How rigid in form the gameplay is eccentuates and builds up to the feeling of dread? you get by the end. Every input is extremely finnicky to pull off, reliant on a half-baked conformity to the song, with weird timings you force yourself to get used to. Squeeze through the most unnatural gaps, and you are meeted with this messy explosion of shapes and sights, yet only one colour still greets you; the gameplay still remains really janky, with a really high emphasis based ont eh individu input chains you have to do. 1-1-1, 1... the multiple clicks per chain at the latter half of the really messy orb part is a nice touch. Wouldn't have had the final part any other way in terms of its gameplay.
Wish it was longer again.........
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sorry about this gang