Average Ratings

Difficulty-/100
Overall6.38/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
last month
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Rather clunky in some areas, most egregious of which is the extremely noticeable border glow that interferes with the entire function of the black borders very randomly. Otherwise it's fine

avatar
2 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Sadly I have to deduct points because this level uses foreground objects 🥲 Worst creating trend of all time I stg. Would be peak without them though, love this style

avatar
2 months ago
-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

A good showing from one of the last creators I would've expected to make a neodesign level, and I find this venture really interesting because while you can definitely see a lot of places where you can trace specific inspiration from (such as WELL RESTED and the change in aspect ratios), you also see a lot of An Gyung's regular design sensibilities being thrown into the mix, and you might not think it would work in this context but I actually really like it. For example, this level feels a lot more packed with air decoration and foreground elements instead of having a lot of open space between structures and I think it works really well- there's a lot of foliage that takes up space which I think really sets it apart from other neodesign levels, where in this case you feel a lot more cramped and small.

I think the my reservations towards falling in love with this level stem from the fact that it isn't very coherent- like the first third is really cool looking but it feels really out of place and the transition to the more organic nature parts feels a bit jarring. I also find a few area trigger related things to be a bit off like how the portal textures break in the fast green and orange part, or how weird the leaves of the trees move in the last third. I don't think these make the level horrible, but they feel a lot lower-quality in comparison to the rest of the level's visuals. Still, I do like this level, and I hope An Gyung continues with this style experimentation- I think there's a lot of cool ideas that could come from it.

avatar
2 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
2 months ago
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

Wow, the gameplay is rather difficult, but I really do like the designs in this level. Really gives off Well Rested (or any deffie level) vibes, but it puts an interesting spin to it.

Again though, the gameplay is rather difficult, and I'm surprised it took me a bit to get it all down, but skill issue be damned, this level plays well (not entirely, but enough to suffice).

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sorry about this gang