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Reviews

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

NGL I expected some boring featured level going into this but it actually ending up having very unique and cool ideas. something that was REALLY cool was that transition into the end like oh my goshhhh it was awesome. the song gives the level and incredibly vibey feel and the whole theme of the level is executed great. love this

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

watched this like 3 times in a row and its pretty good, I remember this getting rated and im like this is kinda cool and it still is pretty cool

a lot of the designs and backgrounds are like really cool and make it very fun to watch, works very well for being black and white

I do think it falls off a little bit in the 2nd half because I think the first half is super amazing

unfortunately I don't have much to say abt the level cus its just super solid, almost no complaints and a good level

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

obviously a very poorly aged level but god is this level hilarious

I cant get over how like nothing moves at all in this level and that there's like no pulses. the designs are actually pretty good at times and the backgrounds can be sick but its obviously very old

there's so many stories and events surrounding this level that are like all funny, im very glad this level exists

I cannot comment on the gameplay but I can imagine its also probably very funny, like this level is just Comedic

I don't have much to say other than continuing to call it funny but I do think its good because of that bye bye

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

electricnj made me review this

very well made player colour level, and with it being a grenadeoftacos level the designs are also insane. admittedly im not the biggest fan of when tacos is in a collab bc his design style is always significantly different from everyone else but when he makes solo levels they always end up incredible. I honestly don't know how tacos does it, making these designs and colour effects in the 1.9 editor is actually crazy, and I think tacos and herozombie are like the only good 1.9 editor creators tbh. a lot of 1.9 editor levels feel kinda pointless, like making it in 2.2 editor would just be better every time but I think this level works perfectly in 1.9.

another thing to happen in most 1.9 gdps levels is that the gameplay ends up being like terrible (and with a lot of tacos levels :nails:) but damn I really enjoy the gameplay in this level. the duals flow so smoothly and I love the wave parts.

now for some nitpicky things I don't really like. the click indicators in the ufo part 1st of all are kinda ugly and 2nd of all kinda piss me off because it would be so much better without them, like there are full memory parts in this level why are there click indicators. some parts towards the end kinda feel a liiiiitle lazy considering how empty it is and I wish the quality was consistent throughout

anyways very good level but free.99 remix of the song clears

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

in my opinion the most robbed level in the entire gauntlet contest, overall I didn't care too much about the results but was heartbroken when this didn't place

each part is truly spectacular, and offers something unique each time. I just love looking at this level, such a simple thing to say but my god is this level beautiful. this level has only grown on me over time and it's only going to get better. in a couple years I'll look back at this level and smile, it's that good

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

one day we'll move on from these

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

to admit I've never been the biggest fan of mattewgame levels because they end up being incredibly forgettable for me, or the gameplay ends up being really annoying (tears of denial). at first when I saw he made smth new I was worried because I got very annoyed with tod but when I played it for myself I was relieved to find that it's like super easy. the gameplay in his bossfights have definitely gotten a lot better as I had a lot of fun playing this (and to be honest I genuinely have no idea how almost everyone else I've seen play the level doesn't understand it). deco wise I'm very glad mattew has moved more away from the pixel asset bossfight deco because his levels look sooooo much better without them, and this level especially ended up looking completely insane, the cutscenes also look fantastic and add so much for me. I do really appreciate the story telling in this level, even if the story is really dark and sad I think it presents itself extremely well. I beat this level before it was rated and was shocked by how graphic it was but also really liked that, not many levels decide to be this graphic and it made the level a lot better. unfortunately mattew ended up censoring some of the level and I got really disappointed by that, and I think it ruins some of the story of the level and it's like whyyyyyyy :(((((((

