Review of Frost Spirit

by
, 2025-04-18, 21:42:28, Level ID: 95767653
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- My part-by-part overview of Frost Spirit -

0-7 (Intro Quaybus): Awesome part that serves as a solid introduction to the level in both gameplay and visual aspects. I was initially worried that the wave here was going to be a big roadblock from 0, and certainly it could be frustrating to play at first especially with the semi-visible spikes strutting out of certain structures. However this wave got extremely consistent and it honestly elevated the experience of playing from 0 because of how satisfying it was to do. The spam and the transition out at the end can be weird at times, though

7-15 (Symmetrical Quaybus): I'm a huge sucker from symmetrical structuring so this is probably one of my favorite parts visually. And honestly the fact that I liked looking at this part so much probably made it more fun to play too. I've been saying how making interesting structuring is a free ticket to both awesome gameplay and visuals, and this is a perfect way to do that.

16-23 (Crystalline Quaybus): One of the most fun parts gameplay wise. I think the best way to describe it is that it feels snappy in a way that fits very well with the percussion that it's syncing to. The three UFO headbumps at 20% are probably my favorite clicks in the entirely level for this reason. Difficulty wise it's mostly a pretty easy part besides maybe the ship swoops at the end

24-31 (Clubstep Monster Quaybus): God this part is so sick. I adore the structuring used to create the clubstep monster shapes. They feel menacing in a way that fits so well with the part's place as the first drop section (shoutout the one ship fake). The miniwave spams here can feel weird but I was able to lock in muscle memory for a specific pattern that made it consistent. Overall really fun part to play and watch

32-40 (Crystalline Quaybus v2): Not much special to say about this part, it's pretty difficult but very fun to play. I would get mindblocked on the ship during some sessions but in my final session I wasn't really dying to it at all

40-47 (Corridor Quaybus): The cube is almost a mini-break as it consists of mostly buffers and easy timings. The ship feels like something that will be a huge struggle when you are first learning the level but you can actually get it down surprisingly quick. Still though it will always feel kinda weird and you can just Die in chud ways like I did at the start of this video. Also wanted to mention I like how this is one of the only part to incorporate an extra color that isn't cyan/white so it stands apart from the rest of the level a lot visually (in a good way. i think the lavender used here complements the cyan really well)

48-56 (Standard 1.9 Design Quaybus): Contender for the hardest part of the level. The cube timings are very awkward and setup-based, I've always struggled a lot with trying to get them consistent. The ship is ultra precarious and it's one of those things where you can go from being able to pass them every time in a session to dying to them three times in a row the next session. I do love the wave though. It matches the rest of the part in how devilishly tight its gaps are (especially the last four clicks like look at those saw placements) but it is SO satisfying to pull off (especially the last four clicks, they're definitely tough but I promise they are more consistent than they look)

56-63 (Break Quaybus): The level dims out, allowing you to chill a bit and cool your nerves in this intermission part (sorry). I think the placement of the easy-demon-lenient ship is perfect in how it follows up on how stressful the previous part can be, especially as you're doing the four final wave clicks. The second half of the part does pick the difficulty back up a little bit, and although it's still nowhere as hard as previous parts I did choke to it a couple of times from 0 (and felt like an immense idiot each time)

64-73 (Not-the-Best Quaybus): This is my least favorite part of the level, and it's in large part due to the three jumps at the start. These jumps are the only thing in the level that I can say I outright hate, because they're so hard from what feels like bullshit factors (The dimness, the disorientation from your icon falling down, the fact that it's not syncing to any part of the song). It got a bit better after I developed a hold strat for the minicube but god every death to these clicks was such a massive punch to the gut. Like these inputs just shouldn’t even exist considering how the song is completely silent at this point man. And the gameplay after isn't the greatest either, the clicks are offsync, jank, and generally feel kinda scrappily constructed. I sound negative here but really it's just relative to the rest of the level, I would say my enjoyment of this part is like a 6/10 still.

74-82 (Woogi Quaybus): Holy buttclencher. I died to the 74 ball so many times and don't get me wrong the clicks are hard but my struggle with them is definitely psychological to some degree. Like the menacing appearance of tiny spikes being so close together cause my nerves to skyrocket. The 78 ball is no joke either, it doesn’t look as intimidating but is equally unforgiving as the first ball (or even less, in the case of the 79 yellow). Thankfully the cubes are not nearly as hard though. If you weren’t already feeling nervous getting this far into a XL level you certainly would be with how anxiety-inducing those ball parts are.

82-89 (Choose Your Own Adventure Quaybus): The first half of this part is relatively pretty easy, though my worst fail was to a completely free click at 85. The real meat of this part is the multipath section in the second half. I think it’s super cool conceptually especially with how the two paths cross back into the same area but then split off again due to different gravities, though the problem is that there is a clear answer obvious answer for which part is easier, and you’ll see 90% victors taking the same path I did in this completion. I did actually go for the top route for a while before switching because the bottom route is just so much more consistent. Still though I absolutely love the idea of giving the player choice in how they want to navigate gameplay and I wish more levels would do it, especially in high end extreme demons like this one.

90-100 (Ending Quaybus): Pray. Just pray. This is the other contender for hardest part in the level, and it’s largely due to the last wave (and the last ship to a smaller extent). The buffs made to this wave in the balance update force you to use an ultra-awkward click pattern on gaps that are already incredibly tight, resulting in one of the hardest things in the level to get consistent at. Honesty though I will say even with how awkward the click pattern is the wave still feels really satisfying to pull off? At the end of the day I can’t complain about this part too much even because of my absurd luck letting fluke this entire ending. A worst fail of 85 isn’t a fluke by most metrics but man is it still one of the most insane things I have pulled off in this game.

OVERALL9/10
GAMEPLAY9/10
VISUALS8/10
DIFFICULTY-/100
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sorry about this gang