Average Ratings

Difficulty-/100
Overall8.09/10
Gameplay-/10
Visuals8.88/10

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Reviews

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

Could've been an all time classic with a bit more care put into it, some phenomenal ideas are held back by a few weak ones. Will need to do some better evaluation eventually before I can fully disclose my thoughts tho

avatar
3 months ago
-/100
DIFFICULTY
6/10
OVERALL
4/10
VISUALS
-/10
GAMEPLAY
avatar
3 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
6/10
GAMEPLAY

So this is a level that I never knew about until around a month and a half ago where this level was the center of some discourse on this site and its Discord server. I decided to give it a shot, and this level absolutely blew me away. It's unlike anything I've ever seen in this game before and I don't think I'll see anything similar to this level again for a long time. (Also, I'm the verifier now LOL)

I love how, not even a second in, made in timeland immediately throws the player a curveball. The level first appears as a 1.0-styled level with some text regarding NONG and also a message of good luck, kinda similar to something like Larga Espera, a level of similar length. As you do the first jump, the level switches out on you. With a crack of thunder, the level all around you disappears into black and the real level starts. The gameplay for the next two minutes consists of simple one-spike jumps in the mini cube gamemode that happen at a consistent 60BPM lining up with the beat of the song. This repetitive, simple gameplay may be a turn-off for a lot of players, and it did get boring to sit through every attempt, but it's not what I like about the part. Instead, it's the background of the level. There are these pillars of odd shapes that extend higher than the player can see, the constellations and stars seeming projected onto the sky, the bright, dream-like colors on almost every part of the level - it's a really beautiful overture to the rest of the level. The main thing here that makes this part of the level (and also the rest of the level but this is a good example) stick out to me so much is the sense of scale. The massive size of the objects in the background that the player slowly passes makes the space in the level feel absolutely colossal and the player feels tiny by comparison.

After this loud, vast, and imposing overture, the level gets darker and picks up the pace a bit more. It's at this point the level starts to get all crazy with shader usage. This is the next thing I really like about this level: how the intense shader usage works with the gargantuan atmospheres this level builds. The best example is at 19% - the extremely saturated colors combined with the color/hue inversions, the chromatic glitching, the screen splitting, and the acid-techno beat Timeland starts to go into... man, this level feels like being on a dangerous alien planet while high on acid. There's so many huge structures that seem completely foreign but at the same time every element in the level seems fitting exactly where it is yet it all feels like a dream but you're feeling so dazed and fucked up you gotta keep running... this is why I'm doubtful I'll ever experience a level like made in timeland again. There's just so much that goes into the design of this level that makes it completely unique and impactful that I don't think anyone will be able to replicate. I'd love be proven wrong, but there is just so much this level is doing that any attempt to replicate the magic of this level will very likely fall flat when the level misses one or multiple of the elements I've described.

Another part of the level I really like is how the level slows down around halfway through. Don't get me wrong, I'm a huge fan of the dual and the robot that come before this part for the same reasons I outlined in the previous paragraph, but this switch-up in particular sticks out to me. There are these houses made of desert stone and platforms of grass seemingly held up by sticks. It's in an odd space between something earthly and something that isn't, it has enough of the characteristics like a desert village yet enough things are off with it, like the sense of scale and the colors, that it still seems decently alien. The song is also going through this childlike, homely passage that further makes the part feel strange. After a really cool transition to black, next up are the "canyons" as I call them, which continue the same feelings as the last part of being between familiar and foreign. Yeah, the lips are pretty cool, but the part that piques my interest more is the second half with the ship part. This part feels a lot more claustrophobic than previous parts in the level, yet this massive sense of scale is still here and just as potent. The background in this part of the level is absolutely amazing, there's so many layers to it and it feels like a bit of a recap of everything we have seen before. Even though it is a rather slow part, it still feels anxious, urgent, and psychedelic just like most of the parts before it. It seems like everything is closing in on the player up until a fade to white. After this, we get a reprise of the beginning of the level. It's got a lot of the similar feels and designs as the first part of the level, yet there's this added calm and comfort because the level is soaked in a golden fog and the song has some near-angelic vocalizing. It's a great calm before the final part.

