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

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Created Date
descending
avatar
4 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY

Do you hate people spelling out art for you or creator commentary? Do you, like me to some degree, think artwork should speak for itself? Then you should ignore this review, but in short, I'll say that I didn't rate this high because it's mine, but because I'm impressed with my own work. For the people curious about what I have to say, I have a lot.

In the inherent nature of psychoactives and the human experience, due to environmental and universal entropy accumulating as consequences over time, an experience, psychoactive or not, should be different for every person who is subjected to it. Even for the same person, each experience will be different due to more exposures, spontaneous and controlled, to their environment and perhaps psychoactives. The main psychoactive compound in Datura stratamonium is scopalamine, a deleriant. The consistent story or experience I try to capture are the senses becoming off from standard, to going haywire, to becoming nonexistent, or permanently altered at the end. Based on trip reports that I've read I tried to encapsulate seeing things, being watched, feeling uncomfortable or endangered, sensory overload, and breaking down. I made the base interpretation of the psyche a blank slate, and worked my way to a then colorful, then messy view as the level progressed to visualize mental degradation under the poison.

When making this level, I was heavily inspired by works made by Jackson Pollock and Hermann Rorschach for their ability to refract and scatter the true nature of their artwork through the means of playing into the human experience, and by abusing visual noise and/or interpretations of what the positive and negative space in an image compute to. Critics and scientists found hidden messages in Pollock's action paintings post humorously, which made such work of his have a lasting impact, enough to where they would teach that me in my elementary school art classes. The namesake Rorschach test is a series of abstract ink blots used to psychoanalyze a patient in the past. Based on what the person saw, different assumptions would be made about their psyche and mental wellbeing. Aside from the messages spelled out in plaintext, I decided to hide messages in the structuring of the second half's decoration, the most obvious being "goodbye" in the robot. The rest of the level has much to say if you look hard enough.

To wrap this up, I've allowed multiple gameplay routes, hidden messages, included vaguely related phrases clustered together, for what? The teeth of the monster faces in the last spider are player colored. This was a deliberate choice to remind the player that they chose to experience this themselves. In fact, a lot of this level is an ode to the mysteries and randomness of the lived experience, and celebrating diversity of each person's ways of patern recognition and problem solving. Is it perfect? No. Could it be better? Yes. I really hope to expand on these ideas one day in my work and make something truly special to myself and perhaps others.

I'll probably clean up these thoughts later, or release a scripted creator commentary on this, idk

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ID
119806059
TitleDatura
Creatorhyperbola

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sorry about this gang