Eh it's nothing special. Alright I guess but it loses points because the effects at the beginning hurt my eyes.
The way that quazery works with colors, designs, and gameplay is so unique and fun. All of their levels have so much personality, and this is no exception.
I've always felt QuazeryIceCube has a fantastic eye for capturing a song's essence really well in their levels, and frozen refraction is no different. The song's minor key and somewhat dissonant synth leads create a colder, more desolate atmosphere, and this translates through the blue/purple colour scheme and very open structuring style of the level that lets the backgrounds shine. I really like how the dash orbs are used in the first drop; the synth wavering comes through in the slopes that redirect the player around, and when the pitch of the synth changes, the player moves around with it. A really cool touch is that cube portals are used for the more subtle pitch shifts during this section, which is a really smart way to stick to the concept while also adding some more variation.
The same ideas are present in the second chorus, but this time the song is far more layered, with way more overlapping synths and instruments. The glowy bar locked to the player splits into two during this second chorus, yet remains audibly and visually very well connected - the split visuals create very bright spots when they overlap, which are generally in time with the most intense sections of the song, and both halves are locked to either the player or the gravity portals. When both parts are combined with this flowing, flashing background of cubes that Quazery uses, it creates such a unique, cold yet lively atmosphere that I've almost never seen done to this level before.
Aside from this, Quazery also represents change in audio exceedingly well. During the buildup to the second drop, the song's intensity slowly increases as the volume of the background synths increases, and this translates via a glowing aura around the player that slowly brightens. The part stays the same throughout, which is an approach I like because only one element of the song is actually changing, and thus only one element of the level changes (significantly). In the first part, as the song starts to pick up, rainbow objects and bright particles are slowly incorporated in time with the bright synth pulses that are introduced, giving the trippy foreground/background masking effect in the part some much needed variation visually. Overall, frozen refraction is a fantastic example of how I like to see song representation approached, and one I would send for Epic. I would encourage many creators to try their hand at incorporating these ideas into their own levels, as I'd love to see how it affects them.
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sorry about this gang