Oh man, this final part is something else. This ending is a huge tone shift, a big burst of intensity, and formerly the part of the level that brought made in timeland from being hard demon difficulty to an extreme demon that could've been top 300 worthy. In a lot of ways, it's comparable to the last 10% of Eon, another extremely long level that has a massive difficulty spike and tone shift at its ending. made in timeland is able to pull off a similar effect in less than a third of the length of Eon, yet the amount of difficulty this final part of the level adds to the whole makes Eon look like a kid's meal by comparison. I've got mixed feelings about this ending, but I'll start with what I like first. As an ending, it's really powerful with how fast you are going, how intense the shader usage gets near the end, but the best addition is the timer until the level ends. It's a nod to the level's song's music video, which revolves around a 15-minute timer until the song ends. However, made in timeland only uses this timer for the very end, and this makes it feel a lot more meaningful. While you'll always go at the same speed through the level since it's a classic GD level, the timer makes it feel like you're running out of time to beat the level, adding to the amount of the stress this part induces. What I don't like about this part is its gameplay, both pre-nerf and post-nerf. Before it was nerfed, this part was obscenely difficult and would take me hundreds of attempts in practice runs all the while the shader usage makes the gameplay in this part almost impossible to see and it seems like you're just blindly jumping for a minute straight. I've spoken with robtobfreak about this level some, and he told me this level wasn't really meant to be played by humans. While this player-unfriendliness can be seen in some parts before this (like the ship with the floating cubes), the ending is where this is the most glaring. There was a "noclip" mode for this part that the player could activate previously, but the level would still be impossible due to spikes that still kill the player. To fix this, robtobfreak scrapped the noclip mode altogether as well as the coins at the end the player could get from doing it legit (no one was ever getting these anyways) and just made the part automatic. Instead of physically going through the part, though, the auto would just make the player float through everything in the ending of the level and while it makes the level possible and potentially able to get rated, it kills a lot of the tension this level had before it and now it seems like just a cool short film the player sees after they get through the rest of the level before this.

Before I end this review, I want to talk about some more of the gameplay seen in the rest of the level that I'm not entirely satisfied with. As you could probably tell just by watching a video of this level, made in timeland is severely unbalanced. There's the stretches of the level I've outlined previously where you're just doing basic jumps to the beat of the song, and there's also long stretches of automatic parts in the level, but there's also some actually difficult parts randomly tossed in. My least favorite is easily the fast-paced ship at 37%. While there is a lot of open space for the player to fly around and no ground/ceiling spikes, the main hazards in this part are these cubes that float around that are really hard to predict the movement of. There are multiple instances where it seems like you could be able to get through a gap between two cubes, but as it turns out you're crushed instead. It's deceptively learny, and a lot of my deaths were at this part because I made the mistake of trying to go into a gap I didn't know would close in on me. The part goes on for a while and I couldn't remember every single cube movement, so I kinda had to trust my instincts during this ship and sometimes they would fail on me. Another less severe chokepoint would be the desert village part I talked about earlier. Especially during the UFO part, the hitboxes of the structures are a bit ambiguous and I had a lot of unexpected deaths at this part. I was able to get it down eventually, though. Outside of these two parts, the level felt too easy by comparison and I started to get bored as I was trying to beat this level.

Despite everything, would I recommend this level? Yes, but not to everyone. This is the type of XXL+ level where you need to really be into this level and how it goes if you want to come out of this level having enjoyed it. If you try beating it for the sake of beating it or because it's really long, you'll probably hate this. Other than that, please go show this level some more love as it's an underrated gem! I'd say it's a hard demon a little below Larga Espera in difficulty, nothing a skilled player with a decent amount of endurance would struggle with.

avatar
4 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
4 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

A sprawling and unbound landscape that pulls itself together by the end of its runtime. Second half really picks up the pace, playing more effective to its strengths compared to the somewhat directionless first half

avatar
5 months ago
-/100
DIFFICULTY
1/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
6 months ago
-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
-/10
GAMEPLAY
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