experiment by mbed & more is definitely not a typical Geometry Dash level. Upon first opening the level, the player is greeted by a pulsing tech-styled UI layered over what seems to be a test facility, echoing an uncanny, surreal feeling. The player loops through a single section of gameplay, with literally no end in sight. However, by falling through the gaps between the blocks, the gimmick of the level becomes clear. experiment is a puzzle level with its gimmick being trying to find a method to break the gameplay loops to reach the next "floor" of the level. What I feel like greatly strengthens the gimmick of this level is how, besides the breakable blocks also breaking under the force of the player jumping, the level purely focuses on using the basic physics of the icon in its level design, making it feel more connected to knowing how Geometry Dash's game physics function, which I am a huge fan of. The one section that deviates from this a bit is "floor" 08 requiring the player to hit a series of orbs / pads in order. It took me a few restarts to notice a hint given out in the previous part showing the specific sequence of orbs / pads in order that is required to be hit. While this is a bit confusing to figure out as the hint lacks indication for it being useful information, this is also in spirit of the level design and indicates the creators' intention of requiring the player to restart the level from the beginning to pay closer attention to details, hence my mixed feelings on this method of showing the hint this way. The part also marks a turning point in the level where it opts for additional gimmicks alongside the base physics, like floating red orbs, the click counter and the regular gameplay of the final section, adding extra variation. The gameplay shift is warranted through a shift in visual style, from a laboratory aesthetic to an out-of-bounds purgatory -- the last part adds a rough tritone colour scheme complementing the level falling apart. The ending of the level forces the player to restart the level to break the loop and complete it, playing on the fear of the unknown of the player, which is, again, something completely alien to GD.
Overall, experiment masterfully executes its out-of-the-box gameplay, while not neglecting its visual quality at all. It takes full advantage of the new features added in 2.2 to create a completely unique experience. I do not have any real gripes with this level
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sorry about this gang