Review of Vertigo

by
, 2025-04-28, 17:58:20, Level ID: 108664680
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One thing PAHC clearly excels at is making the core motivation of their levels ultra-transparent. Go You was clearly formed with the concept of an absurdly large achievement list, then fitted with a novel art style and hub world. Saturation Point is made to be flashy, raw, and abrasive to fit the song and layout, and the designs and effects are (relatively) irrelevant to the discussion past that. The actual decoration of PAHC levels in general never mattered to me that much - virtually all of them are very pretty and polished and create a stellar backdrop for the stuff that's actually fun to talk about, which is something creators like G4lvatron and Notlsa also do a great job of to help the most unique aspects of their levels shine. PAHC in particular is one of the best arguments for the benefit of honing your craft as a creator for this reason, and Vertigo certainly wouldn't be the level it is without great skill with colors and modern design.

With that said, Vertigo contains one of the coolest gimmicks I've seen in any extreme, being that the hitboxes of every visible object are shifted by a little over a block, randomly to the left or right. I've maintained that 2.2 has enabled some of the craziest ideas to see the light of day with how accessible features like the random and area triggers are, and Vertigo stands as a top tier gimmick level. It was really fun to play for the first time and I did something like 6 practice runs of the level before deciding I didn't want to properly learn it. I will say that the Achilles Heel of this level is absolutely the last part - having the final offset be untelegraphed apart from a hint at the beginning of the level just seems annoying and forces some kind of cheese strategy to get consistent. Other than that awesome level!!

OVERALL9/10
GAMEPLAY-/10
VISUALS-/10
DIFFICULTY-/100
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sorry about this gang