Average Ratings

Difficulty80.17/100
Overall7.10/10
Gameplay5.56/10
Visuals6.08/10

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Reviews

Created Date
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avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Every End is a great reminder of Geometry Dash's roots and a solidifier of MindCap as one of the best megacollab hosts in the game's lifetime.

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

Mindcap is the greatest megacollab host.

avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
5/10
VISUALS
-/10
GAMEPLAY

This level is amazing despite the decoration being 1.0. The main effect for the level is the background and the way it opens is stunning. The gameplay also makes the experience gameplay as the very tight restrictions has made transitions go crazy and the gameplay flowing nicely even though it is just blocks and spikes

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

A great gimmick level, stupendously long, and all cube, maximising simplicity but simulatniously maximising that feeling of adrenaline one can only imagine. Throughout every end there are snip-its of intensity and climactic jumps such as the one which involves landing on the edge of a spike after falling for roughly a second. Every end is much more than just a 1.0 style level, it has much more going for it than that. Unique and artistic, I like it.

avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
5/10
VISUALS
-/10
GAMEPLAY

Honestly, the concept of this level is what makes me love it so much. The visuals aren't special except for the coolest background effect ever wtf

avatar
6 months ago
89/100
DIFFICULTY
6/10
OVERALL
5/10
VISUALS
5/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
-/10
GAMEPLAY

(Disclaimer: I have not beaten this level, nor do I have plans to. Every End is a level that is way too far out of my skill range. While I will be talking about the gameplay of Every End, take everything I say about it with a grain of salt as I have only done two practice runs. I would omit having an overall ranking and just rank visuals, but I can't so I set them both to be equal.)

Of all of the megacollab hosts in Geometry Dash, MindCap is my favorite. Lately, the projects he has organized and released are all unique in some way and it seems like he organizes these level projects to give something of substance to the GD community and overall just make it a better place. Every End is no exception, and I would even say that it best exemplifies this aspect of MindCap's works the best. It's his most unique project yet, and one of the most unique top 10 demons we have had in a long time.

MindCap's goal with Every End is to have a top 10 extreme demon that is very accessible. You do not have to be proficient in the current top 10's meta of inhuman wave skill, spam control, and fixed hitboxes. Every End achieves its goal in a very simple way: throughout its entire runtime, Every End's gameplay consists of only the cube gamemode and 1.0 blocks and spikes. This brutal simplism kept up for 7 minutes straight creates an end product where you are able to do parts of the level in segments, but stringing it all together into one legitimate 0-100% run is a true test of endurance, nerve control, and understanding of the cube's physics and the game's hitboxes. Every End even does one more thing better: it alters its hitboxes to be even more fair and lenient. Almost every hitbox is normal in Every End, but on certain jumps that require you be on the very edge of platforms or other times when you get really close to spikes, the hitboxes are adjusted to make the jump not nearly as outrageously difficult as it would be otherwise. I was able to find moments like these everywhere in the level when doing practice runs with "show hitboxes on death" enabled in MHv8.

I also love the visual style of this level a lot. Every part is similar - they all use the same palette of objects, they're just constantly rearranged in unique ways, and the result is a lot of clever block designs and structuring that comes from these limitations. This level does something else to stay fresh throughout. The default background with the squares opens up to reveal layers behind it in the distance that have what would next in the level scrolling left and right through the layers until you've finally reached them. Something about it makes the level feel much more powerful, aside from just being atmospheric.

When playing and watching Every End, I was always thinking about The Impossible Game. Every End felt less like a level from the earliest 1.0 days of Geometry Dash, but rather a love letter to The Impossible Game. I played through TIG a few months ago. I didn't really like it. The physics was super inconsistent and clunky, my game crashed when trying to go for the 500 attempts achievement, and the TIG editor is so archaic and limiting you could've told me it was meant to be user-unfriendly and I would believe you. Yet despite these drawbacks, I was still very charmed by TIG. It was very simple with just blocks and spikes. The game is soundtracked with 2000's trance-techno EDM freshly sourced from Newgrounds. It had some unreasonably difficult levels with timings and blind jumps, yet it still welcomed the player with open arms to attempt the game's challenges. Every End acknowledges these similarities, the ground spikes in the final part of the level have been flipped upside down to appear as just a line of black glow, like the ground spikes in The Impossible Game. It's at this point the song and the level shift tone from its trance-techno sound into a solemn, organ-like synth passage as the level goes dark and the level's background closes up and seals itself. It almost feels like a memorial to something. The End of something. Every End of something. If we all still played The Impossible Game, what would the final level look like? The hardest level ever humanly conquered? It would perhaps look something like this. It's this something that truly elevates the level far beyond just being a 1.0-inspired or TIG-inspired marathon extreme demon. This is the level, these are the blocks, and these are the spikes at the human skill ceiling of The Impossible Game. In Every reality where we still played The Impossible Game, this is what the End would look like.

Or I'm just looking into this way too much. One or the other. These are my two cents anyways. Thank you to Omar Mind Cap for hosting this level.

avatar
6 months ago
95/100
DIFFICULTY
6/10
OVERALL
8/10
VISUALS
4/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY
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