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OFFLINE Last seen
3 weeks ago
Time spent online:
9 hours, 38 minutes

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Reviews

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

The level is awesome until you reached the extremely tight spam section which is incredibly lazy. The level has certain gameplay choices that are awesome to see pulled off, particularly the UFWM silent circles section challenge. The song is a great choice for a nine circles level, but at its core the level is just another impossible nine circles level among many, and half of the level is boringly repetitive and lazy.

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

The introductory part is desceptively good, but 90% of cromulent is generic glow deco, along with a generic EDM song. Some parts blatantly do not fit into the level at all. I can understand the appeal of this level, and why many people may like it, but I personally don't connect with it.

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

Titanomachina is one of the most stylistic and avante garde layouts I have seen, it is impossible to predict the gameplay choices in this level, their unpredictable nature contrasting the repetitive song. The level is baron, devoid of decoration, but not of personality, the use of gameplay gimmicks to convey "hell theme" in a truly unconventional manner is awesome, rather than being an impossibke level purely based upon difficult short window timings a large amount of Titanomachina's difficulty comes from deciphering the gameplay itself. A truky interesting experience that has an unnerving feel, like the fear of the dark, ambiguity can be uncomfortable and discombobulating.

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

Fundamentally a high life remake, but low death is an awesome remake full of individualistic character and personality. The jokes and the superbuffs themselves create a joyous atmosphere. Low Death has a very similar charm to it that many impossible levels do, embracing the idea of difficulty. To me Low Death is much more than just a High Life buff, as the buffs themselves are comedic and contribute to the levels identity.

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

I believe Silent Clubstep to have many redeeming qualities, the infamous predroo ship which is representative of the levels identitiy as a silent level along with the 8 jumps of hell which are raw difficulty, Silent Clubstep suprisingly builds good atmosphere considering its age, the drop is climactic thanks to the levels balancing, the same goes for the second drop as the build up culminates in one of the most iconic click patterns in GD. After chall list smelly the famous maze acts as a perfect finale. A "dont choke" part after all the difficulty has been passed. Sadly, the level rated on the servers is nerfed, which directly opposes the idea portrayed originally, should the one on the servers be unnerfed silent clubstep, it would've gotten a 7/10.

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

Carried by the song, and is just another difficult wave level among many. The block designs feel rather primitive in places however the gameplay tidal wave makes it a great top 1. Awesome click patterns and click sync make for a great watch. The latter half of Tidal Wave is also rather great in my view, the shift in colour temperature in the ending reflecting the intensity felt at the final stretch is a nice touch, and the levels length combined with this makes for an entertaining viewer experience when watching a completion. I wouldn't call Tidal Wave a "good level" in all honesty, but I don't have a negative opinion of it either.

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

Avante-garde, with no regard for creating norms and rate worthy status. It represents the song very well thanks to the levels gameplay choices, particularly that of the dash orb section with the sawblades. It Back feels so unbelievably KrmaL in its character, despite not being made by him, with its prioritisation of gameplay being experimental and representative. The level inspires positive emotion in the player, thanks to the song and decorations upbeat nature, which is reflective of the joy of love. A truly cute and joyful gem of a level.

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

Stylistically innovative, with awesome art. Death Moon is home to some of the most iconic parts in the whole game, the impactful, synced predrop and the iconic wave. Death Moon is a journey which is a marvel of 1.9 editor usage, simultaniously representing the positive song and persuing the hell theme. Death Moon is unbelievably memorable even in the modern day showing just how artistic and unique it is as an experience. The ending to Death Moon is a triumphant one, with almost no hazardous objects, Death Moon congratulates the player for passing through the gauntlet of difficulty which acts as the perfect finale to an already amazing experience.

-/100
DIFFICULTY
3/10
OVERALL
0/10
VISUALS
-/10
GAMEPLAY

I do not understand the hype around this level, the poetry is simplistic and cringe, as expected of generic hell theme text, and the level blatantly steals from Death Moon in its theming, some of its gameplay choices, and decoration choices. The only thing unique about this level is the boss fight, and we have seen plenty of those. This feels like a level people like only because it was cool when they were a young child.

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

Menace has one or two parts which are really good, namely the parts in the drop such as the swing duals and the rest of the orange section, but the rest of the level seems disconnected in terms of their quality. The poetry seems so out of place and rammed in just in an attempt to appear somewhat intellectual and philosophical, likely to appeal to those who don't actually understand those philosopical words and just believe their presence to give the level "aura". Menace is widely appreciated by the majority but I personally don't resonate with the appeal.

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