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Overall
88
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Reviews

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

Really liking the fact that Rob is rating more of these kinds of design levels Legendary.

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

Person named Mizu beats Mizureta (And gives it a 7 8 because he thought it was fun to play, but some parts are pretty jank.)

(Edit: Actually, now that I look at it a couple more time, I'm thinking 8 fits it for me. The more I rewatch it, the more I start to really like the flow of the gameplay despite some parts of it being jank, but this is mainly the wave parts at the 2nd verse, and most -reta levels tend to have those kinds of parts as part of it's nature. In comparison with the other -reta levels that I know (Niwa, Kuzu, Wasu [Technically Kowa and Fragile too, but those are a different kind of -reta levels]), I think Mizureta is one of the best -reta levels that we have (Next to Kuzureta) in the context of the kind of nature most -reta levels inherit.)

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

I figured I'd write a review on this level while I'm in the process of editing and uploading my completion of it on YT.

I decided out of interest to go for this level after seeing MiniShoey review it. It's a beginner Extreme Demon with rather nice intensity, clean designs, and it's not too crazy with the movement and effects. Gameplay was (surprisingly) easy to understand, although what prevents me from matching the gameplay score with the visuals and overall is the wave during the buildup, but this is 100% a skill issue on my end because I'm not a wave carried player, lol. It's nothing more but a natural distaste on my end. The wave is fine elsewise.

Overall, really nice level. It hasn't gotten added to AREDL just yet, but if it does, I think it's probably easier than Cataclysm, harder than Without U. (Going off of what extremes I've beaten)

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

Leans more towards 8.5 for me. Very elegant and majestic in a way.

Not really Zoroa's best imo, but it's one that I can appreciate simply for it's natural approach.

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

Didn't think I'd see the day where orb spam would be utilized in such ways like this one. It's awesome.

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

How the hell have I not heard of this level before?

This probably has some of the most interesting visuals in the game from what I've seen. Really reminds me a lot of those kinds of 3d clay bits some games have.

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

"More stuff like this in the future. I just need to find me some demons." - ThatonenamedCJ (2020)

This is the oldest completion I have in my YT Channel. I've always had sights to go for this in 2016, but never really got the opportunity to do so due to me being a mobile phone player back then. And then I actually beat it in 2020, and I considered it to be my favorite Serponge level at the time. (Would be short lived cause I actually thought Acid Rush II was better, and this was long before CastleMania even existed.) I figured this would be a good level to review, as this is my 500th review.

The level comprises of six different minigames, ending with a ship:

  • The first minigame was pretty easy to understand, just bounce the ball and make sure it doesn't touch the ground. A classic.

  • The second and third minigame (and honestly my favorite parts in the level) has you alternating between holding, spamming, releasing, and just tapping once, followed up by having to dodge the spheres. A lot more complicated to understand considering that you have to alternate quite frequently, but it is a set pattern so messing up doesn't feel like hell. And the sphere dodging is definitely a break from the alternating.

  • AND THEN RIGHT BACK TO ALTERNATING WE GO WITH THE FOURTH MINIGAME!!!...... I'll be honest, I have nothing to comment on ilrell's part. It's just click, alternate, click, click, alternate, hold, not much else to go by.

  • The fifth minigame is basically a type-run minigame where you have to avoid the obstacles that can also sometimes move. I remember this being the hardest part of the level, and that's honestly because of how weird it was trying to move your cube, specifically when moving left. Cause moving right seems to be... fine? Idk. (Edit: Oh god... 2.2 broke it.)

  • And then the last minigame before the ship is block placements. In my opinion, the easiest part in the level. Just place blocks in specific areas and making it to the other side. Nothing too out of the ordinary with this one.

Because of how varied this can be, the difficulty can honestly be all over the place, be it relatively easy parts, or complicated as hell and buggy parts. (Also 2 player controls, but... it's not complicated 2 player controls)

Do I think AlterGame X still holds up to this day? Honestly... yeah.

For the time that this was created, this would be considered one of the most technically impressive levels in GD history. Compared to other levels though (especially ones made by Serponge), it definitely can feel a bit dated in some of the minigames. Abstract's part especially. But overall though, yeah. AlterGame X is still pretty good for its time. Idk if I'd recommend this to someone for their next medium demon, but maybe if they were to be curious about Serponge's older works, then I'd recommend.

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

I love me a good old fast paced levels with high intensity, even though there is a LOT that is going on.

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

That first wave is such a god damn attempt eater. But everything else about OPSM1 is really good.

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sorry about this gang