Average Ratings

Difficulty-/100
Overall6.47/10
Gameplay8.00/10
Visuals5.17/10

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Reviews

Created Date
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avatar
5 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
1/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
30/100
DIFFICULTY
8/10
OVERALL
5/10
VISUALS
8/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
6/10
VISUALS
9/10
GAMEPLAY

(82/100) Incredibly fun. This level has the right amount of classic gd gameplay design quirkiness without being too simple or obnoxious. The visuals aren't anything special, but I can commend a fully realized theme in a time where that was uncommon. Fire Temple will always be a hard demon in my heart <3

avatar
8 months ago
17/100
DIFFICULTY
7/10
OVERALL
3/10
VISUALS
7/10
GAMEPLAY

Fire Temple by Michigun is probably one of the most iconic Temple levels in the series, and one of the easiest (being a Medium Demon).

It has a few good elements in it:

  • Once you get the pattern right, the 25-29 ship is almost always consistent.

  • This has some of the most unique gameplay I've seen for a 1.9 level. For example, the ship part after the 34% jump is pretty fun.

  • The decoration in the ending part is superb.

However, it's not without it's flaws:

  • The jump at 15% is technically not a blind jump but you have very little reaction time so it might as well be a blind jump.

  • The 34% jump... no, just... no. If you jump too early, you clip the top right corner of the last spike. If you jump too late, you clip the top LEFT corner of the FIRST spike. Both of these things are EXTREMELY likely to happen in a run from 0%. However the part that comes immediately after that jump is probably one of the best ship parts in the level so that's the only saving grace.

  • The 52% UFO beginning is annoying. Firstly, you've gotta get REALLY low. Then, at around 53.05% you've gotta double input but you can't double input TOO quickly because you've gotta JUST BARELY avoid the pillar at 53.80%. However, the rest of the UFO part is a 6/10, a bit too boring for my standards but eh.

  • 56% - at first I thought you had to get in between the TOP gap (which is actually possible but would immediately turn this level into around a 30/100 on the difficulty scale). Then, turns out it's just some memory section where you've gotta go through a spike gap. That makes the part way easter.

  • The 63% wave, you've gotta either A) form a click pattern or B) spam just inconsistently enough to be able to easily go up and down. Either of those are easy enough to do as a solo, but as a dual you've gotta take BOTH waves into consideration.

  • The yellow orb at 75% is entirely dependent on how you enter the 74% pad, so if you forgot to jump at around 73%, then OOPS you just missed the platform.

  • The UFO -> ship transition at 82% is kinda finnicky, as you've gotta hold JUST enough to get the ship out of the spike pillar but not TOO much otherwise you hit the spikes on the floor.

  • The other decoration is mid-tier all the way to just layout territory.

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