Junior Member
I can't say I'm the biggest fan of the Blitz series (although I did enjoy CASINO BLITZ quite a lot, because of the fun trigger usage and lore behind it), and I honestly can't see these levels as nothing more than the classic megacollab format where everyone does whatever they wish and there's barely any connection between parts. The catch is that all of these levels have a theme and the creators are always really good. As you could guess the theme for this one is just... the beach!
I guess most of my criticisms are already stated in the first paragraph. The parts individually are mostly great but at the end of the day it's just a normal megacollab with nothing that really stands out. I don't find any sort of progression that could've made it memorable. With a theme like this there's potential for some kind of storytelling - like a clear path that the player is taking - but I don't think that's present here. Admittedly some parts do feel connected (the transition from Subwoofer's part into Tony's with the volcano throwing you up is very cool) but most of them feel like you're just spawning in a brand new location randomly.
Frankly when it comes to this kind of levels it all comes down to the gameplay if the visuals look good enough for me. Problem is, that's really not a strong point that this level has. For the most part, yes, it's fun and readable and doesn't do anything crazy. Sure, it's pretty unbalanced, mbed's part is very hard compared to the rest, but there are no dumb gimmicks or anythi- wait what? I'm playing volleyball now?? What's going on?
On a serious note Arb's part is just not good gameplay wise. I don't mind gimmicks in levels, in fact I love them! But for megacollabs it's always a big no for me. If a level wants to make a gimmick and succeed at it personally I think most of the level should be based around that. The concept is cool but it's also so annoying and unfun to play through. Genuinely the only reason I'm rating the level this low is because of that part.
Has a bit of a strange progression but I like what I'm seeing. The colors in the first and last part are a particularly strong point in my opinion and help tie the level together thematically. On the other hand though it makes the parts in the middle feel slightly out of place to me - particularly the part starting at 40 seconds in feels the weakest in contrast to how vibrant and colorful the pulses are in the part prior.
This is still a good level. I like the very old school inspiration mixed with modern designs. It feels like this level could've come out any time in the last and would still be fresh.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang