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OFFLINE Last seen
14 hours ago
Time spent online:
1 day, 1 hour, 59 minutes

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Difficulty
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Overall
88
Visuals
010
Gameplay
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Reviews

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

one of the great neodesign levels possibly because of the actual strength in its designs, something very few neodesign levels post-popularization of the style can claim. this is a level that knows what it is doing, how to do it, and how to make those things come together to deliver a complete work. not unexpected from xyuns

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

pure joy and whimsy. handful definitely has better but this particular adaptation of the weirder parts of his style to a really digestible and coherent "LEVEL" is fantastic. one of the most geometry dash feeling 2.1 releases hands down, in no small part due to the fact that this looks like it uses every single object in the game

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

the polishing is a little kitschy and i don't think the song works with the level but a lot of the art, which is clearly the focus here, is really really impressive and ties together the varying designs that would otherwise feel disjointed pretty well. wish it was a bit more subtle but that doesn't really detract from the level, it's clearly just aiming to accomplish something different. not my favorite sgc entry but absolutely one of the best

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

for an open world level i don’t think this does a very good job at being open. it just gives you multiple distinct paths to take, not really permitting real exploration. my criticisms stop there though thankfully, because despite the fundamental flaw in the concept’s application this is such an impressively put together level and it clearly deserves its flowers!! i used to watch an all paths replay on youtube like every week after it came out, the attention to detail completely enamored me and it still does.

really big fan of all the underground sections in particular

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

only hypercube level i've played besides the epic auto so far but this is leagues ahead. the ideas in technoloid are used far better here when paired with actual gameplay, which itself is creative for its time. the level simply gets to do a lot more (and in turn be far more impressive, honestly) because of the fact that it's not just an animation; the custom orb designs are fantastic and it's just very well composed generally. and all around great stuff, really the wrong levels getting attention!!!

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

very fun to figure out. i played the first part for like three whole minutes before i figured i was doing something wrong lol </3

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

nowhere near my favorite clumps, but it’s too funny to hate. neodesign is counterrevolutionary

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

it’s weird and amateurish but genuinely really interesting and it does a good job of staying on theme and creatively engaging w/ said theme. Unfairly hated

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

very cool concept executed well but just a bit too overpolished for my taste. it's undeniably a great level though

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

the way this level adapts the song is pretty cool, especially the first transition to white and the final rainbow section. however it's a little busy and i feel like the level tries a bit too hard to look pleasing at times, and in doing so sacrifices a bit of the power it Should have given the progression and song choice. there are certain details like the rotating lines and clouds in the sky(?) section and glow pillars in the space section that don't really mesh that well with what's happening in the level generally and feel tacked on to take up space. this is something i see in a lot of levels, and its prevalence makes sense because so many of the levels that get rated do this type of thing so as to not get "empty" or "incomplete" criticisms, but it's rarely something that adds to the level meaningfully. despite these minor flaws, which could have broken the experience, it develops really well. the details i do like, like the green block designs and color choices in the final stretch to give a few, are more than enough to stand the level up and make it worthwhile

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sorry about this gang