Average Ratings

Difficulty-/100
Overall-/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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7 months ago
31/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

This level is ridiculous, eccentric and crazy in a very good way. The song used in HUMAN PILLS is loud, abrasive and chaotic, with highly compressed vocals and instruments that make the whole thing feel highly aggressive, and this is translated to the visuals really nicely through the effects, colour choices and gameplay used. Each part tends to have one very noticeable "centerpiece" effect representing a major element of the song, like the glitching in the first part representing the loud, bitcrushed synth in the song, or the different glitching variant in the spider at 0:55 used on the percussion. The colour filter in the spider at 0:18 is interesting because it completely covers bits of the screen in these highly saturated streaks of rainbow, but the enter/exit effects are done in such a way that it feels quite natural and it actually highlights a lot of the part's structuring since the structures often take on a sort of gritty, glitching outline within the effect. The gameplay contributes to this too throughout the level, as all of the intense parts use some sort of high-CPS wave, spider, cube or UFO gameplay with tons of orbs and portals; it's generally synced quite nicely which helps accentuate the level's song representation, and the copious usage of orbs and portals makes it feel chaotic and constantly shifting in tune with the song's energy.

Despite this, there's a few aspects of this level that I think miss the mark. Regarding the gameplay, I find that there's tons of gamemode changes in spots that don't really make sense - sometimes parts use a single gamemode for the whole part, while others switch between 2 or 3 at random with no indication from the song. More consistency in either direction (more or less gamemode changes) would have helped solidify this level's ideas and made the gameplay movements feel more strongly attached to the song. I also find the theming to be a bit inconsistent, as some parts lean heavily on more "edgy" visuals (namely the eyes, fingers and blood in the second half) while others stick to a more GD-like, bright, rainbowy effect-based approach. There's really no attempt to connect the two main thematic ideas in the level, as they just swap from one to the other at the midway point, so incorporating elements of both styles into the middle parts or having a distinct transition on a major shift in the song would have helped tie the two ideas together.

This is definitely a strange level, and it struggles somewhat to figure out its own visual identity, but the energy and effect work are excellent. Paired with an intense song and fun, fast-paced gameplay, I'd recommend this level for Feature and look forward to more from Tinraz.

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sorry about this gang