Junior Member
The best gameplay ever conceived in a GD level
10.0
Being an amalgamation of Woogi's design style and Xaro's messy intensity, this plays and looks completely absurd, yet somehow quite fun albeit very unbalanced. It utilises using orbs to weave in between blocks a lot which is pretty unheard of with today's levels. Alongside this, Pentakill also has many other gameplay tricks up its sleeve that almost feel like gimmicks due to how alien they may feel
The structuring in this level is almost as wacky as the gameplay but still recognisable as WOOGI's iconic structuring... somewhat. Some of the later parts in this are very out there visually, to put it lightly. I can't reallt find a good descriptor for this level other than calling it really raw so I'm just gonna end this by saying that although this is definitely not a level for everyone, the experimentation showcased throughout this level's runtime and the final product -- a kitsch, rudimentary clusterfuck -- are very commendable.
Flashy neon 1.9 GDPS design-centric level. Features pretty much every gamemode available in 1.9 and has synced, yet timing-based gameplay throughout.
-my Insane Demon Sheet submission for Right Out
Less visceral and more measured in delivery than KINGSLAYER; feeling more cinematic and epic feeling rather than pure madness, though sacrificies the effect of its red part as a result so it balances out
Visually charmingly terrible, even for early 2.1 standards. Gameplay is pretty fun but less so when you have to sit through easy demon gameplay for 20 seconds every single attempt
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang