P NP delivers a well-designed, atmospheric approach conveyed through several complex ideas, using elements such as but not limited to detailed block designs and gameplay choices that enhance the energy throughout the level. When I was going through and playing this piece, I found a lot of things that the creator subtly did very well, but perhaps the most major one was their willingness to add multiple unique and well-designed features in the same part, running on the screen at the same time. For example, in the first Robot part (beginning at around 29 percent), two new concepts were introduced—translucent blocks that would sometimes fade to clear a path for the player, and more vertically swingy, maze-like gameplay. However, P NP did not stop here. It retained the mechanic of the Player 2 icon bouncing around the screen using teleport pads. Using only one or two of these in any given part is perfectly acceptable; however, the charm in this level comes from how many impressive things are being showcased at once. I don't have many gripes about this level at all! While most levels that don't have much movement tend to feel static, that nature just felt right in this one, between the song selection and the actual colors and gameplay, and the fact that the backgrounds were always subtly fluctuating, I didn't see much reason that one needed to have lots of actual movement in the structures. The usage of particles was excellent, and the limited pulses made everything feel really meaningful, like the halcyon days of a time not so long ago, one which computers had to execute commands one by one. Ultimately, P NP had an incredible energy and uses multiple unique concepts in each of the parts! It thrived off the static feel and the way that everything that moved or pulsed was noticeable rather than working altogether, which I think fit this level's vibe perfectly! I definitely agree with this level's Epic rating and am excited to see what 7ak does next!
(4.5)
Very good, brain-tickling level. I do kind of feel like the visual designs don't complement the level in a super solid way, but I wouldn't say those elements are at odds with each other either. It's serviceable? Pretty intriguing designs but just a bit of a disconnect in terms of representation. I do think it gets better near the end of the level, especially with the use of spider orbs transitioning to different phases of the song.
The "dual" gimmick is also really nice. Feels like a really neat evolution of early autos. Part of me wishes there could be some gameplay interchange with the dual but part of me likes it how it is. Hoping this places high, its one of the more unique Flash entries in an already unique batch.
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sorry about this gang