth. A few moments can get a bit messy, like the dual at 2:03, but the fun gameplay makes up for it. The gameplay isn’t always the best though, as a lot of the moments I didn’t mention have pretty uninteresting gameplay. It’s not bad, but not too remarkable. A few of the moments have some readability issues due to all the objects as well, but with practice I didn’t find it much of an issue. Overall, I think the positives speak louder than the negatives in this level, and I have high hopes that TheTechniTeam can break from these small tropes in the future and make a project worthy of obtaining an even higher Rating than Epic!

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sorry about this gang