In the interest of avoiding spoilers, I won't talk much in detail about how this level connects with Deltarune, but it is heavily based on a section of one of the game's chapters. In terms of technical execution, the level of detail is on par with the source material, and I quite appreciate the additional lighting effects on the church windows and the saws to make them pop from the darker background. The added background texturing is nice as well, as particularly in the ship at 0:45 the layered, floating particles feel almost like dust or stars and give the illusion of the level having far greater depth than it does, which helps the environment feel grander.
This is what makes Prophecy quite a one-dimensional level, though, as it sticks to its source material very faithfully rather than taking advantage of the GD editor to provide a more unique experience. The few rhythmic elements in the level aside from the gameplay are elements already present in game, and in particular I would have loved to see more usage of the rings as an "echolocation" gimmick as they have quite a large presence in the original chapter, yet only appear in parallel to the scripted intro sequence. I'd also have liked the level to feel more distorted and fragmented akin to the second sanctuary - the whole concept of it being a reflection is unseen in the level in favour of the more basic, overall church theme that was chosen. Not to say what's here is bad, I just think it's missing a lot of potential that it could have achieved by taking the chapter's mechanics and environment and turning them into a more complete, unique experience by taking advantage of more of what the editor offers. I'd recommend Prophecy for Feature.
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sorry about this gang