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2 weeks ago
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Reviews

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-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
9/10
GAMEPLAY

Fantastic use of it's own gimmick to it's full potential - absolutely love the level design and the gameplay aspect of this level, it was some of the most enjoyable platforming I had to date. There's plenty of cool mechanics that are blended into one level, which work incredibly well with eachother. I do have some nitpicks about this level that I think I should mention though, first of all being that I think the decoration feels a bit lackluster at times and sometimes the block designs really clash too much color wise with the rest of the stuff on the screen, making it a bit confusing sometimes what's solid and what isn't. Other nitpick is that I feel like the gravity decrease in last section wasn't necessairly needed, it was a bit annoying when I had to adjust my jumps because of it. Overall, I do like this level a lot nonetheless, the gameplay is stellar and the hidden tutorials are very clear and understandable from the get go. Plus I have to also say that this plat was made for a build jam, which means it was on a time limit, which makes it even more impressive in my eyes!

-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
9/10
GAMEPLAY
  • References breaking bad (my fav TV series)

  • Is super unique in terms of gameplay

  • Great visuals

Yep, ThiKn cooked something reaaaaaally pure here.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

Peak early 2.1 at it's finest - Serponge effect level. Bro was THE man to do levels back in the day, having unmatched quality and quantity of levels at that time. Vooper is no exception, being probably my favourite level from him, reason being is that the song is insanely good and it matches the levels visuals and energy very well. I'm glad that Serp made the level a bit longer than usual, it makes it feel like a little adventure of sorts. The effects used here were pretty simple and still kinda amateurish given it was very beginning of 2.1, but they work great! I love all the different usages of the newly added rotate trigger, definitely spices things up, just like all the new decorations from the new version, proving a clear point, that the level is coming from a brand new era. The level itself maybe isn't very cohesive and it does kinda feel like an idea dump, having many parts completely different style/concept wise, but I think it's not that bad, I actually dig this type of level a lot! It shows peaks of creativity from creators, this level being a prime example of it. I like how you have to destroy the ground to get the 1st coin, and how you need to participate in a collectaton at the end to get the 3rd one. Kinda wish that part had some obstacles, since if you don't go for the coin you just... wait for the level to end.

-/100
DIFFICULTY
10/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
9/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

That's how an ARG should be done in Geometry Dash. The level itself stirred up some mixed feelings inside the community, which I think was a good thing in the end - as far as art goes, I think it should make others feel some kind of emotion, even the negative ones. Since the level itself feels like an artwork of sorts, I feel like it was a good thing that some "drama" happened. In general I find this a very interesting concept and how it went outside the box with it's ideas! That's how things should be done, it made the process of figuring out next clue very refreshing and interesting. I do feel like the visuals could be a bit better though, but that's my only nitpick, I don't feel like they play a huge role in this anyway, the main focus being literally everything else.

-/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

Love how it took inspiration from the achievement games there used to be. I think the simplicity of designs hurts the quality of it a bit - but to be fair it's best to not clutter the screen with too much stuff since there's already a lot happening. I'd love for it to have it some better theming though.

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

This is a level that executes the feeling of trying to be it's own game the best - and I do hope a game based on this will come out, the idea is peak.

So your mission as a color-switching cube is to kill the CEO of your terrible job. Each color influnces the level in some way - at first it's only for standing/passing platforms, but later on each color gains a unique ability which I think makes this level million times more interesting than the usual color switching levels there are out there. Using different combinations of these is super cool and gives the opportunity to create some interesting puzzles. I do think these could be elaborated even more but I'm glad these got used in such way already anyway. Coming to the part of ascending the tower, I love how each color gets restricted, but I feel like that mechanic should have been at the start of the level, as a sort of introduction to these, instead of being at the end where you are already over all the puzzles. Then, the boss itself is a good concept and visually-wise is executed well. I do feel like it is too easy personally, but I think it's better that way, when it takes some time to get to it in the first place - I assume people would complain a lot about that. The descending part is the highlight of the level imo, amazing execution of autoscrolling, it feels very intense, even though the gameplay is mostly laid back - perfect way to do it in such situation! The ending when the boss crashes down is also a nice touch.

