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OFFLINE Last seen
2 days ago
Time spent online:
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Overall
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Reviews

Created Date
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-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

EDIT: I have been made aware that this level may only be bugged on mobile because of 2.2. With that, I've raised my score. I'm still not super impressed by the level, but the score being so low was because of the bugs. With better execution of the concept itself, this level could be great. As is, I think it's just fine.

OLD REVIEW (Score, 2/10):

At least on mobile, this level just doesn’t work correctly. The cube floats too high or too low for seemingly no reason. Not to mention that clicking even slightly too early or late will screw up the gameplay, which makes it a pain in the ass to play irrespective of the bugs. This level gets some points for originality, but it doesn’t have the technical ability to support what it’s trying.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I’m self aware enough to know that this is very typical for a 1.9 effect level, but I don’t actually dislike it. It’s slop but it’s MY kind of slop.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This level is marred by a mismatch between what its surface aesthetic and how it actually works to play it. The level appears to be super chaotic, experimental, freeform, etc. But when you actually sit down to play it, you realize very quickly that you're on rails. Each part has exactly one intended way of doing it, and instead of getting you down that path through good design, it just puts a toggle orb and death barrier so that you're forced to do it the exact intended way. Every possible variation is controlled for; invisible teleportals are constantly realigning you so that the level doesn't break. I just fundamentally hate this way of designing levels, especially when the level is leading me to believe it's trying to be somewhat experimental. It might be that this contrast is intentional, but if so it doesn't register as such, and either way I would find it frustrating.

Nonetheless, I did enjoy this level. The gameplay, when done as intended, is fun, and the decoration is abrasive yet simultaneously very pretty. I just wish the gameplay ethos matched it.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

One of Woogi’s worst. I appreciate that he tried something outside his normal style, but many of the parts look horribly dated now and the moving objects are obnoxious.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Interesting in concept but not explored nearly enough.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

The very definition of “fine”

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This isn't a 5 because I feel tame about this level. In fact, I feel very conflicted. It makes so so many decisions that I can't stand. The long intro, the lack of clarity as to what is and isn't solid, the dumb cartoon art style, it should all combine to make a level that I hate. But it really doesn't, because even though I don't usually like these kinds of levels, I can tell that this one has a soul. It doesn't just aim to be impressive and flashy. The middle robot is especially understated compared to the rest of the level. There are so many small details which show that a level of care and fidelity went into this that isn't present in most levels, my absolutely favorite being the little smudges on the iPad that appear whenever you jump, indicating that a finger is pressing the screen. They're so faint, you can barely seen them, but Player Time still included them and I think that's beautiful. It's a shame the level isn't fun to play, because it truly could have been great if it were.

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sorry about this gang