I feel like the main theme of this level w/rt gameplay is "don't get distracted". This theme starts early: the very start of the level has the camera rotating all around at angles you don't normally see it, and it gets repeated throughout the level, like the wave part which would normally have very flashy effects, and the ship part where the dual shenanigans make it hard to tell your bearing. It's a very unique idea, and I think it's super cool, and —
I wish I'd enjoyed this level more.
This level is probably perfectly fine on most of y'all's devices. Mine, though, has a petrifying fear of trigonometry, and it really doesn't seem to like the animation of the gears turning during the buildup. As such, I could not run that part at over 20 FPS — even on low detail — which severely detrimented my playing experience. For the cube part, you have to blindly learn and memorize a click pattern, which takes a great deal of trial and error, and I wouldn't even say it truly gets consistent; and the wave part is just pure RNG. If I die because I can't tell which direction my ship is facing, that's a valid death — I wouldn't've died if I'd paid better attention to that. But if I die because I can't tell where my wave is or how close it is to the walls, or because I missed an orb that I couldn't've known I was going to miss, that's just unfair. And add to that that the ship part in the fakeout is one of the harder parts of the level, and it just forms the most massive tumor of a choke point. Would it have been fine if my computer didn't lag? Probably! Which is part of why I'm frustrated — I feel like I was robbed of a better playing experience because the level was poorly optimized.
The deco is fine, and the gameplay should be fine, so I'll give it a higher rating than I might like to, but I still had a bad experience with this level.
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sorry about this gang