Overall this is an amazing level and definitely a good introduction into the platformer world for those who are still unfamiliar with it. There's clearly loads of effort put into it and it's a fair easy pemon. Definitely up there for some of the best platformers that we have right now.

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

I forgor. Then I rember.

What can I say, the level is pretty known... my thoughts on it are probably the same or similar as majority of people in here - peak memory level. It just doesn't get better. It uses the editor tools to their extremes, creating something irreplaceable and unique. Each part in this megacollab has something going for it. It's just a huge idea dump that was put into the right hands, merged and planned out by a mastermind. It was a given on how much significance this level was bound to have, and rightfully so - it's definitely nothing to sneeze at. As much as I am a big fan of the creativity poured into it - I don't necessairly think the visuals are used to their full potential - there's nothing bad within them, but I feel like there always could have been something better done in certain parts. I am not complaining though.

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

This is definitely my ABSOLUTE favourite level of all time. So far. I don't think I can express how much I LOVE this level.

First of all - the music choice is absolutely amazing and fits the level theme really well. Definitely a good pick from all these different NCS songs that could have been chosen, especially when the song itself is pretty good on it's own. It has the evil feeling in it, which matches the visuals well.

On the other side of things - the gameplay. It is a big debate if it really is good or not given how unsightreadable things can get in this level, but I think in this case it works well. The level's imagery is meant to look like the level is corrupting itself by the virus infection, and the drastic and flashy visuals really makes the feeling very believeable, even when the gameplay aspect suffers from it a bit. I don't think it's a bad thing though, I actually quite appreciate the commitment to the bit. I love how the 1st part with the 3D visuals was executed as well - it might look pretty confusing at first, but once you put in some attempts at it, it does feel very intuitive, which honestly is pretty impressive considering how much 3D can be confusing in GD. It also reminds me a lot of the flash game series "Run", which is even more awesome. Another thing is the super unique swing copter part with the broken TV's you bounce off - I find this to be the most impressive part of the whole level, the way it nonchalantly builds up the hype before the drop and the overall execution of it is basically perfect in my eyes.

Now onto the VISUALS!!! Well... first of all, I find the detail of boss flashing for a split second at the start of the level quite interesting, it's super hard to notice but it's there - I think it could have been ever so slightly longer, so people would actually see it more clearly, but still, it's a cool little easter egg. I think in general the visuals are basically flawless, I don't think there's a section in the level where I would consider changing something. The 3D section at the start being decorated very simply is what made it so sightreadable, which in the end turned as something great in itself - as an intro to the level I think it's fine to have an underdecorated part, especially if the decorations would make it more confusing. Right before the drop, the background is phenomenal, love the way how the face of the boss was used alongside the particles. The cutscene right before the drop was also amazing, featuring some cool pixel art - generally, if the level used pixel art somewhere else, I think it wouldn't fit, but for the cutscene part I feel like it's a perfect fit. Don't know why, but it just works well, it's simplicity of what it tries to portray just makes it very memorable in my opinion - especially when the song goes bonkers. Last part visually wise I want to mention is by the end, where the boss is chasing you - I love how multiple colors are clashing with eachother and how the block designs are all glitched out and buggy, it's super cool how everything looks so seamless and feels like it just belongs there. The jarring ending with interesting shader usage also makes it a good closer for the level.

Overall, I don't think this level will be beaten by anything else for me - it's super energetic, has an unique theming, the song goes hard af, everything just feels amazing. Definitely deserves the mythic rating and imo it should have won the NCS contest EASILY!!! Probably didn't because of the gameplay... but oh well. Can't have everything in the world. I'm definitely excited for more big levels from Kira though.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

Ohhh this level! The only one that fits the theme of the gauntlet that it is in... which in a retrospective, it made the level much more memorable than it should be. Wouldn't say it's a bad thing though, since I think the level is awesome - and all the hate it gathered when it was first put into the gauntlet was ill-considered. Sure, the gameplay wasn't that great at first, but it was trying it's best at being something unique, which I feel like should be much more appreciated, EVEN if not executed well. For what it is, being a 2.0 level, the execution of theming and general decorations fit very well and any sort of movement this level has isn't rapid or up-to-your-face, which is already an accomplishment for those times on it's own. I definitely see the vision the creator had while making it and I will defend this level until I die.

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sorry about this gang