This is one of the most reviewed levels on this site as well as one of the most divisive levels on this site, and right now I'm bored so I'll put in my two cents.
I don't love this level but I also don't hate it either. I've got some mixed feelings towards Rage Quit. Visually, it's one of the best levels to come out of 2024. It's also widely influential due to how cinematic the level is with its excessive 4th wall breaks and its attempts to divert the player's expectations whenever possible. The really big problem that Rage Quit suffers from, however, is how unfocused the level can seem at times. Rage Quit can be unfocused to the point where select sections of the level make the whole level feel like a senseless product made so bli can flex his GD editor knowledge in the flashiest way possible. The two most glaring examples of this have to be the ship parts where the designs are constantly shifting for no apparent reason, or the second half of the first cube where the player flies of the screen, the player enters Dash, the futuristic eye appears, and there is a fake-out level exit... I don't even know how to properly summarize this part of the level. What's unfortunate is that are some legitimately cool things this level does, like the original 4th wall break setting the stage for the rest of the level after the player is confused at why they couldn't pass the first spike, or when the level does this again after the player somehow crashes into the completion wall. It's this extra layer of nonsense that surrounds these cool concepts that sours this level for me.
Another reason I'm split by Rage Quit is its gameplay. The gameplay is also not particularly good or bad, rather there's just not a lot of it. When levels choose to be ultra cinematic, gameplay quality is often shoved aside. This often takes one of two roads: (1) there is a lot of gameplay but it's unsightreadable, confusing, and frustrating, or (2) the level has sizeable stretches where it is just automatic or the gameplay is very simple. For the most part, Rage Quit takes road 2, which still isn't very good in a level, but it's very preferable to road 1. Despite this, there are still moments par for road 1 in Rage Quit. The most commonly complained about is the red part of Stereo Madness, where a silhouette figure is destroying the nine screens GD is being played on in a fit of rage. On your first playthrough, you don't know which screens he will break, so when he breaks the screen you are looking at, you're most likely dead due to not being able to react and adapt in time. A less severe example would also be the final ship part; I have a friend who, on a blind playthrough, did not realize it was a ship part due to the player being a cube, thus dying. Outside of these parts, I'd say the level's gameplay is fine.
TL;DR some great designs and ideas, but way too unfocused in execution and lacking in the gameplay department. "Hype Moments and Aura" was invented by bli when he released this level.
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sorry about this gang