Junior Member
I am a huge fan of the Loltad, acid trip style, and SAND SAILORs designs and art look amazing and effectively give off this vibe, there are one or two parts which I feel lose the magic a little bit, and some parts are far too inspired by existing levels for my liking, and I always deduct points for heavy inspiration, because it feels cheap in my view. Nevertheless, the level is atmospheric thanks to the predrop and the song and is one of the better levels currently on the demonlist.
Boring slop level that is nothing but a buffed version of stereo madness with no redeeming qualities, the only reason it is made is to get views because the series on his YT channel does well, and he gets livestream viewers. There is no depth at all, the level isn't even hard so it ultimately fails anyway. Yes this is copy pasted from time extreme. They're the same shit.
Boring slop level that is nothing but a buffed version of time machien with no redeeming qualities, the only reason it is made is to get views because the series on his YT channel does well, and he gets livestream viewers. There is no depth at all, the level isn't even hard so it ultimately fails anyway.
I had to watch this a few times to actually determine what I thought about it, but what I get from this level is that, from the depictions of school, the knife, the noose and the medication, the level represents the euphoria of relieving onself through harm, and drugs as a consequence of experiences at school. Another interpretation I considered is that the protagonist has in fact commited suicide, and the depictions of heaven are the afterlife, the bliss gained from an absence of the misery of life. It can certainly be missed if you don't pay attention, this covert messaging is reflective of how in the modern day, signs of mental health issues such as suicidal and addictive tendancies regularly go unnoticed due to the masking which an individual persues, the song also is reflective of this notion, the completely joyful upbeat song is ironic, telling the viewer "everything is fine" when perseptive viewers know this is not the case. The cyclical structure of the level hints at the idea that this is an innevitable cycle that seemingly goes unbroken as once you come back down from that high you are back in the same place as the you started, possibly symbolising some sort of addiction. Very interesting expression, and I hope you are doing okay if this interpretation is in any way relevent to you yourself or anyone reading, as the ideas the level portray are in no way encouraging such actions, as you are always back where you began after the brief hit.
Terrifying in a beautiful way, that feeling of megalophobia you get from watching this level is seemingly unmatched. The level itself is a surreal acid trip, the slow pacing giving the level an uncanny and unsettling appeal. The art in this level is masterfully crafted, to a degree where the traditional GD assets contrast with the designs in a way which amplifies that unsettling feel. The heads of the structures feel like that of a creature looking down on the player as if they are in some way sentient, the level feels sinultaniously lonely, but as if there is another life form present, that life form being the depicted structures. I cannot deny that this level is certainly a masterpiece.
Pandemonium has an array of cool designs, and the hellish theme combined with a somewhat unnerving song make for quite the atmospheric level. Despite this, it suffers from being rather generic and samey compared to levels of this style. Pandemonium doesn't really inspire any sort of emotional reaction from me, which it likely isn't supposed to. Pandemonium is made for difficulty and playability, aspects I am not particularly interested in most of the time.
Farbidi theory has cool designs and gameplay, but other than that this level is just another 1.9 style level, and to me, most of them look the same. Farbidi theory isn't particularly unique in really any sense and is largely forgettable. I'm not a fan of this style of level, as it feels like creator point farming a lot of the time. I wish it wasn't a robtop level remake and had more personal identity, because building in 1.9 style cam actually return something stylistic and unique.
Descent Into Exile comes across rather cheesy in an attempt to be dark and edgy, the acronym DIE a prime example of this. The level becomes more funny than it actually is dark because of this poetry which honestly is a shame because the dark dingy atmosphere of the level is actually made suprisingly well. The gameplay is difficult, which is a great symbol of negativity, and the dark objects with shiny spikes and sawblades allow parrallels to be drawn between the level and a castle dungeon. For what it is, it's cool, but it's not something I would describe as good by any means. I'm largely indifferent towards this level.
Neon Skyline feels like rather than the level being made to fit the song the song has been made to fit the level. The moving structures in the latter half give it a nostalgic feeling reminiscent of old move trigger levels. The level is joyful and the pink and blue colours compliment one another extremely well to reflect this positivity. Awesome theme, awesome level!
Obviously this level sucks, but it has some redeeming qualities. The gameplay choices are actually cool a lot of the time but the straight fly is lazy which I don't really like. Funny level. Not a 0 because it actually has potential as a joke level, and I would actually like to see this decorated, I think that would be really funny.
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.
sorry about this gang