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Reviews

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11/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
7/10
GAMEPLAY
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
-/10
GAMEPLAY

the fourth canonical travel level.

lonely travel - cinematic emotional marvel

dem travel - dreamlike minimalist abstractions

hypnotic travel - 2.1 design excess

light travel - all three at once

(dark travel is cool, but feels very different indeed)

the best way to put light travel is it's a level where every single object is placed with intent, to an extent that no other level in the game has, amplified greatly by its 9 minute runtime. pure funnygame style effect levels have pretty much been dead since about mid 2.0, so to get such a good one in late 2.1 was such a surprise, and a great reason it's such an instant classic

the first drop is one of the best parts in geometry dash, chills every time

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

description not required. if you like this style, this is where it was headed, over the entire history of geometry dash. unbelievably authentic and completely uncompromising, the epitome of perfectly imperfect [~11/10~]

7/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

my favorite level in the game. you know how old levels used to have several paths, none of which killed you, just all of which were just different sections? i used to hear people talk about how they wished that newer levels did that. then grebeworld came out. well beyond just a couple paths, grebeworld exists in a near continuum of openness (by gd standards), at most maybe only 30% of the level visible on any given playthrough. everything is impressively diverse, in the gameplay, large open grids of blocks, several 'locked in' areas with different variations, parts resembling memory levels but anything you click sends you in a different direction, and in decoration, from minimalist modern parts to dense surreal designs predating the neodesign style. for most levels, replayability is a suggestion, but replaying grebeworld is part of the experience, you literally haven't experienced it all unless you've beaten it like, at least 6 or 7 times, and well beyond that, you'll still be finding new little nooks and crannies, new gamemodes to be in a part, well hidden secrets, small compact areas for niche situations. it's impressive that it flows near seamlessly too, as the editor is quite literally not tall enough to handle all of it. literally the only way i could imagine a better level is for someone to have another genius one-in-a-decade-level idea, execute it perfectly, and have absolutely no empty space, as literally the only complaint (aside from the gameplay being a little hard to read, which is inevitable with the concept) is the first ship and a few of the 'standard' sections going on a little too long, but at this point i can't really imagine anything changing in the level. as close to perfection as the game has yet tasted [~11/10~]

3/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

level which was initially released as part of the geraldbrown collective. probably the level in the game that does the most with the least*- a simple gimmick with very simple decoration that is still unbelievably atmospheric. really stretches your brain in a new way. always satisfying every replay i give it. incredible song choice for the purpose too

(*2025 edit: yeah that’s probably 2 object level by floofle now)

60/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

intense as all hell. learny memory insane demon with obscured orb colors, obstructing visuals, and some other unpredictable behavior. not every death feels like your fault (most do, it's not that bad) but it's so maximalist and loud that it feels like being in a tornado dodging pieces of debris. currently working on as my first insane demon completion (will update if i remember to if i beat it)

20/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

i don't really know if this had the same nerfdate treatment as the other early majacko levels (update, yes it did, mostly inconsequential) but at least in its current state, this would probably be one of my first recommendations for learny gameplay. the very messy visuals, among some of the messiest in any rated level, are an acquired taste, but (at least on 60) there's very few parts that are truly inconsistent (there's an extra one or two that are blind but they have consistent setups.) obviously since i'm weird this is pretty high up there among my favorite levels in the game (partially) because of the visuals, which are really unique once all the detail sinks in, but the rest of it, where majacko would go after this, cool gameplay, its small bit of infamy, etc. are what complete it. maybe i should put it the other way around, despite the visuals, it is surprisingly playable (if you have the patience to figure it out)

99/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
-/10
GAMEPLAY

one of the last barriers of geometry dash to ever be broken by a 'major' creator- the guarantee it's even possible at all. it turns out it is, but whether it is or not is beside the point. starting at 2:40, most of the rest of the level (with a break from 3:43-4:00 and the ending) is algorithmically generated from several seeds and assets from other levels, resulting in a barely curated mess. while this is the most shocking and arguably revolutionary aspect of the level, it's not one of my favorite levels in the game for just that. if you removed that part, you'd still be left with one of gecko's (if not the) strongest moment(s). but it is just that, the tension between moments clearly intended to at least be attempted to be played, clearly worked over and thought out, and complete unbridled unplayable chaos, that lands it in instant classic territory for me. how do you even go about playing this? botting this is way overkill for everything but the impossible parts, and attempting to get anywhere legit through the mess would go nowhere. it calls into question such core assumptions about the game, and through them wordlessly criticizes the rating system (among other) power structures that restrict the community's creativity and create some unnecessary elitism. and it fits the song pretty well too [~11/10~]

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sorry about this gang