I can see why the spontaneity of both the decoration (a sequence of various radial patterns) and the gameplay (an improvisational mess of pads, orbs, and portals) would elicit praise of its freeform beauty. I can see some of that beauty shine through the cracks, but the constraints of the 1.9 editor leave the level looking like a textureless, colorless blob that plays more like a buggy auto than a level where the player actually has agency over their path. Mostly just a failed experiment, but at least it's something new?
3 for the $3 prize
* There is no strategy to defeat the enemy. Good luck!
While playing through this level, my prospective rating constantly fluctuated between 8 and 9 depending on how far I was in the level. It's no real surprise that the most fun parts of the level are the ones where different orb types are not clustered too close together, and the presence of gravity portals is kept to a minimum. It's one thing to have to register what orb you just hit and where it's going to take you multiple times a second, it's another to just have the flinging-around done to you against your will. It's certainly a novel concept, but one that gradually wears off the more you fall out of the world through seemingly no fault of your own.
OOOOOOOO / OOOOOOOOOO
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sorry about this gang