Average Ratings

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

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Reviews

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

Has a 2.0 charm to it. Not in the deco but it doesn't feel like modern levels that try to be the next big thing or represent something deeper.

I investigated the level in the editor, and I think a huge contributor to its feel is the custom background which I actually thought was a default RobTop background. I was like, how come nobody else has used this background in a space level yet? I think that's fantastic how you managed to capture that! For that alone I have to bump up the visuals rating from a 7 to a 10.

avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

Rate I would give: Star rate
Some very cool ideas in this level

avatar
7 months ago
-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

Space Magic by RealStyx is a level that aims to materialise the concept of a RobTop level that has the theme of space as its backdrop. The designs throughout the level are deliberately simple, with much of the blocks and structures being largely 1.0 based and subtly layered with glow.

Despite these aforementioned creative parametres, Styx's artistic fundamentals are very much intact with this level. There are very thoughtful and easily identifiable elements such as motion effects, spaceship artwork, wormholes and stars that make it feel like you are actually travelling through space. The gameplay is generally easy to read and does not personally detract from the experience, albeit relatively slow in nature.
My favourite part of this level is the swingcopter section. It feels like a very seamless blend of 1.0 block structuring combined with the open camera view and colourful expanse of 2.2. To me, this feels the most akin to how RobTop would design a part of this caliber.
As an additional note, the coins in this level are also nicely placed, even if they are not too difficult to obtain. I like that these coins subtly takes advantage of the effects throughout the level and make it feel like they exist in an unknown within space.

The main point of constructive feedback I have regarding this level is that although I believe it does a nice job in capturing the feeling of playing a RobTop level, I don't believe it completely reflects the energy of playing one. I find that RobTop's levels are very dynamic when it comes to the gameplay development, and although the gameplay is generally enjoyable and easy to play, it does not progress in a way that feels fully representative. I would personally like it if the gameplay became a bit faster and the simple effects become a lot more erratic in some way, as it would feel more akin to how RobTop structures his gameplay.
Additionally, I believe that the dark blue colour scheme of the level doesn't contrast the best all the way through. It would be cool to see more light blue (and purple) glow accents in structures, similar to what was shown in the first part. I would have also like to see these accents applied to the artwork shown in the backgrounds of the level.

Overall, although this is not my personal favourite work in Styx's catalogue, I believe that this is a very interesting concept that Styx executed quite well. I look forward to seeing more levels from them that have unique and interesting parametres, as well as more ambitious concepts!

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sorry about this gang