Hypno truly one of the goats of gameplay. Sure this level was very fun for me to learn and beat, but what stands out to me is how satisfying it is to watch a video and follow the player movements through the cleverly designed structures and fakes (especially for the duals). It's hard to describe exactly what makes it so entrancing, but there's something truly special to it.
Inside is nearly completely stripped down to Geometry Dash's basic decoration, only really a half-mile run away from being comparable to a coloured layout. Yet Inside never feels barebones or lackluster, as it really does eliminate any shred of banality it could possibly have while only using the most fundemental decoration the game has to offer. Feels like I'm watching a gym instructional video produced in 1997 without the static from the CRT, as this level is also extremely clean, while not overly so to the point that it looks watered down. Inside really shows that what truly matters for a level to be good is intent; i.e. what's on the Inside~~ on the Insiiiiii--iii-i-iiiiiiiide
I unfortunately have not played the game Inside is based on, Sayonara Wild Hearts, but this level has some of the best design balance and structuring in any extreme demon. Every part has one or more specific structuring ideas that are kept throughout the part (namely the web of sawblades around 0:15 and the robot at 1:18), which makes every part feel memorable and gives each of them a defining characteristic. All of the designs highlight and expand upon this structuring, like the angular, jagged highlights used in some of the structures around 0:54 and the circular pulsing structures at 1:45. This both provides good balance between the base and highlight colours used in every part's designs, while also just being generally visually pleasing because everything appears to "fit" together nicely within and outside of the blocks.
I do wish there was a stronger sense of progression, as aside from the backgrounds consistently having a similar sense of depth throughout the drop parts, not much ties them together. I'd have loved to see more tangible elements within the level like the structuring or designs be used to tie together elements of the song that only appear in either the intense or calm parts, or possibly more colour/pulse work to achieve the same goal. Additionally, while the gameplay is generally quite fun and well-balanced, some parts have very awkward timings created by the unconventional structuring that become choke points, especially the really tight robot click in the first part. These aren't deal-breakers, but I'd like to see Hypno improve and expand upon the style he chose for this level going forward, as what's here has potential to really be something special. I'd personally recommend this for Epic because of this.
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sorry about this gang