I like a lot of what this level does. It really has no major flaws at all… except for the ending. Yeah, I’ll get to that on its own in a bit, but I can’t help but feel disappointed considering how awesome the start of this level is. I actually want to take this review part by part instead of covering gameplay and visuals separately, because I think it’s the combination of those two elements that bring the level down in the end.
The first part of this level isn’t the best by any means, but I think it’s an excellent start to such an out there level. It’s pretty simplistic in design, but I think the patterns in this section are what kick off the sort of controlled chaos theme this level incorporates. They’re definitely really clean and well put together, but the way the layers sort of melt together (largely thanks to the color scheme) makes it feel so abstract and unstructured, despite the gameplay still being fairly simple. Hint: This will be important later.
It’s just occurring to me as I write this review how similar the second section is to commatose… not that that’s relevant since this level predates that one, but I thought it was funny. Uhh, anyway, I think this section has a similar feel to the first one, in that the distracting background causes a lot of blending between foreground and background. This visual effect certainly works well on its own, but I do want to note that the structuring is also pretty unique here. I think that’s cool from a design perspective, but I think that’s even cooler in tandem with the gameplay. It feels a little cursed since some gaps just don’t feel natural, so to speak, but it actually plays really well. Nailing that triple spike while jumping off the “air” is a stand-out part especially. It just feels really cool lol.
Alright, now… the moment. I really love the concept of this final section. The curvy structures are genuinely awesome, and the gameplay is smooth as butter. Once again, we’re sticking with the controlled chaos theme, but to a much greater degree. There are some clear patterns in the designs, but it’s still weird and not easy to parse, capitalizing on the theme that has been prominent earlier in the level. But the very end of this section… really bothers me. I don’t think it’s unreasonable to include jump indicators in this part considering how insane it is… but did those indicators really need to be bright green? Not only do they pretty much trivialize the gameplay, but they also look terrible in a level where the focus up to this point has been the consistency in colors. I just cannot understand this decision. No, it doesn’t ruin the level, but it does hold this one back from a potential A tier. It honestly would have been great if the indicators just want with a different tone fitting within the established palette. It’s just so unfortunate that this level concludes in such an unfortunate way, because otherwise I really like it. It’s unique while maintaining a very clean design, and has some really fun gameplay to boot. I just wish it did more with the ending, because right now I find it really disappointing.
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