Overview

Difficulty15.86/100
Overall9.00/10
Gameplay8.08/10
Visuals9.01/10

Reviews

Created Date
descending
avatar
5 hours ago
13/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

I give it 2 weeks tops until this goes back to being the supposed best level ever

avatar
3 days ago
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY
avatar
last week
-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 weeks ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 weeks ago
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY
avatar
last month
54/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY
avatar
last month
-/100
DIFFICULTY
9/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

It feels pretty redundant to say that Death Moon is iconic for a reason; I think most people already acknowledge that, but that’s why it feels kind of difficult to tackle in a review. While I do think the level is… like, REALLY good, I don’t think it’s absolutely perfect like so many people have praised it for. I mean, a 9 out of 10 is still pretty honorable, but I still don’t want to oversell it, because while I do think it’s a good level, it’s less about it being groundbreaking, and more so just doing what it sets out to do really well.

Anyway, enough waffling, let’s get into the actual meat of this review. Starting with the visuals, I really think they really are a good reference for what I mean by “doing what it sets out to do.” Truth be told, I never found the visuals in this level particularly jaw-dropping. Maybe that’s just because I’m a filthy newgen who can’t appreciate classic 1.9 visuals, but I think there are a couple parts in this level that just don’t really look great, even by 1.9 standards. Some of the symbolic artwork is neat, but most of the block designs are pretty standard fare, and a couple of layouts with saws and such are generally kind of sloppy. All that being said, though… it’s difficult to not find this style endearing. I know I just kind of trashed a lot of what the level does, but the truth is that all of those imperfections really bring it together in the end. I’ll explain why later, but just keep a mental note of that for the time being.

The gameplay is certainly a bit larger of a draw in this level, but admittedly I don’t think it’s a huge appeal either. It’s good, without a doubt, and I’m infinitely grateful for levels that take this more “open” approach with flying, especially in UFOs. It’s very grandiose. Makes the level feel more ruthless and unnatural, instead of a manufactured level made by a human… goofy description, roll with it. Even if it’s not extraordinarily fun given the lack of fluidity… I mean, the standard style is pretty overdone at this point, so a change of pace is appreciated regardless. Everything outside of the flying, though… is good. Nothing special, but pretty solid regardless. In particular, I enjoy the dual; it’s nice how it keeps a symmetrical structure while still forcing you to divide your attention between both icons instead of just one. Otherwise, the level is just pretty fun and little else in regards to creativity.

So, that begs the question. If neither element of the level is really impressive, how can this possibly be a 9/10? Well, it’s time like these that I really wish hyperbolus had something equivalent to an “atmosphere” score, because that is what makes this level truly special. Yeah, the visuals may be a little funky looking. Yeah, the gameplay may be pretty simple at its core. But as I said, this level achieves exactly what it sets out to doing, which is building an emotional rollercoaster of a level, with intense moments that really instill a sense of power in the player. Is flying through big open spaces with little in the way of hazards fun? I mean, not really. But it feels cool. It makes you feel invincible. That is the cornerstone of what makes this level magical. And the other side of that is the “amateur-ish” visual style. The designs–sure, they may be a little sloppy–but they’re unique. Not just unique in that they looks unusual. Unique in that they play with some fresh concepts that emphasize the most impactful moments of the song. The symbolism, and creative structures, and crazy flashing lights that coincide with the dramatic heights of the music feel so much more coherent because of the context in which they occur. This level is built on the foundation of excitement, and it’s hard not to love it for that. It’s just here to make you feel good. Depending on who you are or when you started playing GD, it’s not necessarily going to blow your mind. But, no matter who you are, it’s almost certain to feel good. It’s a magical experience that all comes together when you look past the odd visuals or whatever gameplay, and really just internalize that element of excitement. That is where it shines.

avatar
last month
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY
avatar
last month
17/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

One of the best 1.9 levels.

Funny game was so talented in their ability to push the boundaries of the game in 1.9 and 2.0, and despite fitting the quota of an effect level, death moon manages to be extremely fun to play. I cannot recommend this enough as an early demon.

avatar
last month
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
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Info

#2 User Rated Overall
All304
Reviews Only134
Ratings Only170
ID
8660411
TitleDeath Moon
CreatorCaustic

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