I think it's kinda sad that this level is getting praised so much for its gameplay because in reality, I don't find it much different from most modern easy demons. It is littered with jump indicators and doesn't do anything to innovate at all. I will say that it looks quite good tho.
My theory is that people think levels with this deco style that are fast and sightreadable have good gameplay while that really isn't the case. The gameplay is fine, but it doesn't do anything too special.
I personally think this level got legendary for its great gameplay in combination with its simple yet great visuals.
The gameplay is suprisingly very fun for a level like this and it flows quite well while having great sync.
I'm glad that the gameplay is being taken more and more into consideration for the rating of levels.
GGEZ is a level that came out recently that I think has nearly perfected the Danzmen/Taman-esque design style that has been making a resurgence lately. The main focus here is clearly the energy, which wetols did a fantastic job of displaying. Everything feels incredibly dynamic and flashy, while not affecting the gameplay in any negative way. Another thing I think this level excels at is the usage of colors. I played another wetols level, Antonymph, previously, and the level showed a really unique color palette, using very unorthodox colors in a unique way that come together to work phenomenally, and this level is no different. At any frame of this level you can find multiple different colors being used that, in any normal circumstance, would not work very well together, but wetols managed to combine them perfectly to make them work together and create very intriguing color combinations. The usage of small details in this level is another part that I think was executed phenomenally. Everywhere you look in this level there are small easter eggs or refences on screen, which helps the level a ton in being exciting and alive as well as building a unique personality for itself.
What an absolute blast to play as well. The gameplay is done extremely well, feeling readable and fair while staying extremely dynamic and exciting the whole time, a combination that I rarely see pulled off this well. Wetols did a great job with the structuring of the gameplay, with the level being mostly in a straight line while still going up and down enough to keep the level exciting and dynamic. The only nitpick I have with the gameplay is that there are a few clicks that I found a bit weird, and the fake orbs being a bit unnecessary, but these aren't a big deal at all and this level is incredibly fun to play all the way through.
Overall, I think this is a level that does what it was going for EXTREMELY well, and does an absolutely phenomenal job in the execution of its energy.
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sorry about this gang