avatar

Junior Member

OFFLINE Last seen
last week
Time spent online:
1 day, 6 hours, 5 minutes

Filters

Difficulty
0100
Overall
010
Visuals
010
Gameplay
010

Reviews

Created Date
descending
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

funny idea, really like the intro and the ending but the joke here is that the level feels a lot like those camera core ass levels that looks like any other 2.2 levels, so it’s not better than the other joke levels MindCap hosted

-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

he has better levels with similar style so this didn’t age that well

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

cool gimmicks that are not groundbreaking or anything, but they really add to the experience. was fun to complete

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

Super fun level with amazing block designs from the goat Shocksidian. A classic in my eyes

-/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.

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

very good effect level

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

My biggest problem about this level is that Ultrachromatic exists.

Sure, it is a better level in terms of visuals, if it’s better in gp is up for debate however I still think Ultrachromatic is the superior level. Mystic Bounds is pretty similar to Ultrachromatic but doesn’t reach its highs despite having more than double the length. It doesn’t really feel as cohesive as a level and the extended duration doesn’t really feel justified especially when the 2nd half is pretty much a redo of the 1st. The gameplay is also way less intense than Ultrachromatic’s, which is understandable considering the song is also less intense compared to the one in Ultrachromatic but I felt like it also doesn’t represent the intensity of its song which is unfortunate. My final complaint would be a slight lack of consistent theme, which is not really that important in a gmdmann level but it still weirds me out that there are parts that look too different to be in the same level so I don’t really know where the level is trying to take me to. It also comes with a lack of consistent quality in decoration. The 80% ball looks outstanding while the 1st spider deco is kinda bleh and awkward.

That being said though, this level is still super awesome, all of these complaints are at the end of the day only there because gmdmann has already made a similar and better level in my eyes but this level still bangs. It has incredibly fun and engaging gameplay, jaw-dropping visuals at time, very cool moments and everything gmdmann does best.

Peam

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

This level has a very interesting theme where it travels through the creation of Geometry Dash, from the game it was based on, the Impossible Game to the latest update.

There have been several levels with maybe not the same thing but with kinda the same idea. However, where this level stands out is with its execution. This was supposed to be a Space Gauntlet entry and naturally implementing any space elements in a level like this is like super hard, like how do you come up with smth like that. Somehow though, I would argue the creators were able to make it make sense.

Before Geometry Dash, there was only the Impossible Game and then the space part right after it would represent the sparkle that initiated RobTop to the idea of making a similar game and then what follows are the step to all of the process that all lead up to the current era of the game. Sure, this level would have never win the Space Gauntlet contest in my opinion, not because it is a way worse level than any of the other entries because it is definitely not a bad level by any means but because aside from two parts, there aren’t that much sections related to space. It is not a bad thing though because it would have hurt the level for me, I mean, this level is not about space at all. But yeah, this was for sure an unique theme and an unique way to go about it.

This level still has some flaws however namely in the consistency of the parts. I think there is a huge gap of consistent quality between the last few parts which kinda hurts the experience a bit. Like the 1.9 part is honestly super well made and then the rest of the level is not as good. I’m also kinda torn on the amount of time spent in different updates. I get that we don’t need to go through all of them with equal duration but at least make it so that the update that lasted the longest would also be the longest part of the level ? I guess the work-around worked somewhat which uses iconic levels from 2.1 as block designs but in the context of everything that cale before it might be a bit out of placed and would be better if it was the ending of the level. Ironically, the level ends kinda in the same way where you have to navigate through from different eras of the game contained in little spaces and I think that ending was sick, but that 2.1 part was still awkward to me, especially considering the fact that there are 2.2 features in that part.

But yeah, I still think this level is neat. It is rather unique, not consistent but still manages to do something interesting with its theme.

Cool level

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

sha is a vibey level with an incredible art style that hasn’t aged since it was released. The song might not be represented that well honestly but it really fits with the weird almost-trippy vibe the level is going for. It is well made and it’s awesome, nothing else to say.

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.

681-690 of 940
10results per page
Hyperbolus is not affiliated with RobTopGames AB or Geometry Dash
Hyperbolus © 2025
Connected via
Alakazam

GDPR Cookie Consent

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.

Strictly necessary
Analytics and performance
Advertising personalization

sorry about this gang