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

My favorite rafer level and considering the amount of bangers that man produced, it was really close but ultimately this is the one that stands out the most to me.

Out of all his levels, somehow, this is the most chaotic level he’s made and rafer is extremely good at it. First off, his style is already chaotic as it is. The colors he uses are all over the place, the structures he makes are unique to him and adds to the chaos, the effects here are not the best obviously but they work well in the context of the level, the movements flow super well and adds a lot of energy. But of course, the gameplay is the core of all rafer levels and is the main reason why his levels are so unique, at least in my opinion. And yeah the gameplay here is super high energy and intense. And the visuals compliment it extremely well. They are very early-2.1 coded and did age but that’s why this level stands out so much. rafer was not at the peak of his style which began around SLAM but he also had a bit of experience with early-2.1 and what resulted was a mix of both of his styles, an unpolished and chaotic level.

This is why it’s my favorite level from him. Has all the aspects I love in a rafer level and more.

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

kowareta but it looks absolutely fantastic. kowareta was a great level already. this takes everything kowareta did good and improved it to be the best of its kind

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

Easily is gmdmann’s magnum opus in my opinion.

This level takes everything that gmdmann is good at and perfects all these ideas in a single level.

It has incredibly satisfying gameplay, that syncs super well and is super engaging and fun, honestly, probably has the most fun gp in a level I’ve beaten.

This honestly is where gmdmann peaked in terms of decoration as well. His later works might have cooler ideas but they still need to be fleshed out as they are experimenting with gmdmann’s style. Here, it’s just gmdmann’s old style refined to almost perfection while still throwing in cool effects that he will master later in his more recent works.

Most importantly though, this level feels like a journey. Thanks to its 2 minutes runtime, it is able to build-up properly and release it all in the drop which makes it even more impactful than it already was. The best thing is, this level gets more and more intense the further you go. Like for instance, even the 3x speed part at around 60% feels more intense and faster than all the previous sections and then, you get to the 4x speed dual which is the best moment in a level. I’ve never felt so much emotion in a level actually while beating it, it was an incredible payoff to every sections that came before and even, every level in that trilogy that came before this one. And then the cherry on top is the references to the previous levels in the last part of the series which is a very good way to follow-up such an incredible part and a nice way to conclude this trilogy.

This level is perfect to my eyes and words cannot stress enough how much I love this level. It is, at the same time, an incredible level to play, has some of the best gameplay in any rated levels I’ve played and it also has an amazing progression which makes beating this level a very satisfying journey that made me feel raw emotions.

The end of an era for gmdmann and also the beginning of a new one all in one level.

30/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Intensity to its purest form.

It really is difficult to make such a well executed level despite it’s short duration and especially since it has basically no proper build-up, but somehow, this is exactly what Insidee managed to do.

Everything about this was so unique for its time. I’m pretty sure this was one of the first rated levels that used a song from Radiohead, at least, it was the first time I’ve seen a level with a song from them. The gameplay is also unique as well, it has a lot of interesting ideas that represents the chaotic nature of the song extremely well, while still being super enjoyable to play overall, which is basically what I always look for in a Geometry Dash level. And finally the deco. I was always intrigued by it. The first time I saw this level, I was so amazed bc of how bold it was with its ideas. They’re not that complicated but they were not like anything I’ve seen prior to that point. The use of shakes and that one trigger was pretty new at that time and, it is a very easy way to make things look chaotic, but it worked super well bc of how these were balanced out with everything else. The shakes are not explosive and overwhelming but they are necessary to give a "fuzzy" aspect to the level. That one trigger is also well used. And I like the flashes used

However, I don’t think anything I’ve said so far justifies why I love this level so much, to the point that it became my 2nd favorite level in this game.

If you’ve seen any of my reviews, you might have noticed that a lot of levels I gave high scores to are levels that have, in my opinion, exceptional song representation. That is because to me, the song is THE MAIN aspect of an outstanding level. The song alone makes or breaks a level for me. It doesn’t even matter if I don’t even like love the song to death ofc, as long as the manners in which the song is represented are unique, well made and well thought-out, it will automatically be an awesome level to me, no matter what.

