QuazeryIceCube's structuring never fails to impress. I absolutely love repetition in small gameplay structures or motifs synced with corresponding repeating elements of the song, and that is everywhere in Spacious Senses. There's so many little sections that repeat 3-5 times in time with the song's echoing synths or drum loops, I really appreciate the consistency and attention to detail in this regard - it's damn impressive that every single noise in this song comes through in one way or another.
I also love the use of default blocks to create art designs, like the flowers and stars near the beginning. In a period dominated by more realistic art that leans towards breaking the bounds of what GD is, these little additions are small, and don't really impact the level's theming or vibes much, but are something I personally appreciate. This applies in a much more impactful manner to the massive geometric shapes created by the blocks and orbs from around 1:40 onwards, with the gameplay forming circles, pillars, tunnels and other shapes. The open gameplay, geometric designs and repeating gameplay all combine to create one of the most visually striking parts I've seen this year.
On top of all this, I found Spacious Senses to be quite a fun experience; heavily reliant on memory, but without any notable choke points and very consistent. I can't recommend enough that you should play this level if you enjoyed any of Quazery's earlier works; it is not only one of my favourites from them, but one that is very characteristically an evolution of their style. Great work!
Parallax at the end is off
he did it again
the daydreamer clock used as a gui element in the last part knocked me out. insane creativity as always and as someone who admittedly finds it hard to get "into" these types of levels, this being significantly more approachable than a lot of quazery's earlier works helps a lot
i just cannot believe it
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sorry about this gang