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OFFLINE Last seen
14 hours ago
Time spent online:
11 days, 16 hours, 6 minutes

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Reviews

Created Date
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1/100
DIFFICULTY
1/10
OVERALL
0/10
VISUALS
4/10
GAMEPLAY

ok

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

Feels like transitioning away from your childhood and the "home" that you once knew. I don't live in a country where people move out often but I can imagine that this symbolism is probably also literal. Childlike, jovial yet has hints of forlornness in between. The gameplay in this is surprisingly well-made considering it's completely unstructured

22/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
8/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY

Unfortunately, this is a really good level

-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Mixed bag of cool parts and underwhelming parts

4/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
1/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Complete flop of a level both visually and in its legacy.

Most parts of this level look extremely awkward; it's a mishmash of several different styles, namely an incredibly detailed art style -- which sadly none of the parts with this style fail to utilise song representation and mostly does not look related to the source material -- a washed out design style with strangely grey-ish colours and blotchy patches of darkness everywhere, and an overbearingly sharp-looking, high contrast glow-design hybrid that looks awfully bland and static, among other more minor decoration styles that mostly suffer from similar issues

Legacy-wise, this was meant to be the next great thing. After being worked on for EIGHT YEARS, the only fanfare it got was a shortlived hype surrounding it that died down in less than a month, then it went unrated for several months, then it got Featured, placed at #40 on the demonlist, and then Zoink beat it in approximately 5 minutes as usual. I don't want to say that all the blood, sweat and tears that went into making this level were wasted, but the payoff of the effort that went into making this is extremely disappointing, mostly in part due to its lackluster and inconsistent decoration and it not capitalising much on what made the 3 levels that comprise this trilogy so great in the first place.

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

Bloodlust is the community benchmark for what a successful remake of a level should be, and for good reason. A legendary successor to an already legendary level, Bloodlust takes a unique approach towards reimagining Bloodbath, opting for a rougher, more vicious-feeling aesthetic rather than Bloodbath's ominous malevolence. Bloodbath, having already been slain by dozens, has now been reborn into this new form, and stood as this major target like its predecessor, only now being more dangerous, longer in length, and ever more omnipresent.

Compared to Bloodlust, Bloodbath feels like it had concealed a dark secret under its air of hushed hostility. Now, revealing its true power, Bloodlust is blindingly blood red, with jagged shapes and demonic sigils spreading across every inch of Bloodlust's surface like malignant tumours. The gameplay of this level pulls no punches either, with it just being a hyperbuffed, extended version of Bloodbath with some segments completely altered to catch you off guard.

The team behind Bloodlust's creation established it's community presence exceedingly well, with over a year of verificafion time, which was previously unheard of, and it mirroring Bloodbath's role as a new top demon, as if coyingly taunting those who even dare to attempt to challenge its reign.

Bloodlust feels utterly inhuman, but it is something very, very much alive.

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sorry about this gang