Average Ratings

Difficulty77.38/100
Overall4.56/10
Gameplay3.06/10
Visuals6.00/10

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Reviews

Created Date
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avatar
7 months ago
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
98/100
DIFFICULTY
6/10
OVERALL
8/10
VISUALS
1/10
GAMEPLAY

As cool as this level's visuals can get, I'm genuinely confused about the decision to make this a Slaughterhouse remake. This level is comprised of many talented design and effect creators, so many of the parts are visually very strong. KOCMOC's theming is strong and forefront, with a very consistent red/purple colour scheme and huge, menacing black holes and other galactic terrors in the backgrounds. This combined with the claustrophobic gameplay and the intense song makes it very intimidating to watch, which is nice due to the level's difficulty and makes it feel more like an imposing challenge to the player. I also think the second half has great effect work; it's not too obtrusive and doesn't obscure the gameplay or other visuals too much, but the spinning, flashing ring of rocks, meteors and the prominent glitching effect near the end make the level feel like it's breaking apart from within, which is a cool touch for its progression.

Unfortunately, all of this is stunted by the gameplay. Slaughterhouse (and remakes of it) have structuring that is incredibly hard to work with for anything of the style cherryteam aimed for here, due to the frequent use of huge triangles and long spike corridors during the waves. There is next to no variance throughout the level, and the structuring is basic to the point that I think it limits every single part's creative output and causes most of the designs to feel cramped and overly detailed to compensate. Many levels of this style use a far more freeform approach to structuring to allow for the creation of far more intricate objects (namely the beginning and midsection of Waterfall), but here it's so limited that each individual part's structures end up looking homogeneous and there's little room for any integration of the gameplay with the theme. It ultimately leads to a big disconnect between the two main elements of the level, and I really think this level would have been great if the creators had the freedom to work with a layout that was not so limiting in this aspect.

Aside from this, there's a general lack of cohesion and consistency in the parts' thematic execution and quality. Some parts make heavy use of art-forward elements (namely 0:34) while others do not, there's completely different effect work from part to part, and both the beginning and the end feel like they are part of a different level entirely. These two main factors really hold back KOCMOC from feeling complete in all elements, so despite the parts generally being solid visually I can't recommend it for anything above a Feature. I hope cherryteam chooses to pursue more projects like Waterfall in the future where the gameplay can be catered to the level's theme, rather than the other way around.

avatar
2 years ago
92/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

One of the best decorations i’ve ever seen. 10/10

avatar
2 years ago
75/100
DIFFICULTY
8/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY

I don't know Russian, but I do know what good deco looks like. It's incredible how what was once a layout made for fun became one of the greatest megacollabs in the game

avatar
2 years ago
-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

laggy for my device waaa

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sorry about this gang