This is exactly for this reason that Feral became a classic to me. Despite its short-length, it was able to use its song to its fullest by delivering a level with intense gameplay and decoration. That made for a surreal experience to me like never before or after. I was feeling it. It felt like this level was showing me the song but in a different medium that helped me realizing what the song was going for and this is why I love it this much.

74/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Flow gp, if you can even call it that for this, at it’s absolute peak!

Incredible visuals too

and obviously six impala carry

60/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY
-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

This level is absolutely terrifying and I love it so much for that.

It is the best level of its kind at creating an eerie and daunting atmosphere thanks to all of its elements. The gameplay is frightening bc of all the tight wave sections, the dark ships corridors, the perfect management of speed portals, the nerve-racking ending and so on.

The 1.9 aesthetic here is actually a very good call. It gives a sense of emptiness that would have not really been possible if the creator decorated it in a more modern style.

And of course, the song representation here is the main focus here. The song was a perfect choice for a level like this and it is so well represented by the level. The level wouldn’t be as good without it.

I think you really need to feel the level and not see it in order to appreciate how well made it is.

In my top 25 favorite levels of all time

17/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

Easily my favourite FunnyGame level and it’s not even close. This level feels intense and chaotic, exactly how i like levels to be. The 1st few spikes is such a great intro to the level. You know exactly what you are getting yourself into from these first spikes, they announce a chaotic journey, even without knowing there’s a crazy bossfight that awaits. The next part continue to builds up the tension with the normal speed and the amazing effects and parallax and so on. The build up in this level is my favourite build up in this game. It is auto yes, but wow is it intense and prepares you for what’s to come with a "break". And then the bossfight comes and holy crap it’s so cool even for today’s standards. First, I love how animated the bossfight is, it’s smooth and also its movements makes it even more threatening. Then, the fact that this level is pretty much memory, there is no way to tell where its gonna land its attacks unless you know them in advance. I don’t really like indicators for bossfights that much bc, even though they are useful, more often than not, you can just read the indicators and the level plays itself. Here, it is not hard enough so that not having indicators is super annoying and it is also not easy so the boss is actually threatening even if you know the attacks in advance. You are nervous when you face the boss thanks to the previous part and you have to survive for another half of the level. The attacks are varied and super well executed and I also like the change of setting for the last part which feels like a nice conclusion. It kinda reminds me of Terminal Velocity Act 2 in Sonic Colours the way the boss feel here. Ofc the outcomes are different, but the stakes are still as high in both cases and you really feel the threat with all these attacks not thrown at you but the entire environment.

This is absolutely peak bossfight design and still crazy that after all these years, not only that this level hasn’t aged at all but that not a single bossfight since has even come close to this.

Easily one of my favorites levels ever

19/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

death moon if it was in 2.0.

Ok, it might be a bit more complex than that but pretty much, this level took everything death moon did great and transposed it in 2.0 which and wow it is amazing. Every single section stands out and it makes for an amazing gaming-audio-visual experience. It feels cinematic with ups and downs and cutscenes that actually work and build tension. The gameplay is also mega ultra fun, like playing this is so satisfying and even if you are good enough at the game, you will get something out of it.

One of my top 10 favourite levels of all time.

25/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

The Best Platformer level that has been released so far.

I love the concept of this one. Basically, you need to complete short trials where you need to touch pads and click orbs in a sequence. So simple yet it feels amazing and relaxing in practice.

The trials are great, the chests are fun to look for, the map is pretty short but full of unique locations, the speedrun of this level is funny (those who know) but also fun to learn, the visuals are outstanding (xuser is flexing his structuing skills and also has a unique approach to decoration)

There’s so much you can do here that everyone will not have the same experience as others, but will still have a great time.

The best way to chill in this game imo

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