generally a bit uninteresting for how ambitious it is but i am a fan of how much focus on little bg details there is here. i also do like the twist on the alien invasion formula, and i think the presentation of it as a game in a sense justifies the awkward coin placements
you will never be space invaders xxl 6 minutes layout by ricky hayworth (still very good)
Instructions are to prepare for an attack from UNKNOWN
You have to REALLY screw up to make me hate a level for completely optional coin routes, but randomly transporting you over to a completely different level with no regard for anything just spits in the face of common sense so violently that I'm gonna have to make an exception. I genuinely cannot understand why subwoofer made one of these segments, looked at it and played it, and thought, "yeah that's good, how about I make 2 more of the same"
Also, sound effects in a classic mode level=default bad and the cube animations make me cringe. Good designs and art though so this isn't a 1
This actually dragged on so poorly, worse than XXXL stuff like Commatose. 5 minutes of mind numbing gameplay filled with chokepoints almost never goes well. It doesn’t have any real intensity to it. My least favourite event so far, worse than Noel Electra and Backbeat Revenge.
It felt rather generic. The city, the bossfight, and the characters all feel so flat. The swing section is probably the standout here, but the rest of it does very little for me. It feels like it’s the most basic level that can be made with this song
I think that this is the Subwoofer level that has started to make me reflect on all his levels, and man does it not look good. I'm second guessing if Eden's Blessing is really a good level. Eden's Blessing! I'm supposed to like that level!
The reason why I've been thinking about this is because this level in particular feels really unsatisfying and boring, but even worse is that it's the same style he's been doing for such a long time (at least since Torrential Totems) that to see Subwoofer only get worse as he refines his style just seems really odd to me. What is the cause for this? I am having a hard time to answer this because by all means, from a technical standpoint, it's only up as time goes on- new mechanics and triggers help reinforce how seamless everything is. I don't know why it has not been working out that well in 2.2. But it only makes the flaws come forward for me, and now I'm starting to think about it in his other levels where the same flaws keep popping up: poor pacing, emptiness, a distinctive lack of personality, the inability to really grip my memory the same way other creators can. It's such a shame.
it's fine, underwhelming considering it's a subwoofer level
It tries to be this one "big level" with a lot content (such as a shop) but it feels like too much and unnecessary, with the gameplay just feeling really bland at parts
The deco is fine, I like this style but it falls off a lot in the boss fight section which feels really raw in general and having indicators telling you where to go is just. Why?
Too long too boring too many boss fights
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang