Average Ratings

Difficulty-/100
Overall7.40/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
5 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

just wanna point out that the review saying nahuel has got the influences the wrong way around, orion or anthrax or whatever you call them is one of the biggest influences on core, probably only behind ripplez and majacko

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

It's genuinely so impressive to me that no two designs in this level look exactly alike, considering the volume of them on display here. nila is very reminiscent of the style of creators like Nahuel2998 with the huge, bizarrely shaped structures and highly detailed designs, and this is kept consistent all the way through the level. The air decoration sometimes blending in with the block designs almost makes nila feel like a maze that the player has to navigate, which gives the level a bit more depth when playing it that's surprising considering the simplicity of the gameplay. However, my favourite quality of this level is just the sheer amount of variation. nila is absolutely teeming with ideas for interior designs, structures, block connections, colour work, and everything else you could think of. It makes it feel like a sketchbook or a kaleidoscope at times with how everything manages to come together in a cohesive unit due to the care placed to ensure cohesive colour work and level of detail among each block despite how different they are.

This strength is also the level's limiting factor, though, as aside from a very defined style there's not really any theming or progression to be had and leaves the level in a state where it does feel like it's lacking something to take it to the next level. The main element I wish was added is having more structures become "focal points" for surrounding structures, where some central design is surrounded by sub-structures that share key elements. This is something I tend to see do really well at being a set-piece or single memorable point of a given part, and it can allow for a ton of creative freedom in how it is integrated in with other designs; approaches such as progressively building the design up layer by layer as the level goes on or changing specific aspects in time with the song would be good use cases that would help add some more visual depth to nila.

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sorry about this gang