I’m not a big fan of 2.0, nor am I a fan of boss fights, so this naturally ranks pretty low for me
The boss has a ton of really bad telegraphing, and it’s really hard to tell what you died to at times, and the level basically devolves into memory for the duration of the main boss, which is not fun to play. The first 40% is okay gameplay wise, but the last 60% is really just bad memory with annoyance added in for no reason. The moving objects don’t make it any better, just more annoying to figure out what you die to.
The decoration is pretty early 2.0. It’s raw, unpolished, and lacks a ton of coherency that the song has and would have probably helped a little bit. Why is the green & blue hexagon part right after the tech-esque part? I don’t know. Maybe it made sense at the time but looking at the level through a modern lens, it’s not that good. Decent for the time, bad in hindsight. I don’t hate it, but it isn’t special.
Overall, this rates pretty low. 14/100 for gameplay, and 30/100 for deco, for a 2/10 overall
Bossfights are a scourge
Easily my favourite FunnyGame level and it’s not even close. This level feels intense and chaotic, exactly how i like levels to be. The 1st few spikes is such a great intro to the level. You know exactly what you are getting yourself into from these first spikes, they announce a chaotic journey, even without knowing there’s a crazy bossfight that awaits. The next part continue to builds up the tension with the normal speed and the amazing effects and parallax and so on. The build up in this level is my favourite build up in this game. It is auto yes, but wow is it intense and prepares you for what’s to come with a "break". And then the bossfight comes and holy crap it’s so cool even for today’s standards. First, I love how animated the bossfight is, it’s smooth and also its movements makes it even more threatening. Then, the fact that this level is pretty much memory, there is no way to tell where its gonna land its attacks unless you know them in advance. I don’t really like indicators for bossfights that much bc, even though they are useful, more often than not, you can just read the indicators and the level plays itself. Here, it is not hard enough so that not having indicators is super annoying and it is also not easy so the boss is actually threatening even if you know the attacks in advance. You are nervous when you face the boss thanks to the previous part and you have to survive for another half of the level. The attacks are varied and super well executed and I also like the change of setting for the last part which feels like a nice conclusion. It kinda reminds me of Terminal Velocity Act 2 in Sonic Colours the way the boss feel here. Ofc the outcomes are different, but the stakes are still as high in both cases and you really feel the threat with all these attacks not thrown at you but the entire environment.
This is absolutely peak bossfight design and still crazy that after all these years, not only that this level hasn’t aged at all but that not a single bossfight since has even come close to this.
Easily one of my favorites levels ever
When i think of the greatest creator in gd history, I think of funnygame. When I think of funnygame's best levels, Sirius is in that conversation. A really well made level for it's time with the effects that it did and the bossfight (peak).
It holds up quite strongly today, a true testament to time.
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sorry about this gang