I'm not huge on the shaders and extremely wobbly art style, it takes away from the daunting feeling the level is trying to create and just ends up being rather goofy and jarring to look at. The level feels a little like it does whatever it wants in that sense, which at times can give some very unique results, but in others I find it difficult to be drawn by any of it
i don't know how it took me as long as it did to find out about this level, haven't heard anyone talk about it, but damn this might be one of the coldest levels rated this year. from the presentation to the gameplay this goes unbelivably hard. it feels like a spiritual sequel to kidsmoke in some ways but also stands on its own as a project full of personality and charm. i love when animation is implemented well in gd levels and it really works here, the transitions look awesome and there are so many details and references hidden in the corners of this level that you can only spot if you look closely. its also clearly telling a story while not shoving it down your throat, it leaves you room for interpretation. it plays as crazy as it looks, its the type of level that demands you sit down to learn it. once you understand the gimmicks though it plays so smooth as the execution isnt really that hard. really creative gameplay though it might be frustrating for people approaching this thinking "its an easy extreme, i should be good enough to do this quickly". it also syncs really well. i was thinking of giving it a 10 but it does have one big problem: lag. tons of objects, meaning its going to ask a lot of the device you are playing on. i had to play with around 120 fps on average. also this level is fucking cursed it literally crashes your game if you try to leave. i've never seen something like that but it fits the level so well i think it might even be on purpose? overall, cursed in the best way possible.
So many cool uses of 2.2 gimmicks that I can’t help but admire it
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sorry about this gang