Average Ratings

Difficulty-/100
Overall6.70/10
Gameplay7.40/10
Visuals-/10

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Reviews

Created Date
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avatar
2 weeks ago
12/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

(Completed in 9/19/25)

Not exactly a die-hard Deltarune fan myself so this isn't necessarily anything special to me, but I think it was pretty good. This creator seems to always be hitting it well with the deco department and I still think it looks quite visually pleasing. Gameplay is just kinda okay, but not really anything that bad outside of how the first ball and spider had decoration that was blocking your icon. It was a very easy completion other than that.

Total Attempts: 42

avatar
last month
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
7/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
3 months ago
19/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

In the interest of avoiding spoilers, I won't talk much in detail about how this level connects with Deltarune, but it is heavily based on a section of one of the game's chapters. In terms of technical execution, the level of detail is on par with the source material, and I quite appreciate the additional lighting effects on the church windows and the saws to make them pop from the darker background. The added background texturing is nice as well, as particularly in the ship at 0:45 the layered, floating particles feel almost like dust or stars and give the illusion of the level having far greater depth than it does, which helps the environment feel grander.

This is what makes Prophecy quite a one-dimensional level, though, as it sticks to its source material very faithfully rather than taking advantage of the GD editor to provide a more unique experience. The few rhythmic elements in the level aside from the gameplay are elements already present in game, and in particular I would have loved to see more usage of the rings as an "echolocation" gimmick as they have quite a large presence in the original chapter, yet only appear in parallel to the scripted intro sequence. I'd also have liked the level to feel more distorted and fragmented akin to the second sanctuary - the whole concept of it being a reflection is unseen in the level in favour of the more basic, overall church theme that was chosen. Not to say what's here is bad, I just think it's missing a lot of potential that it could have achieved by taking the chapter's mechanics and environment and turning them into a more complete, unique experience by taking advantage of more of what the editor offers. I'd recommend Prophecy for Feature.

avatar
3 months ago
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

MIKE, TURN UP THE LAG

Horrible optimization aside (how do you even make something run this bad with <60k objects), this does a decent enough job at capturing ch4's atmosphere while having cool gameplay. No replacement for how it feels in-game, of course, but still nice regardless.

Update: Was the gameplay always this janky and unintuitive? I died at 94% and then dropped this for a couple weeks. Came back to finish it off today and yeah there are several spots that I dont think should've killed me

avatar
4 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I think the failure to incorporate ALL of Deltarune's ideas in a way that captures the magic of the original is almost guaranteed for a level built this quickly; and also just plainly a near impossible task for a long-length level - completely unreasonable, so I'm not too bothered by it. Really like how it looks regardless of that. (6.5-7)

avatar
4 months ago
-/100
DIFFICULTY
1/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
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