Average Ratings

Difficulty28.75/100
Overall8.52/10
Gameplay7.48/10
Visuals8.45/10

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Reviews

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

El pico del core, realmente es un tio poniendo un bloque y otro y otro y otro para hacer formas curiosas porque le gusta y se divierte haciendolo, con esta descripción podría parecer que hablo de un nivel que aunque no sea malo, si puede estar desordenado pero no es el caso, cada bloque esta puesto con cuidado para hacer algo limpio, agradable a la vista, y distinguible del resto de partes, realmente MaJackO es la cabra

avatar
6 months ago
-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
6/10
OVERALL
7/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

I like to think about this level from time to time because it perfectly captures what made geometry dash so intriguing to me when I was younger. I only had the lite version for a bit and would sometimes search images of GD levels online. I would get results such as old 1.6ish map pack levels and they always looked really cool to me. For some of the demons, I would think, "how do players even make their way through that?" The intimidating structuring and ToE-styled deco was super cool to me back then and will always be a deco style that I enjoy.

Future Demoness I think is an evolution of that style. The primary reason being that it heavily disregards the typical satisfaction one gets out of "standard" gameplay in favor of making some of the most interesting structures ever made in GD. While "core" style has mainly been attributed to overdecoration and static structures, I think Majacko's core levels always stood out for this mindset of making the structures first and then making the gameplay fit whatever was created. The level does not have the player in mind and makes it feel more like an environment rather than a linear experience.

Another thing this level does that I don't see many levels do today is completely block out one or a couple grid rows on the top and bottom of the screen from player access to make space for interesting designs. It really adds to the machine-like atmosphere of level.

While some parts may be sup-par and music sync is lacking, this is still one of the coolest levels of its era and there's a reason it stands out so much in my mind.

avatar
7 months ago
40/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This isn't quite "majacko at his best" but it is majacko's best level if that makes sense

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