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Junior Member · we dreaming? · Rais/Reun

OFFLINE Last seen
12 hours ago
Time spent online:
5 days, 11 hours, 55 minutes

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Reviews

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

Maybe I just haven't looked hard enough, but I'm shocked that seemingly no one else is interested in playing around with light and sound the way quid did here. This level's still incredibly inventive and bursting with energy, but the back half doesn't make the most of its sprawling, skyward song and is way too tidy visually.

-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Glowy is similar to The Wolf of Wall Street in that its halfhearted condemnation of decadence is immediately fatiguing and that it's got all of the tedious tropes you'd expect from a big-name blockbuster. It's dissimilar to The Wolf of Wall Street in that no parts of it are funny, and that Margot Robbie does not make an appearance.

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

The best (and only real) example of KrmaL's sharp, biting gameplay dragging down an otherwise awesome experience. Such an inhospitable, chaotic landscape gutted by the fact that the climax is actually the most mellow part and feels climactic mostly because it was preceded by some absurdly difficult timing sections with several annoying multi-click timings, and it would suck to die now and have to play all that again. Why is the buildup so, so much harder than the most intense moments? All the visual clutter in the world still rings hollow when the level becomes such a breeze.

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

I don't really subscribe to the commonly-held opinion that quid's levels sacrifice enjoyable gameplay for impressive visuals, but white berry harmonia certainly does lean into being adversarial to the player to contribute to an air of total inhospitality despite the beauty of some of its designs. It's moderately successful in that regard, but even more interesting is the (perhaps unintentional) fakeout at the end that weaponizes both quid's controversial standing in the community and Koraii's foreboding, hostile tone - I've completed the level multiple times and I still half expect some cherry swirls-esque crescendo of hate before a beautiful ending wraps everything up. Fascinating.

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

Remakes are generally worthless, but re-remakes seem pretty solid so far. SpKale's interpretations of the original level are pretty fresh without betraying its bustling, exploratory atmosphere, and I think it's pretty cute and charming that this level is only marginally less visually obtuse. It does feel much more limited in scope, though.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I'd probably be a little more generous if the song wasn't so dorky to me, but even if I was the #1 clipping fan it wouldn't help that story 2 really fails to make anything of its looping gimmick - the "drop" isn't really enhanced or made more dramatic when it's presented so flatly, and the simplicity of the gameplay kills any attempt at a suspenseful buildup with the intended portal-edging thing. The final cube part and end sequence are neat at least.

-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

The story behind this level is so sad! Now using AI we can complete what he couldn't finish!

I simply can't give a level that makes me laugh this much less than a 3 or so.

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

The primitive but spirited art and story just puts a huge smile on my face every time I play prohibited prison, not to mention some of the most engaging gameplay ever for such an easy level. Just absolutely bubbling with personality and a total blast to play; vismuth cramming this within the confines of the 1.7 editor is so impressive.

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

Really nails its adaptation of an 80s/90s Japanese media aesthetic with how violent yet twee it is, and a super fun layout balances the energy perfectly with some of the most skilled difficulty scaling of the 2.0 era of demons. Some sections are pretty visually basic due to the object limit of that era, but I'm perfectly content with InsanitY being Not Ugly at its worst, especially given how many levels just completely fell apart when their creator sniffed the object limit back then.

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sorry about this gang