kinda boring.... sorry
extremely well made however i didn't really like the note it ended on
too hard, don't like
cool level, really my only issues are that some of the puzzles are (im guessing intentionally?) monotonous and that how the "conflict" of the level starts feels kind of forced but im glad to see more levels push the boundaries of gd
I've taken two days to think it over and the grand conclusion I've come to is that PAHC is just fucking with us on this one, and if that was the intention then this might be the greatest bait in the history of the GD community, given how many people fully engaged with the level's "gameplay" and narrative. Let's start with the obvious: Purely as the ARG it's been (incorrectly) labelled by so many, Over Again is total shit. The "puzzles" are brainlessly easy but hugely tedious, a complete waste of time. Narrator-PAHC is a constant annoyance who berates you for following his instructions. The fact that some people are praising this level solely on the nonexistent merits of its ARG exterior is frankly disturbing. If you're going to make a level that's a total pain in the ass you have to sell it with some overarching theme or some other justification, and Over Again really struggles under this scrutiny. While you slog through finding codes Narrator-PAHC will club you over the head with a comically heavy-handed plot where he grows increasingly paranoid and angry about the lack of mental engagement with Real-Life-PAHC's levels. Narrator-PAHC's performance being pretty convincing does nothing to help the fact that the most reasonable action the player can take at this point is to stop playing the level. That's what I did - I closed the game and booted up Overwatch. Over Again's tirade against the creator point worship and subsequent lust for something as vague and ephemeral as "artistic merit" that infests GD culture just isn't the hard-hitting commentary I was hoping the level was building up to - It's entirely charted territory. I'm sorry - poking me in the eye repeatedly while going "Doesn't this suck? This sucks, right?" isn't any more subversive or thought-provoking than, choosing at completely random, Invisible Deadlocked. It seriously feels like PAHC became so disillusioned with the idea of artistic fulfillment coming from anywhere but within that he created this just to see what he could get away with. The way that Over Again crafts a lose-lose scenario that you can escape only by quitting the level is interesting enough, but that only gets you so far. There's no reason the player had to be an accessory to any of this.
the negative mentality that so many new gd creators have towards the creating process, their own work, and the reception they feel their work should get is probably the deepest-cutting and most widespread issue in the community, yet also one that’s notoriously difficult to talk about. it’s impossible to really pinpoint it on one particular cause or come up with a concrete solution, but geometry dash's overreliance on its creator point system to platform levels and determine a creator's worth is certainly an influence and can be really damaging to get caught up in for several reasons. as for the creator themselves, it's dangerously easy for rates to become the sole goal and motivation for creating, thus streamlining the process and depriving someone of any personal enjoyment they’d normally get out of creating and releasing their own levels. on the player side, this indirectly creates the result of people not meaningfully engaging with their levels because of them not really being meaningful in the first place, and consequently on a wider scale most players not being equipped to truly engage with levels that do have meaningful things to put forward due to lack of practice and lack of meaningful levels platformed in the community. there is no specific person or "side" at fault here, it's mostly just an unfortunate consequence of the game being structured the way it is and inadvertently creating this negative chain of influence that won't stop feeding into itself. it’s a nasty one to break out of but i think it’s necessary for the process of creating levels to be actually fulfilling regardless of reception.
over again tackles this mentality head on with one of the most interesting self-analyses i’ve seen in the game or anywhere else, through a portrayal of the mentality so convincing several of the top comments on the level are misinterpreting it as genuine. obviously it’s important for a project like this to distinguish itself from what it’s imitating (and the level certainly does do that with its overacting, which i saw as a flaw at first but now appreciate having finished it) but i think the level’s ability to nail the portrayal so accurately can only be attributed to the creator having dealt with something similar; this along with pahc’s decision to include his other levels in the puzzle makes the project deeply personal, and this is what i believe to be the source of the level’s strength. the image of the self-important, never satisfied creator is masterfully put together because of the sincerity in its presentation, as it’s not overly critical and doesn’t feel like it’s trying to create some larger narrative. it’s simply an honest look at the mind of someone stuck in this negative headspace, which is far more powerful as an essay project than something like whyme, which so frequently insists on its own importance as a message. there is one part in particular that really perfects the portrayal and that’s when the narrator’s dissatisfaction hits its peak at the very end of the level. after a good thirty minutes of attempts to get the player to “engage” with their work (a term that seems intentionally ambiguous, something the narrator continuously changes the definition of), the narrator decides to close with the most fitting end possible, simply refusing to allow the player to further interact with the level and giving them the rewards. the frustration is taken out on You, who the narrator believes is completely uncaring regardless of how much effort was actually put into figuring out the puzzle. this final exchange raises the question of just how self-inflicted these insecurities really are, and certainly makes it clear how misplaced the frustration is.
the most intriguing thing about this entire project to me is that despite the enormous effort put into this portrayal of a creator who is so passionate about how people engage with their levels, to the point of self-obsession, the level itself is incredibly easy to refuse to engage with. anyone who gets too frustrated at the idea of having to solve anything in order to beat it can just look up a tutorial and grab the codes within minutes. the 9 moons this level rewards, likely the main reason most players would even open it, can either be achieved by playing the level the right way or after 60 seconds of searching on youtube. not once does the level acknowledge this and there seems to be little in place to prevent it, and i think this, despite being completely unrelated to the level itself, is what pulls everything together; it is undeniable proof of growth. the once-toxic narrator in over again has grown and knows now that these projects are for the people who Will engage with them, that those who take the easy way out -- both in regards to this level and anything else -- weren't going to in the first place anyway. there will always be people who won’t approach your work in good faith, it’s an inevitability when you’re releasing art, especially art that’s so singular. there will always be people who know you for That One Thing and don’t bother to look into anything else, regardless of how you view your work. there will always be people that like the bad ones and ignore the ones you like more. your work comes to life exclusively for the people who will really, truly get something out of it in their own ways and that is okay. it’s even necessary. it's beautiful, really
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sorry about this gang