Junior Member
An azimuth is defined as the direction of a celestial object from the observer, expressed as the angular distance between the north or south point of the horizon. A strange definition, sure, but it ties in with the main symbol of the level, that being a compass. I think that's the only consistent theming there is, everything else is kinda just "mystical mysterious whatever". It works, though, so I can't really complain.
I was surprised to find this level placed at a 6.8 overall, because I quite like it. Sure, Knots's late 2.1 levels kind of all blend together (aside from Rectangle, I might get to that later), but I think each one is special in its own way. Azimuth in particular I believe excels at song representation. Or maybe I just like the song way too much. Either way, each part flows seamlessly with the song in a way that really sort of ties everything together, despite the general "whatever works" nature of the level. The visuals aren't perfect - some areas are kinda messy or weird, some visual bugs occur, the big block compass was funny for a few months before no one gave a shit anymore. But technically speaking, it's still excellent.
The gameplay is... there. It's incredibly boring in the first half, though it does improve slightly in the latter half. The gameplay isn't particularly good, it isn't particularly bad, it just exists to be as inoffensive as possible. I can't exactly talk about the gameplay if it basically doesn't exist.
This would probably pass as a three star if you pestered Rob enough idk
I didn't realize how much I truly missed the "random effect parts" style until Xstar just comes back out of fuckin' nowhere and drops this. Although that's not technically true, since Xstar never stopped being active, I would argue that he's had a bit of a downfall and rise in popularity in the time between 2.1 and 2.2. Though I am definitely glad people remember his name, since he deserves it.
Xstar's levels are the epitome of "just do whatever shit comes to mind", and I love it. So, let's talk Imbue. The gameplay I can only sum up in one way. The gameplay should not at all be sightreadable, but it somehow is. Can someone explain?? Well I can, and it's through the fact that Xstar has absolutely mastered transitions to the point where they don't leave the player hanging on what the hell is coming up in the span of the next 1 second. He gives you plenty of time to react after the sick transition is done. Xstar also makes sure that none of the decoration interferes too much with the gameplay, thus still allowing for a fair experience. That being said, if you strip away all the effects, this level becomes a 4 star. Tsk tsk.
Okay, decoration. It seems a bit unfair to simply use the term "decoration" considering this level is 99% effect, but whatever. Actual block deco is kept simple to leave room for the effects that go over or under it all. And speaking of the effects, god DAMN. I've told myself this plenty of times, but i'm gonna make intense effects for major pulses/beats in the song, I wanna do it exactly like this guy does it. You will never get a more intense feeling from intense parts than playing this guy's levels, not even if [insert sex joke]. And i'll say it, THIS is how you use shaders god damn effectively. And probably also the absolute most you should do with camera controls if you ain't making a platformer. It's just intense enough to get the hard point across while not being overly annoying.
Alright, enough yapping. I gotta ask Xstar where he gets his crack.
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sorry about this gang