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Difficulty-/100
Overall-/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
3 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
3 months ago
-/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
8/10
GAMEPLAY

The Glow style is one of the most classic in GD history and has many derivations and types, making each level unique. However, "Blackout" leaves me with mixed feelings about this style and how it changes over time—or rather, how it doesn't change.

This introduction is meant to explain that the level's features are not novel. In other words, the level has a fairly generic glow style that is not new. However, let's not jump to conclusions. The strengths and weaknesses that I was able to identify in this level are detailed below.

As I said before, "Blackout" is a COLLAB level with a glow style. Like all levels of this style, it focuses more on block designs and visual effects than on the background or air deco. This level uses an interesting color palette because only two colors predominate: red and blue. These contrasting colors work well together, creating a striking duality. The visual intensity of the level is also well achieved, as the effects match the song's rhythm.

The main problem I noticed is that although each part looks pretty good separately, putting them together makes the level lack coherence in terms of decoration styles. For example, some parts are out of the glow style and enter the field of modern or simplistic design, while the rest are pure glow. This creates noticeable changes in decoration, making the level lack a common thread that connects the environment of all parts into a visual whole.

As for the gameplay, I don't have much to say. It's quite readable, although some transitions could be improved. I noticed that the gameplay intensity is well achieved, and the difficulty is consistent throughout the level. By this, I mean that there are no parts that are ridiculously more difficult than others, which is more common than you think. One way to improve the gameplay would be to add more variety. I would have liked to see more of the 2.2 update content. I know the collaboration started with the 2.1 update, but changing the gameplay to make it more interesting wouldn't be difficult.

In conclusion, "Blackout" is an interesting mix of generic and unexpected visuals. I know that sounds contradictory, but to me, it makes sense because the parts of this collaboration are quite unexpected in terms of style.

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sorry about this gang