Junior Member
I feel like this is one of the only Clubstep remakes that actually emulates the energy well while also being very different. Marginally more neurotic and chaotic than the original
I genuinely think that anyone could do this as even their hardest platformer and still find it incredible
Grandfathered this whole thing of extremely long story-driven platformer levels and honestly it still holds up very nicely to this day, even better than some of its successors which got much wider recognition than this did. Gameplay is overall pretty fun and extremely impressive a month into 2.2 but the last bossfight is way harder than the rest of the level from my experience (probably due to mobile controls making it way harder to spam attacks on the boss) though I still had a lot of fun with it. The storytelling in this level is unfortunately not that eloquently put together but the vibes certainly make up for that. Nails the retro horror aesthetic very nicely
My favourite demake ever made
For a long time I had fleeting vague and conceptual thoughts regarding a level that referenced Gothic architecture and was also fittingly dark and imposing which I felt was pretty untapped potential in terms of utilising the pseudo-realistic style that had snowballed in popularity around mid-2.1. I felt that cinematography and film-making had already long been aware of this dark fantasy aesthetic and allowed it to enjoy massive success, and felt it strange that a level that did something similar did not exist yet. KINGSLAYER is nearly exactly what I could have asked for, with the visionary differences between mine and Motheye's lying in the finer details of the level.
I'm not all too familar with Metal music as a genre, and it is also a genre that is very underrepresented in Geometry Dash as a whole, so I was pleasantly surprised overall with this level, despite there being somewhat of an inconsistency with how the song rep was handled. The initial parts uses somewhat underdetailed blocks which although have pretty competent colours don't bring out the song nearly as much as they should, not really having the punch that it could have if the structuring looked more organic and lifelike (while still recognisable as Geometry Dash obviously)
Nearing the halfway mark the level becomes increasingly ominous, with the stained orange and blues collapsing into a blood red tint. The way the level does its intensity around here is pretty stellar, recoiling its intensity through an extremely long empty corridor and then releasing it all, not through a giant flash or burst but instead every thing in the level now has been contorted by such a burning vitrol; the buildings in the background are now in ruins and looks almost carcass like in lieu of their skeletal remains. After this initial burst of uncontrolled rage you the level takes on the atmosphere of a similarly intense but now much more controlled anger, with the blocks no longer flashing but still as hostile and vicious looking as ever. Looking through all this chaos the level's designs are extremely organic and beautiful, really bringing out the rawness of the madness that is pervasive throughout. I guess the best thing you can compare this leevel to is an open wound: this degree of violence displayed could not have come without some personal injury or loss and it doesn't really resolve by the end of the level, it only really subsides
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sorry about this gang