anyways good level

-/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

♤ "oh boy", I say as I exit practice. I find myself on land, somewhere I won't see for quite some time once I go in. I take a deep breath, and I jump straight into the water. and here it starts: The Abyss. Layer 1, the ruins, is nothing out of the ordinary, simple gameplay with some decently tight jumps, but nothing I couldn't handle. doesn't take that long before I reach Layer 2, the great pit. funny thing is, this descent is even easier... but before I can even finish thinking about how easy it is I already find myself at the entrance to Layer 3, the sunken city. things around me start to move and become dangerous, and the difficulty of traversing the terrain has noticeably gone up. after dodging whirling saw blades and maneuvering through whirlpools, I see in the distance an unusually large tower. at the bottom sits one of the keys to unlock the ending, knowing I need this, I pick it up and head down into Layer 4, the thermal vents. it quickly becomes so so so hot, I think to myself that I need to get out of here as fast as I can. I look around the environment, and thankfully it's perfect for me to go as fast as I like without it being too difficult. before I know it, I'm descending straight into Layer 5, the lost forest. this place, is almost beautiful. the plant life that manages to live down here is truly remarkable, but it initially distracts me from the cave they live in. this cave is the most dangerous part of this trip yet, and I see at the end a locked gate. I must travel to one end of the cave and pick up the key to unlocking the gate, and then make my way to the other end. doing this is no easy feat, in fact it's really hard like why. but after nearly an hour, I manage to finally escape. I land at Layer 6, the unreturnable abyss. but before I make my way through the toughest part of the journey, I remember I'm missing 1 more key to open the final gate. I have to make a detour to the old castle, a submerged building resting on the floors of Layer 6. luckily for me, the castle was so old, everything within the castle was easy to deal with. there clearly was some effort put into the traps, but they're so basic and old they're very easy to deal with. once I pick up the final key, I make my way back to the core of Layer 6. everything has become so dark, it's impossible to see anything more than a few feet ahead of me. there's no sign of any life down here, no fish, no plants, nothing. this is the hardest part of the journey, the true test of everything. it took so long to even get to this point, I can't give up. I must keep going. after so long, I finally push through and find myself at the gate with the 2 keys needed. I'm shaking, almost crying, what I just overcame was what I most feared, and I actually did it. but I'm not done yet. once the gate opens I find myself at Layer 7, the final maelstrom. we've traveled so deep that I cannot see anything past my own hands. the terrain is much more open compared to the cave from Layer 6, but traversing my way down without being able to see has its difficulty. although compared to the previous layer, this doesn't even compare. I easily make my way to the bottom of Layer 7. before I make the final jump I get scared, where will this take me now? but before I start to panic, I close my eyes and take the leap of faith. as I open my eyes, I hoped to see what could be considered the end, but no. there's an 8th layer. I've never heard of this before I don't even have a name for it, is this supossed to be some sort of final challenge? it doesn't even feel real, the walls and obstacles are so colourful and wavy. am I dreaming? I try to snap myself out of it but nothing works, I have to finish strong. however after everything I've been through to finally get here, this was no hard challenge. and as I step foot on the very bottom, weird shapes and colours take over my vision and I black out. next thing I know i wake back up on the surface. did I do it? am I done? where am I? I see up ahead there's someone sitting in a chair with an empty one right beside them. the only thing i can think to do is try and talk with them. we have a nice conversation, I learn a lot. and during that conversation I think I can finally let myself know, that I beat the abyss.

-/100
DIFFICULTY
1/10
OVERALL
7/10
VISUALS
0/10
GAMEPLAY

I'm gonna try to be as nice as I can while writing this

this level is the most disappointing release of any level I've ever witnessed. normally I really like platformers right so it would make sense that I like this level but I just don't. it does so many things wrong and overall it bothers me almost as much as glungus. deco wise I think this level is pretty good, but it's just a combination of random parts that for the most part have no cohesion at all. I appreciate that they kind of go for some sort of story or something but even that falls flat to me, and when I first watched this level I legit fell asleep towards the end. gameplay wise it's basically exactly what I expected but somehow worse, it's gameplay made from over a year ago made by people who don't ever make platformer gameplay, so to one's surprise it doesn't play well like at all. the hitboxes, are to be completely honest, absolutely terrible. i know why they're like that, to prevent corner skips and such, but putting that line at the bottom of EVERY single spike makes for really annoying gameplay and having all hitbox knowledge you currently have not matter. some timings that look incredibly easy end up being unnecessarily difficult because of that stupid line. and even then, the gameplay gimmicks it adds just don't flow well at all to me. double jump mechanics have always felt unfair to me, and the vines end up just either not working consistently or just being really annoying. I get that it's trying to be like iwbtg, but I will never like game recreations I'm sorry, gd is so insanely different from every other game, trying to make it feel like another game will almost never work. and the thing that bothers me the most is just how laggy it is. this is probably a shallow thing to complain about, but having a level have a ram requirement to just open the level is insane dude. I get that you can't optimize a level like this but what bothers me the most is that I've seen some of the creators say "we tried to make the level as accessible as possible". no you didn't. if you actually cared you would split the level. bold assumption probably but in the description you advocate for checkpoint saving so I almost don't see the issue. it would run for everyone, be more accessible, and you'd get more creator points! and I do get that you kinda want this to be some iconic level, so keeping it as 1 big thing seems the coolest, but you could've kept the full level and split it at the same time like ocular miracle. to me, because they kept it 1 level, I think everyone was just trying for legendary/mythic, but because of the 940k objects of course that wouldn't happen.

I did say deco wise I liked this, but after rewatching and thinking about it again it's just kinda the pinnacle of youtube bait. a hyper detailed fortnite part, tetris, minecraft dropper, or just overall flashy deco to be flashy. normally I don't care about things like that but for some stupid unexplainable reason it bothers this time (I still think the deco is great)

also another thing that annoys me (probably the most pretentious thing I'll say) is that so many avid platformer haters will come out and say this is the only good platformer. everyone is gonna say this is THE platformer level or whatever and that annoys me soooo much. everyone decides to completely ignore platformer and not actually look into plat levels and find some cool shit.

as some sort of ending message I wanna say that this level is probably really good, and I dont wanna convince anyone to dislike it. at the end this level literally just isn't for me, so please don't let this change anyone else's opinion

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

embarrassingly one of my favourite levels of all time. I have been in love with this genre of like amateurish style since I started playing the game. and I know this sounds stupid and annoying, but I love this level BECAUSE of its flaws. the gameplay is buggy and inconsistent while also being insanely unbalanced, each part deco wise feels completely disconnected, and overall it's probably just not that great. however I don't care at all

the song is also one of my favourite songs in an extreme, and everything about this just feels like bait for me

probably in my top 10-15 fav extremes of all time

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sorry about this gang