Average Ratings

Difficulty33.67/100
Overall6.57/10
Gameplay7.33/10
Visuals8.29/10

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Reviews

Created Date
descending
avatar
7 months ago
14/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Technically very impressive, but basically unplayable as a game.

avatar
7 months ago
-/100
DIFFICULTY
0/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
55/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

minigames in geometry dash get me a little upset. i think it's extremely impressive that people are able to put together things like this in such an unintuitive game editor, and they are definitely fun to play, but it gets to the point where watching these types of levels being made with so much effort and seeing them prasied and platformed over others feels so unappealing. i just can't truly like them or their place in the game. i've held the opinion that levels really work best when they feel like geometry dash, when people take the limitations and distinct quirks of the game and use them to their advantage instead of trying to expand outside of them. a good example of this is krmal's gameplay, which is boundary-pushing because of its use of basic gameplay elements in clever and unconventional ways. minigames do the opposite of this in my mind; instead of working with the editor and taking advantage of what the game has to offer they try to make it something it isn't, effectively stripping the act of creating of its creativity, ironically. to make matters worse most of them aren't very original either, they copy tropes from other games (and in some cases recreate them entirely) and never really seem to present anything new, they usually come across as just "look-what-i-can-do" projects.

i'm not going to be one of those people and say these creators should just make their own games. i have no real problem with levels like these existing or being praised, and i understand that there are few hard limitations in a game as expansive as this, so it makes sense that people would do things like this to find out exactly how close they can get to those limitations. mastergame is admittedly one of the better ones too, it's creatively designed and the first big project of its kind which gives it some merit. despite this i still can't shake the feeling that these levels aren't made with a genuine love for the medium, and that completely kills any admiration i might have for something as impressive as this

avatar
7 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
17/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

cool minigame that was way ahead of its time. it is ofc limited by the limitations of geometry dash which brings down the experience. but still is very ambitious, even for today standards

avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
last year
50/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

The first large-scale minigame level in Geometry Dash, and it's not bad at all. It has a rather simplistic storyline, but the NPCs all being penguins helps it stand out more (and it's really cute). The controls are a little clunky, but it's kinda hard to find a better way to implement two-dimensional movement with only two inputs, so it kinda has to be that way, and it's certainly better than some of the stuff Serponge has done in previous levels. The pacing is pretty good as well; while there were a couple things here and there that felt a little harder than I expected, most of it felt like a pretty natural difficulty curve. Overall, while it did frustrate me a bit at times, I liked this level. My only complaint is that there are a number of visual bugs, like the player's position on the minimap drifting off randomly.

avatar
2 years ago
10/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
6/10
GAMEPLAY

It's a good level but ridiculously easy to cheese

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sorry about this gang