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Junior Member · we dreaming? · Rais/Reun

OFFLINE Last seen
6 hours ago
Time spent online:
5 days, 11 hours, 58 minutes

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Difficulty
0100
Overall
99
Visuals
010
Gameplay
010

Reviews

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

In an era of the game where there exist multiple rated IWBTG clones, somehow it's this level that captures the essence of the level as an adversary the best. There's such a deuteragonist charm to kowareta in the contrast between its groovy, twee song and its absurd, suffocating difficulty compression. The fact that I enjoy this "post-glow" aesthetic is just a bonus.

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

The vaguely bouncy, optimistic tone and lo-fi visual style could not be sold better by what is, bar none, the most fun layout ever constructed. Every click feels technically complex yet instantly intuitive, like a one-button RTS. It feels simply divine to play.

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

Monolithic is the word, both for Death Moon's second-to-none grandeur and its legacy as the spiritual end of 1.9. We're coming up on its tenth birthday Happy tenth birthday!! and still it remains as gorgeous, captivating, and dramatic as ever. Such staunch visuals and seamlessly sequential gameplay will simply never go out of style.

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

The last great Top 1. Hyper-aggressive composition and pacing makes for some of the most intimidating, memorable payoffs of GD's history, and MaJack0's timeless aesthetics are cold yet carnal, domineering. A level you really want to dance with and get all over, regardless of how many times you screw up the mini ball.

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

GD's premier surrealist thriller, and a level that could only be realized after years of GD's finest creators overthinking and overproducing their best efforts to legitimize the medium as a storytelling device. The distinctly-human horror of unrequited love manifests in the haunting twings and twangs, the way the block facades fade away as you approach, the weaponized normality not only of playing through dual sections alone but also being sent, as if by god, through maddeningly "standardized" main level sequences when the intricacies of its visual design have already been revealed: everything mixes and meshes into a stomach-churning premonition and a point of self-realization at once, and leaves behind one of the most compelling, tonally perfect, iconic levels the game has ever seen.

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