Average Ratings

Difficulty-/100
Overall6.54/10
Gameplay6.08/10
Visuals7.62/10

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Reviews

Created Date
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avatar
7 months ago
27/100
DIFFICULTY
4/10
OVERALL
6/10
VISUALS
4/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

So, so split on this one. Has the most satisfying progression structure in a platformer because it plays pretty closely to how a normal level would play, so Serponge probably could have just made a great normal level with these assets. Still, the sloped gameplay does create a fun, distinctly GD layout. You do lose a whole point for how offensively unsafisfying it is when the end credits start blasting music over what should be a contemplative fade to black with the ambient wind, though.

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

This level does the one thing I want most out of a platformer level in gd, which is to capture the flowing, music synced gameplay of classic gd in a platformer format. The moment I realized each slope section synced with the music and acted as a seamlessly integrated classic-mode challenge, I fell in love with the level.

avatar
7 months ago
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

This level is a level in which you appreciate more as time progresses. Initially, and I think a lot of people are of a similar suit, hell they might even think this still, I didn't like the level at first. Very complicated, very long, not much engaging, and gets harder as you further progress. But at a time where this was the starting age of 2.2, I figured I'd feel this way. At the time, we only had a few rated platformers and no Legendary/Mythic rate yet. This was the first to claim the first Legendary Rate amongst the platformers and GD overall.

Now, where I am honestly a bit more seasoned in the Platformer side of things, I think this level is pretty good. Again, it gets harder as you further progress, and while I wasn't a fan of it then, I can appreciate it for what it tries to go for. The idea is that you slide down the ramps while at the same time, avoid all the upcoming obstacles. Some of the placements of the obstacles can be a bit of a pain, but there's plenty of shortcuts to take, and some parts that are honestly a bit easier than others. For the most part, the gameplay is alright here. The decoration on the other hand, not too much goes on so that you can focus a bit on the level, but at the same time, its rather immersive for you to take in the area you are currently traversing.

Coaster Mountain, a level I disliked at first, but I can now appreciate it for what it tries to go for as time progresses.

avatar
7 months ago
-/100
DIFFICULTY
7/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
avatar
7 months ago
-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

I said this many, many times, and I'll say it again: I've always considered Serponge to be the best creator this game has ever seen, at least from 2.0 and onwards. His approach to design, effects and especially structuring are extremely iconic but still somewhat conventional, so it's no surprise that he's held in good regard by everybody. That's why I thought this level would be very well recieved... But that didn't seem to be the case when it came out.

Coaster Mountain is one of the first platformer levels (concretely, it's the first Legendary rated level ever) and came out pretty recently after 2.2 dropped. I remember Serponge teasing this level and releasing it not long after. I tried to beat it back then, but I found it hard and frustrating at first glance so I didn't complete it until now.

I think that's what led so many people to dislike it the same way. The level progressively gets harder the longer it goes on, and additionally the gameplay is pretty gimmicky and plays with slopes and force blocks in ways we hadn't seen until then (understandably though, it had not even been a week since the update). I don't think this is a bad thing though, and making its difficulty consistent all across would probably make it much less memorable.

Coaster Mountain starts off with a simple climbing up section. It's a good introduction to the level, as it doesn't play with crazy gimmicks yet and simply wants you to climb up and explore the setting. I love the reference to the penguins from MasterGame and it's so cool to see them appear in a new Serponge level. The monologues aren't too important; they're simply telling you to take one direction or explain what's new to the stage in later moments, but they're a good addition.

We could break down the level in 3 stages, each composed by a "predrop" and a "drop". I'm not really sure what to call them. The "predrops" would be the little sections before the slope based parts, which are obviously the main focus of the level. These little sections are great, since the drops are essentially non-stop and you have to complete them straight, without pause, so they allow you to chill a little between them. Each predrop introduces a new gimmick which is limited to that section and doesn't show up anywhere else in the level. We talked about the first one, which is a simple introduction. The second predrop uses ice blocks, and I like that the penguin is advising you to not stop while walking through them, since from that hint you can figure out what to do without the need of any indicators or signs. The third of these sections utilizes wind, which pushes you slightly to the right. I found some of the jumps to be slightly frustracting and inconsistent, but since the level is getting harder as it goes on, it's understandable.

The slope gameplay is very clearly the main focus of the level, and these sections happen after each predrop. The way I see them is this: the first one simply teaches you how the slope gameplay works, without introducing any strange gameplay other than orbs and direction changes; the second one introduces dash orbs, pads, and even some force blocks. If you have played this level a few times, you can probably get through these first 2 sections (and predrops) in about 3 minutes without any deaths. However, the third one is the hardest. It doesn't introduce anything new, but rather takes everything that appeared in the first two drops and makes much harder gameplay out of it. The first two drops simply wanted you to get used to the gameplay, the third puts to test all that you've learnt. This part has a lot of direction changes, which makes it arguably much harder than anything else in the level up to that point, but that's exactly the intention. After you get past it, all that's left is a cutscene and it feels so satisfying to beat the level.

Aesthetically, I love it as well. The decoration isn't too complex but achieves exactly what the level wants to be: rocks covered in snow, some trees as foreground and background as well as the mountain far away that you can see during the whole level make you very immersed in the level while allowing you to focus on the gameplay and getting past it. The structures for the slope parts are very well designed, and I love how they're falling down in the last part to add an effect of intensity. The snow is a great usage of particle objects and I like how there's several layers to it. Finally, I really like the final cutscene of going down the zipline after you get through the final drop.

I love Coaster Mountain, and though it was recieved very negatively at first, I'm 100% sure it's going to age well and be regarded as one of the best early platformers in the next few years. It's definitely the first of its kind, and dare I even say the only one of its kind.

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