Doesnt work well as an auto level personally, the designs and ideas are great but I dont find anything charismatic enough to sit through whats essentially a long cutscene. The concept of floating through the air and having a good view on the environment around you isnt a bad thing in itself, I'm sure it could be pulled off in a meaningful way, it already would've been much less of a bore in this case if the narrative wasnt so arbitrary and the paranormal moving of the player was made more sense of. There is a lot of promise to be found here, I would just need to see it done
This is my favorite level ever because it's the only one that got me genuinely emotionally invested in a gd level. Building such a delightful and whimsical atmosphere before talking it all away. Could go on about this level but don't have the words or time so maybe some day I'll elaborate. Cometface is such a gem man
though this level is called "WEIGHTLESS" it takes precious care to giving a physicality to the player in a way i haven't seen before. each part of the level recognizes and acknowledges the cube, it has a place in the environment that sometimes feels absent in similar levels. this enhances the crescendo of the level, though i find myself mildly disappointed in the fact that its a mere crescendo. i think its easy for artsy gd levels to fall in the same trap post-rock falls into occasionally of focusing too much on the payoff, though thats not to say WEIGHTLESS isn't textured, because it absolutely is!
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang