Rust is an extremely good example of song representation, as its sharp and jagged atmosphere pairs with the almost mechanical song. The first part is a beautiful example of how to build a "mood" in a level, as the movements, particles, and subtle flashes and rotations all come together to build up energy that's suddenly released in the drop. The physics of the animation that plays before the drop combined with the choppy animation style really adds to the way the player is suddenly forced into this release of energy. The drop continues to exert a strong mechanical theme, and I feel as though the tight and snappy structuring heavily contributes to this. The black orbs into the postdrop are a really neat way to let this energy finally start to fizzle out. The postdrop itself is the calmest part, having very few movements. This level has a very clear build-up, climax, and conclusion, and wants to present the effort it went through to achieve this to the player. I understand the people who think the decoration is a little monotonous though, since while the energy clearly changes throughout the level the overall style does not. The drop features much brighter colors and very expressive movements, but both put highlight onto the gameplay. While the structuring and designs are high quality, they mostly don't change enough over the course of the drop which personally led me to find the predrop way more memorable.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang