Review of Mindblow

by
, 2025-03-21, 21:26:39, Level ID: 28969151
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says...

Namtar is still one of the biggest influences in design even nowadays, his style and techniques were really ahead of it's time and it's still being used to this day. Mindblow by Ratman is just one of the levels i just open every time to beat again, it's for me everything i ever asked for a GD level, awesome design visuals and very cool gameplay, and it aged just as fine wine. Some things that you dont even notice are still used and this level was one of the firsts to ever do it, such as the technique of leaving all the pulses set as spawn multi-trigger and pulse HSV brightness to make the pulses work in such a really smooth way, the interesting parallax movement in the last part, the moves and glowy structures that gets you really imersive in this level or even the glow filter being it used to blend all the glowy style together in such an unique way. As for a reference level, you can just open the level "REDLINE" by Vapen and clearly see the strong influence Namtar had in Vapen's designs, pulses and the structuring of the level in general, keeping his culture alive and transforming the design style in something we rarely see being it used in a way this good. Mindblow has a really awesome color use, which you can notice just at the very start of the level, it uses the neon pink and orange chroma with bright blue multi-trigger pulses, and these color combinations goes from start to finish, with a lot of variations in the mean time, such as the drop which uses a bunch of purple, red, yellow, orange and green pulses, and it also uses black for a lot of stuff as you can see in the designs and groundspikes. Even if the level has some moves, the level itself still feels very static, which in my view is a very good thing, it kinda gives that nostalgic mood to the level.

As for the gameplay, it may be pretty hard to beat it fast in one to five attempts, but it IS very fun to play, and especially if you do not know the level i really recommend to give it a try, it's pretty easy. However, because of some limitations the game had in the past and gameplay problems that affected this level in many ways, such as some blind orb clicks and transitions that takes a time for the camera to get static, it could make the level be pretty hard in a not very cool way. The use of slopes and pads makes the player go up and down pretty frequently in this level, which is not a good thing if you want some things for the player to be visible. The level is pretty sightreadable in general, so a harder 7* for this level is exactly the good rating.

I hope that this level can still be remembered as something really important to the GD creator community, and i also really hope that this level doesn't get lost in the dust and be forgotten, it's definitely one of my favorite levels.

OVERALL7/10
GAMEPLAY6/10
VISUALS8/10
DIFFICULTY-/100
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sorry about this gang