Just played this one. An initial practice run of this had me deeply concerned, but after playing it for a while I found that it really isn't too bad. It's a style of gameplay that I tend to not like too much due to the rapid amount of gamemode changes (I think it's classified as "flow gameplay" but idfk I don't know gd terminology), since it's often really difficult to react to some of the more squeezed together motions. After a while, though, I kind of got a feel for this.
I will give credit where it's due; the level actually doesn't have too many cases of awkward spacing. Most of the parts, but regular and "flow" don't really punish you that much for being slightly off, making them really fair as a result. Usually when I died it was because I was way too early, or way too late, and I never felt cheated by the level's design. There may have been a couple orbs like that, but if so they must not have been significant because they've basically left my memory. Aside from that, the level is pretty smooth. I especially like the first section after the drop. It felt like the most readable section while still requiring enough legitimate practice so that it didn't feel terribly out of balance with the later parts of the level, and a couple of those motions (notably that brief snake pattern with the mini ship) just felt good. Unfortunately the second part drops off a little bit, but it's still not too bad. Less about being finicky, more about blindness. A couple of parts really sweep up and down, and the screen struggles to catch up. This was especially frustrating in the mini waves, the last of which killing me about 4 times just because I couldn't see. Kind of a sour note to end the intense part of the level on, but it really doesn't ruin it or anything. Just an unfortunate conclusion to an otherwise ok drop. Also, the last part is free. I was initially nervous, but then when I realized you just need to click green orbs in the last cube, it was far less daunting.
As for visuals, the level does look pretty nice. A lot of it is unmistakably rough just as a result of 2.0 limitations, but there are some nice concepts that elevate it to some extent. I think it's pretty obvious that the most notable case of that is the final part, where the level divides into 4 different aesthetics. That's honestly really cool, and I'm kind of surprised to see an effect like that from this era. The rest isn't too remarkable, but a couple of brief ideas like the flashing diamonds in the background of the first ship, or the huge wave of colors that passes by in the 3x speed ship near the end, with narrow spikes closing you in, making it feel much more dangerous and... well, just cool as hell. The level really relies a lot on that "awesomeness" factor, which is part of what makes this fun. Still though, it does lack a little bit of polish, meaning it can only go so far.
Overall I enjoyed most of what I played here. It's just a little rough around the edges. By no means an awful thing since it does give the level some charm, but it still prevents the level from reaching the heights it otherwise could have.
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sorry about this gang