Average Ratings

Difficulty-/100
Overall7.00/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
6 days ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
6/10
GAMEPLAY
avatar
2 months ago
12/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
5/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
6/10
GAMEPLAY
avatar
3 months ago
-/100
DIFFICULTY
6/10
OVERALL
8/10
VISUALS
2/10
GAMEPLAY
avatar
3 months ago
-/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
-/10
GAMEPLAY

The pop culture mosaic that is the "dreamcore" aesthetic is something I rarely see translated into Geometry Dash, but Fat Donkey does a decent job of it. The most defining aspect of dreamcore to me is the omnipresent shifting rainbow colours, and I appreciate how in this level most of the details that are coloured in use unique hue offsets as to not use the same colour at all times. In particular, I love contrast between the very saturated snaking trail around 0:30, the multicoloured, lighter ground spikes and the block designs that feel like little windows into desktop backgrounds or popular video games. These all combine to create a lot of visual distinction between each major element, while also nailing every element of the "dreamcore" style pretty well - I like the inclusion of the pop culture references in the block designs, as it gives each design some space to shine as the player's eye is naturally drawn to them due to them serving as hazards.

I also quite like how varied DwcA's approaches to the style become throughout the level. 0:44 has the song's increased energy and warbling synths sync alongside lots of very trippy shader effects, exploding block designs and hallucinogenic backgrounds (especially the giant blinking eye), making for a much more abstract and dreamlike part. The following part's spinning vortex of space viscera and even greater shader usage, especially the bulge shader to give an unnatural sense of depth to the part, works well off of the previous part exploding into nothingness and still feels very dreamlike due to the unnatural shaders and the flying space debris. Lastly, parts like 1:13 feel straight out of an old early 2000s website, with bright, saturated rainbow colours, heavy emphasis on lineart and a lot of very roughly drawn art of cats. All of these parts, while very much rough around the edges and sometimes lacking in terms of more traditional elements (I'm not big on the block designs around 1:01), still does a great job at replicating the main elements of the dreamcore aesthetic in the context of a GD level. Fat Donkey is a fascinating experience and I would recommend this for Feature. Go play it!!

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sorry about this gang