Average Ratings

Difficulty76.56/100
Overall6.58/10
Gameplay5.95/10
Visuals5.69/10

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Reviews

Created Date
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avatar
7 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY

Thinking Space by HidekiX is an Extreme Demon that has been the subject of contention within the community for years since its release. Being a product of the rough around-the-edges design culture of 2.0, many argue that this level has not aged very well in its gameplay and decoration. However, I vehemently disagree with this opinion. I believe that Thinking Space represents a very important corner of the creating community, and is a level that I find personally very enjoyable to experience vicariously through the lens of those skilled enough to beat it.

Thinking Space is primarily a design level that is completely monochromatic in colour scheme, comprising black, white, and grey structures. I really like this design choice! It stood out from a lot of other design-based Extreme Demons around this time that relied heavily on bold primary colours and often mundane structural designs that persisted throughout the entire level. By contrast, Thinking Space is dynamic and constantly evolving. Typical of 2.0 levels during this period, its reliance on moving objects makes it slightly off-putting and sometimes hard to discern what is happening. However, to its credit, some of the movements in some of these parts are quite fluid and natural and even propose unique ways of executing gameplay concepts beyond the norm. An example of this is the infamous shifting direction wave part. For the time, this wave section was an oddity in gameplay standard––especially for earlier Extreme Demons. To this day, I believe it remains one of the most unique and iconic sections in any level.

The general gameplay itself is, to say the least, odd. However, I find it very satisfying to look at, and I admire a lot of the unconventional risks that HidekiX took with this level. I try to not use the word 'charm' to describe elements of Geometry Dash levels, however, I believe that word encapsulates what I mean best when I talk about the visual gameplay experience. Additionally, despite Thinking Space not having the best gameplay sync at certain points, it represents Wander of Thought by F-777 beautifully. The level feels like a mystical dungeon. The monochromatic colour scheme actually complements this aura extremely well, making it feel simultaneously claustrophobic and alive.


As Extreme Demons of this nature are far outside of my skill range as a player, I enjoy looking at them as art pieces and showcases. Thinking Space is no different. I firmly believe that the perfect storm of circumstances that culminated in Thinking Space being what it is can never be replicated. However, the polarity in viewpoints because of that perfect storm shows that this level––for good reason––will always be regarded as interesting and timeless no matter how further along from its release we get.

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

I can get this level's appeal but for me I struggle to really latch onto the whole thing. Only two parts stand out in my mind (flashing minicube, backwards wave) and the rest comes out as okay. This level feels very much like a bossfight without a boss though, which is something that I think is really unqiue- I feel the only other level that has made me feel this way is Horntail Cave, but I just do not see the appeal if this is just executing a specific mood done better in another level which takes that idea and runs much further with it.

avatar
7 months ago
-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Absolutely mental throughout. Constantly explores completely bizarre and unorthodox gameplay while the decoration nearly feels like an assault due to how jarring and how completely detached it is from regular creating conventions. I don’t think you can get similar results often at all; nearly all creators consciously or unconsciously fit themselves in a box to execute what feels right to them. Thinking Space has none of that, as if inhuman, contorted version of the norm

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

This level uses black and white fairly well and creatively. The gameplay represents stewing over something very well, what hideki was feeling when creating from 65-100%. The discolored portals also add a touch to the feeling that somethingjust isn't right. Many people including me find this fun but others may be off put by the last third being harder than the rest by leaps and bounds.

avatar
7 months ago
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
70/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

It's amazing how the public's opinion on this level has gradually taken a full 180, myself included. I'm a sucker for raw 2.0 levels.

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