Average Ratings

Difficulty-/100
Overall-/10
Gameplay-/10
Visuals-/10

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Reviews

Created Date
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avatar
6 months ago
17/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
6/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
3/10
GAMEPLAY

This quite unknown banger of a level has a lot of charm to it. I wanted to be the number one fan of this level, I really do, but this level has a few core issues I will get into later.

I want to start out with the decoration aspect of the level. The strongest aspect this level has is the excellent use of song representation. The song itself is really atmospheric, and the stylistic choices of the level manage to bring out the beauty of the song in every possible way. Many factors contribute to the insane song representation, including the simplistic decoration, the unique structuring, the colors, and the gameplay incorporations. Starting off at the first 30% of the level, you transverse through some unique and intricate structuring. I love how the structuring is styled here, it shows the creative freedom of the artist's visions, while managing to set a scene that conveys a claustrophobic type setting to the player, as if they were in a "cave" like the title suggests. This structuring also works perfectly with the gameplay which manages to sync well with the song, in a more immersive kind of sense. For example "the button has been pressed" timing in particular does this so well. The timing itself is really tight, but also satisfactory how pressing it exactly perfectly syncs to the song. In addition, the simplistic decoration in this part helps further create an atmosphere to the player. The level does not need to be overstimulating, as that will form a distraction and remove the immersive aspects of the level from the player. Finally the use of a consistent color scheme throughout the level, paired with syncing pulses to the song, creates a strong atmosphere as well. The colors in particular are quite pleasant to the eyes are suit well with this style. Beyond the first 30%, the level starts to build up in speed, on par with the song, and this is where the song representation really shines to me. I absolutely adore this section, as the use of structuring and gameplay really match well with the song. From 40% onwards, the level feels and plays in a way that is really "freeing." The ship parts in particular are my favorite parts visually in the level, where you go through this tight corridor of the saws, however it feels insanely freeing how smooth the path of the ship must transverse through paired with the angelic voices of the song. I also like how the wave spam was incorporated as well, it feels really freeing going through this difficult, yet extremely open section of gameplay that syncs well with the music. The 78% wave is also extremely well done, one again syncing well with the music, where when the singer sings an exceptionally long note, the wave matches it and goes up this extremely high mountain. It impresses me how much the gameplay and the song work hand-in-hand with each other. Finally, the last ship does a great job at ending the level where as the singer slowly starts to finish, the ship section slowly starts to get tighter and "caves in" on you. Overall, this level from a visual standpoint is extremely well done, however unfortunately as a result of this representation, the gameplay falls flat. As much as I wanted to enjoy the level, I really didn't. The biggest stinker to me was the balancing. I found the first 30% immensely harder than the rest of the level, with the tight ship corridors, but most notably "the button has been pressed" ball timing. This specific timing, although satisfying to pull off, is extremely difficult to pull off, feeling like a frame or near-frame perfect timing. This specific timing drained all the enjoyment I had from the level, and yes it killed me over 150 times from 0. No matter the level, no chokepoint should be this big. It's fine if it is a more difficult timing, but please nothing like a near-frame perfect. In the last 70% of the level, the gameplay was generally better to play, minus the mini-wave spam which is extremely hard and awkward to pull off, despite its insane song representation. Overall though, I really like this level, with improved gameplay this could easily be one of my favorites.

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sorry about this gang