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Reviews

Created Date
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-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Not too bad especially for a room platformer. It has good ambience and looks clean but otherwise it's not the kind of level that looks interesting to me.

I think gameplay wise it introduces its mechanics well enough, I like how one of the rooms has a key on its path to present the idea that keys can open locked doors (if that wasn't obvious enough). It's still flawed in some parts, like ome room with moving platforms which have way too much waiting time in my opinion, or could've easily had one more platform in each file to compensate. I also wish the SFX work was a bit more complex since I felt it was lacking in many obstacles.

Still, this isn't a bad level. It's just that I've seen this kind of platformer a couple hundred times before.

-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This level is trying way too hard. It's already apparent from the UI usage at the very beginning that this is trying to present itself as a big experience but in reality the whole thing is unfortunately a huge mess.

I don't really have any issues with the start, it presents itself nicely and sets the vibe for the level. Clearly you're inside a space station and at some point will go out to explore space. Not a very original theme, but I'll let that slide. This first part has a lot of depth, which I really like. It makes great use of gradient triggers to resemble 3D structures and I like how that 3D goes on top and behind the player. Some of the gimmicks here are cool too, like the conveyor belts. Some of the deaths did feel a little unfair, but that's not a big problem compared to what comes up next.

You go outside and explore black hole. I must say that none of the physics or visuals really resemble what a black hole would do as you would be immediately sucked by it and the level should be complete darkness since not even light can escape it but this is Geometry Dash so who really cares? Anyway, the gameplay here is based on skipping through asteroids. I really love the idea of switching gamemodes between spider and ball! Both modes have something that the other one can't do and for that section the gameplay is very well designed. However it's completely ruined when the UFO becomes a gamemode option. You can cheese through pretty much every part as a UFO (or a ship, which comes up later) and it's also not even clear where to go. I don't even think some of the parts were playtested since I died to portals that it really looked like I was supposed to be hitting?

For the whole time I was thinking that the level would end after the current section but it just... didn't. It just kept going. And it really should've stopped going since the gameplay kept getting worse and worse. At the end we even get to a JSAB inspired part which is so comically rushed and simple. I don't even wanna describe the rest of the parts in detail since they're just repeats of what the level already did before (but much worse).

In general, this level is just a good example of contestification, the disease of levels that try to be extremely ambitious in order to win a contest. Some creators need to understand that, sometimes, less is more. This would've been a fine level if it ended at its halfway point and it didn't repeat itself so much.

My favorite part is the length. This was submitted for a contest where one of the main rules is that the average player should beat the level in under 5 minutes. It took me 14.

-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I think I'll just start off mentioning a big flaw about the gameplay, which is the timer. I don't mind timers in levels at all, they can be used well if there's some forgiveness to them. That just isn't present here. The gameplay takes a lot of time to figure out (and it's pretty fun to do so!) but that just isn't compatible with a timer. I know there's a timer-less mode which removes it completely but makes the level unbeatable. However, even ignoring the fact that I hate that kind of mode, in this case it just completely removes the level's identity. Because... what does the timer do? Well, let's look at the lyrics of the song the level is inspired by!

"The itsy-bitsy spider climbed up the water spout

Down came the rain and washed the spider out

Out came the sun, and dried up all the rain

And the itsy-bitsy spider climbed up the spout again"

So yeah. You climb up the spout as a spider and after the time runs out a rain comes down and you die. It wouldn't be that bad of an idea if... the level actually did that? After the timer runs out there's no animation of any water flowing down. You literally just die. That's... not really what the song talks about isn't it?

As I said the timer is completely incompatible with the kind of gameplay this level is built around. It would've been so cool if it didn't just kill you, and instead make you drop down to the start! Or maybe not the start, just somewhere you can easily climb up again and slowly learn how to do the gameplay! That way the timer-less mode isn't needed at all and the lyrics can be well represented, because the point is that the spider is trying to climb up but the rain washes it away back to the start. It doesn't kill the spider!

I love the idea, but this level has so much missed potential that it's genuinely sad to describe.

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

A very good cold level with great progression and some great looking effects to accompany it all the way. I love the amount of depth in every part, from the structure parallax in the second part to the 3D rotating figures every detail in this level comes together very nicely.

The first half has some great use of visual and sound connection (especially noticeable in the shrinking snowflakes in the UFO) which I thought was in comparasion a bit lacking towards the end. It didn't lure me in as much as the atmosphere in the first parts did. Still a very awesome map.

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

This is very raw and I kinda love it for that. I'm not a fan of most of the design choices especially in the first half as they look very plain and not that creative (I've seen those blocks made out of those wooden objects countless times) and I think they could benefit a lot from better structuring and more depth, and maybe better color choices too (I don't think the gray really fits there). However these things are improved as it goes on - they fit very well in the indoor parts and don't have the unnecessary movement abuse that the first parts suffered from in my opinion. Movements should feel natural to look good and in this level I don't think that was achieved.

I do like the direction it takes theme-wise. Everything seems to be related to electricity, from the electric storm outside in the first parts to an electrical facility? At least that's how I interpreted it.

This level has very clear intentions and I think it achieves what it wants to be. I wish some of the parts weren't that much of a mess though. Some of the particle usage was just too much.

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sorry about this gang