Average Ratings

Difficulty49.36/100
Overall8.34/10
Gameplay8.12/10
Visuals8.54/10

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Reviews

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

Sunset Sandstorm is my favorite level in Geometry Dash. The way I interpret it, you ascend a staircase, getting closer and closer towards the sun, almost like a hike up a giant sand dune. As you get closer, the level gets more and more red, showing the increase in heat as you climb. Finally, you reach the top, seeing the sight of a beautiful sunset overtaking the whole landscape. I have no clue if this is what Crohn was going for in the level, but I have yet to see another level that has invoked a feeling of determination within me. Speaking of determination, a lot of that is required to beat this level, but while this is the case, it is also the most fun I have ever had playing a level. The first half is incredibly difficult, while also being decently consistent the further along you get, while the second half is essentially a "don't throw" challenge, as it is significantly easier, while also incredibly easy to die to due to nerves. Alongside all of this, the song representation is on point, as every aspect of this level truly feels like being stranded in the desert, and Cero's Outlaw does a great job at adding to that atmosphere. Overall, I think Sunset Sandstorm is fantastic piece of art, and as a level, is a very enjoyable experience.

avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
80/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
75/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY

In my eyes this is among the most recognizable extreme demon in the game, and for a good reason. The song representation in this part is so good that the first cube section has become iconic for it, every somewhat experienced GD player remembers the click pattern. The base gameplay in this part is good and really innovative, the level takes a simple structure, repeats it, and explores so many ideas on what to do with it. Unfortunately, the pink orb section at ~8% has been ruined by 2.2, making it much harder than what it originally was. My only real complaint with this part would be 11%, i don't mind the gameplay being completely covered up but the section just shouldn't be this hard considering that the gameplay is invisible. I would also like to point out the color progression throughout the cube section, as the bright and pale yellow turns more orange and saturated.

As you are catapulted into the second part you encounter really odd memory ish gameplay, that at first might seem unfun, but after learning it it gets very consistent apart from 1 or 2 clicks. The wonkiness of some of the inputs can be excused by how creative the structuring in this part is, the level is literally closing in on you as you narrowly escape which was really well executed. This part is imo really underrated as the song representation is just as immaculate as the first section. The guitar riffs goes so well with the gameplay and each one of them is made powerful through both the decoration and gameplay. My only complaint is the wave part, it feels rushed, and i don't like how it completely discards the idea of going through structures that the entire level had maintained so far.

The drop energy the drop part carries is phenomenal. The song is already great on it's own and the decoration just goes so well with it, it just has that raw energy where what matters most is the ideas being put forward, and not the execution itself, which i think is a mentality more creators should adopt for decorating overall. The background is simple but works well, the color work is great and the gameplay really keeps you engaged. It's fun, gimmicky in some places, never gets frustrating. The level gets easier overtime, making the drop really enjoyable to play on it's own, while not being frustrating if you play from earlier in the level. The ending ball part is really neat, its a great ending to a great level.

I doubt this is what the creator intended, but to me the progression in this level just boils down to "getting closer to the sun", the start consists of a desaturated yellow, and ends with really bright and colorful sections. Again, i just wish 2.2 didn't mess things up with this level.

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

Sunset Sandstorm is a great example of song representation, the predrop builds great tension and the climax of the drop is great. It is a copy of Black Blizzard, but using that to knock off too many points is unfair considering its transformative take on the idea of the journey, through a very similar part structure to Black Blizzard. I enjoy the gimmicky nature of the gameplay style, it makes it feel fresh compared to other levels. The description of the level "Feel the burn." is perfectly fitting in my view as the viewer does get an odd, warm feeling when whitnessing the level, showing its prowess as an artpiece in moving a viewer. If it was completely unique it would be a 10/10 in my view.

avatar
6 months ago
60/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY
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