Junior Member
it makes me happy
I've thought about this map more recently and I genuinely find it very fascinating, there is something oddly human of just creating something as mindless as this and I think more creators should think about their process more. You do not need to feel ambitious in the editor, creating something out of judgement like yoy did is almost no where seen in this game nowdays, you may still find silly things in the recent tab but they dont ever come close as the normality of yoy did. I think there is a reason why this is so fondly remembered out of the mass dislikes and the silly name.
I absolutely adore how expansive and freeing the gameplay is, you dont essentially spam all the way through but more so you need to think about how you approach your jumps in each circle universe, and even if you have figured out a consistent path of your own it'd still feel that you're doing something different every time. its really engaging and beautiful, I am floating to all kinds of places in this wOrld and I'd even go as deep as expressing how spiritual the designs feel, its just very surreal and I haven't quite played anything like it.
Well Rested advices us to do better as a human civilization and make the world a more natural, creative and a spacious environment that everyone would chew to live on, the decoration, gameplay and vibe are very organic and they resemble that beautifully, it paints the song's wishes in a very special way that no other map in the game can achieve very smoothly.
I can't talk about Well Rested of course without mentioning its progression and how it uses borders to create an effective and a chilling climax, it always shows something beautiful when its morning, evening or night. You get to see the shining stars in the sky as you dash along the colorful, celestial obstacles, its a very chilling moment that I often come back to think about. It's a really beautiful and an impactful experience I think everybody should play.
One of the harshest and most aggressive demons of 2024. The 2.0 aesthetic is already well known for its infinite color usage and countless of other features, FTW ignores that and just builds itself in a more saturated, plain, and an intense in a way that is surprisingly authentic. Hearing the word ''2.0 GDPS'' could give you the sensation that creators would often try to push the limits of the 2.0 update and that applies to other versions as well, how many people download these servers just to re-experience whats lost? The text abuse, the awkward balancing, its all a part of its rawness and true color.
I also want to bring up the ending, specifically the last few ball clicks, usually GD creators would end their maps when a drop of a song kicks in or when a song is ending, something expected. The way FTW ends is in a way that feels more like a relief rather than a celebratory tune, which I dont think I've seen before. I always considered hard endings to be something extremely valuable in demons since it fills the player with anticipation and motivation to go that far, demons would scream, but FTW would breath.
Truthfully, I didn't have such motives to go and complete really hard unrated demons, I was always really satisfied beating maps with a demon face in them and so they felt rewarding. this is where indolence gave me a true change of heart, the gameplay is designed to make you feel frustrated and question your own decisions for you to go for it in the first place, it doesnt play like a normal geometry dash map. the balancing feels very thin, and the ending is just one of the trickiest and most slippery parts I've ever played. thats all working to its own favor because as the name suggests Indolence is a map that doesn't want you to beat it. you keep dying to the same spot in the mini wave over and over and then you start less active to go and keep playing.
It reminded me why I fell in love with playing geometry dash in the first place, its that feeling of power when you complete something you have spent a long time on, learning something and getting better and better at it just feels very magical and is a true spirit to have in geometry dash, which is why I think the creative oldschool design choices and the song choice work really well with the gameplay and the overall mood of it, I've already struggled with cycles a ton back in the day and Indolence is just a reminiscence of those memories. Everything is so colorful, everything feels claustrophobic, and everything looks like geometry dash.
You know what take it
Very organic, very thoughtful and cathartic.
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sorry about this gang