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OFFLINE Last seen
2 days ago
Time spent online:
20 hours, 38 minutes

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Difficulty
0100
Overall
88
Visuals
010
Gameplay
010

Reviews

Created Date
descending
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
10/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY

This level's pacing is so cool that it's basically unforgettable. And then the break in the middle is so nice! chef's kiss. Crazy nice rep on a random ass clown core song.

-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
5/10
GAMEPLAY

I wish there were more levels like this

-/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
5/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

This level is so funny and I can't help but love it, there's really nothing like it. I find it unforgettable.

-/100
DIFFICULTY
8/10
OVERALL
10/10
VISUALS
6/10
GAMEPLAY

It's a great level visually and technically. I love the way it looks and how each section has a unique theme but it still feels like a connected world. I love the mechanics in each stage and how they're implemented in level design. However, I'm not a fan of the precision the later stages require (whereas earlier sections get much of their difficulty from unique mechanics and input sequences) and I've never been a fan of the controls. I enjoyed my time playing this level and getting to stage 6 but felt like I was locked out of progressing further because of setup-based jumps/precision, hz differences where the level was harder on 60 (though I haven't played the level in 2.2), and lag. I also just generally wish it was a bit easier, I feel like a lot of levels sacrifice enjoyability in favor of difficulty. I would love to see an update with at least refined platformer controls and using static cam for optimization, but I know it's unlikely. As I'm writing this, I'm excited for Electric Archives, which hasn't come out yet.

-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
8/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY

In 2.2, MattewGame's levels have mostly been recreations or translations of other games into GD, which were impressive and sometimes fun but lacked identity and had little to say. A couple standout visuals and ideas from his previous levels (mostly Tears of Denial and shapeless -- though these levels take heavy inspiration from other games, there are still original aspects and sections of them) expressed his interest in history and warfare. I distinctly remember being fascinated by the justice balance scale with the caryatids in the background from Tears of Denial and wishing Mattew made more stuff like it. Motivated by criticism of his past work, Mattew made Espiazione, a level filled with these unique aesthetic ideas, personal expressions, and his own spins on boss fight conventions. Mechanically, I found several of his previous levels frustrating to play, but this level works better with GD's controls as the boss fights are relatively simple and easy but still satisfying. It makes sense for them to work like this because the level's focus is more on its narrative. He also challenges boss fight conventions in a couple delightful ways, the first being the beginning where you damage the boss by letting it attack you, but the one I found absolutely shocking was at the end of a battle with some army troops, they place a nuclear bomb which you are forced to let explode, encouraged by the soldier that appears throughout the level to kill off the bosses. It fits right in line with how the level uses warfare as a lens to look at the subject of mortality, where death is everywhere and is terrifying (it's my own greatest fear). And it's like, what the hell do we do about that? Mattew says fuck it all, we make art. The only thing I would really wish for here is for him to make more platforming gameplay. I thought it was cool in shapeless and I'm not attached to the boss fight on a flat surface gameplay loop.

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sorry about this gang