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Overview

Difficulty-/100
Overall6.53/10
Gameplay-/10
Visuals-/10

Reviews

Created Date
descending
avatar
2 months ago
5/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
8/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

of course iconic, and a very good level that introduces the player to the basics of the game effectively

avatar
5 months ago
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
4/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

There could not be a better first level, the primary reason I give this a 10/10. It serves it’s purpose perfectly, in so many aspects.

It eases a new player into gameplay perfectly. Teaches them simple understanding of blocks, spikes, and how the game is played very well within just the first few moments. It includes a fake at the end of the first cube, demonstrating how the game is willing to throw in tricks to cause your downfall. The fake-out also informs the player that the levels are not on your side.

The ship is down perfectly. It gives a new player a perfect opportunity to test the general feel of it with it being very open, but they still need to pay SOME attention. It isn’t entirely empty, but it still doesn’t stick out as overwhelming to the player. This will also informs the player there is more to this game than what seems.

After exiting the ship, a player would be introduced to their first coin. It is placed in a perfect position, with it being easy to get, but just enough to throw a new player off, and this would likely get them to replay the level. The 2nd cube is what I consider to be the hardest part. The triple spike is the hardest timing of the level, and it serves as a perfect example to the average new player that the game will throw curveballs your way, and it will not hold your hand.

The final ship is a perfect ending. The player can ease up a bit, as they simply need to fly in a straight line, as victory is claimed. As for the coin in this section, I’m not the biggest fan of it, but it could be worse. A new player wouldn’t find this when they first play the game anyway, so I don’t think it is that big of a deal.

The level itself also looks perfectly simple. If the game opened with a level that looked like Fingerbang or Dash, a player might feel overwhelmed, or feel the game is cheap. The simple color schemes and blocks used wouldn’t cause trouble for a new player. It allows later levels to introduce more interesting designs.

The lack of mechanics is also great. What might not seem like a big deal, if jump pads or orbs were introduced, it would overwhelm a new player and give them far more confusion than necessary. Introducing these one by one is much better. I also don’t think this is harder than Back On Track, but I’ll probably go more into that whenever I write a review for that level. All in all, I don’t think there could’ve been a better way to introduce Geometry Dash. 10/10

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

Obviously, the tutorial appeal of RobTop levels wears off over time, but there's certainly something to be said about how effectively Rob's 1.0 levels communicate their progression tonally - Stereo Madness's loud red breakdown being followed up with the game's most spacious ending sequence will be iconic for all time, and 1.0 visuals do have a certain classic sharpness to them that almost feels retrofuturist. Maybe that's just nostalgia talking.

avatar
5 months ago
-/100
DIFFICULTY
0/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
5 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
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Info

All15
Reviews Only4
Ratings Only11
ID
77236587
TitleStereo Madness
CreatorRobsVault

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