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Overview

Difficulty-/100
Overall7.22/10
Gameplay-/10
Visuals-/10

Reviews

Created Date
descending
avatar
2 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

Feels a bit strange to rate your own work, but I just kind of want to write down my thoughts about it post-release.

This had a strange development process, initially started as a speedbuild, I set a timer for an hour and a half and tried to make a whole level in that time. Didn't even manage to finish the layout (granted, it was longer, I cut out the last part). After that failed I set a timer again with the goal of at least decorating one part in that time. You might be able to guess waht happened. In the end what was supposed to be a small project I don't care much about turned into a month long one with about 30h put into it.

You might wonder how is that relevant, but it's actually key to how the level looks, since it was meant to be built as fast as possible initially, there wasn't time to think, to plan, to do anything complex, so a lot of it relied more so on arrangements of simple objects, only about halfway into working on it I realised "hey, this is actually really promising, maybe I should expand on it more" and so I did. Tried to maintain that approach further on, but also with a twist of intentionally just going with whatever idea I had at the time, directly beaming them into the editor skipping any sort of convention or common sense checks and seeing what I get by the end, sort of forcing rawness if it makes any sense? I think that worked out pretty well.

All of that being said, this is hardly an original project and you can probably easily track the inspirations, I guess it's sort of the cost of this approach for better or worse. A lot here can be traced back to pocke and similar creators, but also I got heavily inspired by things like "…Because I’m Young Arrogant and Hate Everything You Stand For " and other, I guess you could say, maximalist kind of art. In fact I listened to Machine Girl a lot while working on it, which makes a lot of sense when you look at it. It also inspired me to try and do some sort of very in your face UI and text use, try to overwhelm the player in some way, add an extra layer to all the chaos happening, felt appropriate considering the song choice.

Speaking of song choice, that's the whole reason for the theme, it's just based off of the title. There was no more thought given to it at all, just "oh that could work" and work it did I think.

You may have noticed I hardly said anything about gameplay and that's cause I hardly paid attention to it, it was just sort of there quickly slapped together, mostly just tried to make sure it even functions, so to see the reception be mostly positive is relieving.

So yeah, overall a project I am very proud of that gave me a lot of opportunity to learn things and test a new approach. Not my finest work, but for what it is, I think it turned out great

avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

really cool. feels maximalist in a way i dont see a lot in levels with this design style. very flashy and in your face in a way that really helps deliver the rush sgn7 wants you to feel

avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
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All9
Reviews Only2
Ratings Only7
ID
115276176
TitleSGN7
CreatorSirWafel

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sorry about this gang