Junior Member
Would go as far as to say this is the best mythic/legendary in the entire game
10.0
Somehow grew on me from being a great level to being an amazing level to being a perfect level. The incredibly harsh restrictions placed on the level's restrictions in a way nurtured ameliorate to grow ever-more unsettling and pervasive than it would have without them.
10.0
read: redapplefour
10.0
This feels like a middleground between classic 1.9 and 1.9 GDPS leaning towards the former.
Overall this is everything I could ever ask for in a level. Uses my favourite Cranky song, its early 2000's production and rhythm game background perfectly suited to a 1.9 GDPS level. The decoration in this is pretty loosely themed but extremely connected by its colours throughout, roooted in looking crystalline, a texture while not the most difficult to pull off in 1.9, feels completely authentic here despite leaning heavily into modernity with stunning effects and incredible song rep. Gameplay in this level is plenty full of 1.9 mannerisms too -- gameplay techniques overall never seen in the present day
Above all else, this level is extremely faithful to the song, while also not overly patronising towards its origins (of popularisation)
Nothing extremely groundbreaking here, but executes its ideas to near perfection. Although this level is not as mindblowing as, say, Black Blizzard, the creativity in how the song is represented through the icon's movement without any flow tricks used commonly today that I am frankly not that into is extremely impressive. Last part falls off slightly due to its repetitivity which I find to be a bit strange but not a dealbreaker at all. Yet another top tier product of KrmaL's Lebron era, and my favourite level of his
(10.0)
Geogame's most cohesive and well-executed level under the Funnygame persona, bearing the most resemblance to Funnygame's earlier works; mostly due to how simply the level is designed. Two faced agony feels unfeeling and hostile towards the player, having gameplay distilled to its rawest form but also having extremely disorienting designs that further compound its difficulty. With how tight the dual wave gaps are, you are practically forced to hokd through some inputs in order to pass them which is a very unconventional gameplay dynamic that for most dual wave sections in the game, feels optional. At the climax of the level, the player has to flatten their wave trajectory as tight as possible to minimise the risk of collision, almost in a defensive stance. The patterns here are almost hypnotising as the level's visibility decreases drastically. Overall, an excellently simplistic level that sticks to its core principles of non-conformity towards the player's movement very well.
Tangent: I can't help but feel that the level title and the entirely black and white geometrical colour scheme may be inspired by the Vocaloid song "Two Faced Lovers", but I don't think anything of the song's nature is represented in Two Faced Agony
dragnalus' completion description sums up what I have to say pretty nicely
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sorry about this gang