Junior Member
This is one of the levels that come to my mind first when talking about my favorite era of GD levels, which was around 2021 - 2023. I can't help but feel like a lot of levels were much more creative back then, which I guess makes sense because of how 2.2 brought a lot more younger audience to the game that is mostly impressed by flashy and "cool" effects that make levels not look like GD at all. I don't have a lot to say about the level itself, it's just a really solid design level with it's own unique vibe and fun gameplay, and that's enough for me to give it a 9. I think it's very clean and perfectly succeeds at its idea.
This is a perfect example of good progression and how it can make a great level without doing anything too crazy with visuals. It reminds me of QuazeryIceCube in some way, who has probably influenced rply's style. This level shows what I value the most in GD levels very well; it has a very clear idea and style that makes it stand out, and it succeeds at what it's trying to be very well. It's not trying to impress you with flashy visuals and crazy designs, and it doesn't need to. The default 1.0 objects are mixed really will with newer objects and effects, I especially like the custom antenna-looking things with pulsing circles. Aside from the Area and Shader trigger usage, this level makes great use of some rarely used 2.2 features. For example, the BG speed trigger, which works very nicely here to add more intensity towards the end of the level.
It's worth noting that this level is only made in 3 days, which shows that you don't necessarily need many months of work to make a great level, and it can be something as simple as this. Overall, this is a very neat level. It's really nice to see a new rply level, even if it's not nearly as big as commatose. This is one of my favorite levels by him, and I hope it gets rated soon!
This is one of my favorite levels of all time which I've finally beaten today. It is very learny, but it was still a very fun experience, and I love absolutely everything about this level. The gameplay is very fast-paced and heavily based on memorization, which does make it pretty hard to learn, but it's insanely fun and satisfying to play once you learn it. All the fakes in the gameplay are extremely clever, which makes it very fun to learn and figure out for the first time.
Aside from the gameplay, I absolutely adore the decoration of this level. I'm a huge fan of this kind of design style, which matches the gameplay structuring extremely well here. I really like how much thought was put into backgrounds in this level and how the SoDaZ wasn't afraid of making backgrounds so bright. Creators usually try to make backgrounds contrast with the gameplay layer, but this level does the exact opposite, and it works perfectly. The first part is the best example of this, I don't think that blending together details is a bad thing here at all, I think it is what gives this part the feeling of freedom and brightness. I would say this level is kind of messy but in a very clean way, and I don't know how else to describe it.
I definitely recommend playing this if you're good enough to beat it, this was easily one of the best experiences I've had on an Insane Demon. If you like fast-paced memory gameplay or just Vlacc's gameplay in general, you'll definitely enjoy this level a lot.
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sorry about this gang