I like creators who do not use AI to make levels, and Somie is a good example
huge fan of the idea of the evolution of this game level including the impossible game, feels like a very cool twist for a generally milked idea for a gd level. this level's in general pretty good!!! most parts are solid and do their job right even if theyre a bit unremarkable; love the transition from the impossible game cube to the normal gd one w/ the white glow, and im also a huge fan of the ending w/ the rotating gradient cubes
This level is really cool and neat!!
To start, I love the way it progresses from the impossible game to 2.2. It tells the story of the game without using any words, which I find the best method of storytelling within GD. I thought that the weird limbo area between TIG and the 1.0 was a really neat way of representing the transition between the two. The song choice worked perfectly for the theming, gameplay, and intensity of the level. When it comes to everything besides the gameplay with this level, I find it fantastic in about every way. The ending that features the little cubes representing each update is very cool as well.
The gameplay, when good, is great. The limbo and 1.9 parts easily are some of my favorites. Most of the other gameplay is above average too. Some parts stand out as rather annoying, however. The two parts in the level that mix green orbs and portals both play very odd and don't feel very consistent, and the spider at the end also feels very inconsistent to play, along with the weird robot-jump pad hold into it. I found that all the sections in the level have at least one element of gameplay I found rather unenjoyable, and it being mixed with the very low CPS start to level harms the experience a decent amount. However, it feels great to pull off in a single run.
This level has fantastic theming and does the "history of GD" theme very well, and aside from a few inconsistent aspects of gameplay, is very fun to play. Really good work!
This level has a very interesting theme where it travels through the creation of Geometry Dash, from the game it was based on, the Impossible Game to the latest update.
There have been several levels with maybe not the same thing but with kinda the same idea. However, where this level stands out is with its execution. This was supposed to be a Space Gauntlet entry and naturally implementing any space elements in a level like this is like super hard, like how do you come up with smth like that. Somehow though, I would argue the creators were able to make it make sense.
Before Geometry Dash, there was only the Impossible Game and then the space part right after it would represent the sparkle that initiated RobTop to the idea of making a similar game and then what follows are the step to all of the process that all lead up to the current era of the game. Sure, this level would have never win the Space Gauntlet contest in my opinion, not because it is a way worse level than any of the other entries because it is definitely not a bad level by any means but because aside from two parts, there aren’t that much sections related to space. It is not a bad thing though because it would have hurt the level for me, I mean, this level is not about space at all. But yeah, this was for sure an unique theme and an unique way to go about it.
This level still has some flaws however namely in the consistency of the parts. I think there is a huge gap of consistent quality between the last few parts which kinda hurts the experience a bit. Like the 1.9 part is honestly super well made and then the rest of the level is not as good. I’m also kinda torn on the amount of time spent in different updates. I get that we don’t need to go through all of them with equal duration but at least make it so that the update that lasted the longest would also be the longest part of the level ? I guess the work-around worked somewhat which uses iconic levels from 2.1 as block designs but in the context of everything that cale before it might be a bit out of placed and would be better if it was the ending of the level. Ironically, the level ends kinda in the same way where you have to navigate through from different eras of the game contained in little spaces and I think that ending was sick, but that 2.1 part was still awkward to me, especially considering the fact that there are 2.2 features in that part.
But yeah, I still think this level is neat. It is rather unique, not consistent but still manages to do something interesting with its theme.
Cool level
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sorry about this gang