Average Ratings

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

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Reviews

Created Date
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avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
4/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
5/10
GAMEPLAY

To start off, I'd really like to point out just how ahead of their time Optical's designs in the first and last part are. The two-layered, unusually shaped structures are simple, but quite visually striking because of the contrast between the "roof" of the 2.0 fake 3D blocks and the "interior" of the glass effect blocks. That sort of contrast goes such a long way towards elevating simple designs, and this is on full display here considering how slow both of these parts are. Haru's parts all reuse this square with layered blending glow in different ways - in the UFO, subtle pulsing makes the saws feel like they're shining in time to the song, which highlights them against the dark background quite nicely. In the ship halfway through the level, the pulses make the squares feel like they're expanding in time to the song's percussion because of the way their saturation gets blown out, which is quite a technically impressive effect to pull off for 1.9 and looks very nice. Lastly, the shining effect is redone in the final ship, without any sawblades this time and simply as air decoration. I don't think this is as effective, but it still looks pretty nice and works well enough as a negative space filler such that the part doesn't feel like it's missing anything.

One specific thing I'd like to touch on are the crystals in the ball part around 27%. While these aren't anything new, I love the usage of pulsing different groups of crystals in time to the music. It feels like light is flashing or refracting off of them, helped by the little glow stars placed over some of the bigger crystals, and it's a surprisingly convincing effect considering only 4 groups of crystals are used and their individual designs barely change, just their positioning and angle. I do think the claustrophobic gameplay is a big contributing factor here, as making the part feel more cavelike helps sell the illusion better. This is my favourite example of Haru and Optical's technical prowess in the editor in Reinstall, but the whole level shows a ton of skill on both creator's parts, and results in quite an enjoyale final product.

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sorry about this gang