Absolutely amazing gameplay here.
This is, like… the most 7/10 to ever 7/10. I actually quite like this level; the gameplay is pretty smooth, and the visuals, while simplistic, are still very clean and in theme. I fully intend to cover each element individually, but I will say that while I think both elements are good, neither one is especially mind-blowing. Both are fine, but they don’t really do enough for this level to reach any extremes in quality.
I feel like the draw of this level is definitely the gameplay, and while I do think it’s pretty clean, it varies a bit throughout in terms of creativity and quality. This is pretty clear with a lot of the cube and robot parts, because while they all play well, they do feel slightly compromised due to the inclusion of indicators. Don’t get me wrong, they don’t have any major issues and are still pretty satisfying as a whole, but it does bother me that the indicators are here since they remove what may otherwise be a very fun puzzle element. Fortunately this level does have a few parts with no indicators, and I think those are where it shines most. The ship, wave, final ball, and final UFO are all extremely fun, housing what is 100% the highlight of the level. They demand way more focus on your part since they hold your hand a little less, even throwing in some faded walls as bait. The difference in accessibility is honestly very funny in this level, and while I don’t hate that divide, I still feel like it impacts the gameplay score juuuuust a bit. Like I said though, even though the gameplay is easy to parse due to indicators, it still doesn’t lack focus entirely. The timings are still pretty tight, meaning the level doesn’t give you the option to simply jump at the indicators and be fine. A level of relative effort is still expected, and those parts still play extremely well from an execution standpoint. It’s just not noteworthy enough to really justify higher than a 7.
I think the indicators are equally as detrimental to the visuals of this level as they are to the gameplay, in all honesty. Not egregiously so, but in a level that is so hellbent on simplicity, adding that visual clutter sucks away some of that immersion. Just a little gripe I have and not a deal breaker by any means–in fact, I’m not sure if the visuals score would have been higher if they weren’t there–but they do feel out of place sadly. Aside from that though, this level does have a lot of charm. Like I said, simplicity is key here. That’s mostly a product of limitation, as this level comes as part of a creator contest made to limit colors, but it’s not like the level doesn’t do anything itself here. The color combination is really more of an inspiration, and the simple design does the heavy lifting. It genuinely feels like a blueprint. It’s not just a series of lines that happen to follow a certain design and color scheme, cleverly disguising the level’s identity as a Geometry Dash level. There’s enough attention to detail for it to truly feel like a blueprint for a location. It’s very cleanly structured, with a big emphasis on geometric design; much like a building. It’s an excellent showcase of simplicity and thematics coming together to create a really well-defined experience. I appreciate that.
Overall, while this level may not have any crazy effects or emotional impact, it does what it sets out to do really well. A very clean, yet deceptively tricky experience that I had a great time playing. It’s still unfortunate that the level makes mistakes with the indicators because I feel like it causes the level to lose some credit, but it’s really not enough to damage the score. With the relative simplicity, I think 7/10 would have been fair regardless. It’s just a minor nitpick in an otherwise very fun level!
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sorry about this gang