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Difficulty-/100
Overall6.00/10
Gameplay-/10
Visuals-/10

Reviews

Created Date
descending
avatar
2 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

7.5 .

avatar
3 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
3 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Another really good Manix-styled level, although the decoration is not the standout part of this level; the gameplay is. This was the first major development in two-player controls after Duelo Maestro's release, further leaning into its key-centered approach for duals. However, there are some new elements being thrown in here that prevent this from being a rehash, specifically moving elements tied to one of the player's x-y position, adding a physical interaction between the two players.

While it shares a similar purpose to the function of the key system, this moving object system creates a more intertwined feeling between you and your partner- you're not unlocking things for them, you're literally providing a bridge to get them from one place to another, you're coordinating with your partner in ways that you wouldn't really think. Again, the keys still exist and they have their purpose, but I think it's these more interactive moments that come forward in my memory- if your partner misses a key it feels whatever, but god forbid you don't make my shit straight... This part is hell if you're not going to cooperate with me!

I think the decoration was a neat attempt for the time, as it's supposed to reflect how Manix648 and similar creators always had some creative dual parts in their levels, but I think that sort of conflation doesn't exist in GD today, especially since Manix style is dead and more creators are getting better at designing dual parts. I'll easily take a lovel or Inside style dual over a lot of Manix's older duals nowadays. Not only has the context of the decoration not aged well, but the actual details in the decoration haven't either. That's not unique to this level, it's just that this style has a habit of aging poorly, with or without more context.

You might not think it, but WHErwin is an incredibly skilled creator, and they always are pulling something new out for every level. I think this is because a lot of creators are so focused on decoration first that they forget that the gameplay is not just there for the interaction, the gameplay is something that contributes to the beauty of the level as well. Think about it- Removed Submission, Edge of the Universe, these levels would not be shit if there wasn't some care to how the gameplay was initially designed. Like, what if there was no spam in Removed Submission? I would stand to say that a big chunk of what makes that level so good would be gone. That's what makes WHErwin's levels so great- that context of the gameplay contributing to the essence of the level, that if you take the gameplay out of the level you take the meaning out of it.

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Reviews Only2
Ratings Only4
ID
43001774
TitleApocalypseAfterParty
CreatorWHErwin

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