Junior Member · he/they · Estonia
A pretty good-looking level. Its core design elements never change, but the specific facets of it are swapped out regularly, giving the level a fresh look around every corner. It's a shame some of the gameplay's a little unpolished.
I still don't understand how the dual works.
The best 2.0 has ever looked. And frankly, the level isn't even that good-looking, I just really like the usage of glow here to create an incredibly ethereal atmosphere, aided a bit by the song. The tiny glowing stars in the dual part (which, by the way, plays great) still amaze me to this day; the entire rest of the level feels like a buildup to that part specifically. The gameplay is fine, definitely a lot less broken than people would like to claim, but the drop parts are interspersed by significant periods where you do literally nothing. It's weird that the predrop is probably one of the harder parts of the level.
This level looks really good, aside from a select few parts, like the checkerboard ball and the second drop, where I have no idea what the creator was even trying to do. I must have subconsciously referenced this level when making the transition into the drop in Faux Room.
There's something very voyeuristic about this level. I do like the flowers though.
For a very early 2.1 level, it still looks really good. The gameplay is so-and-so: the wave part in the middle is stellar, the moving objects can be unpredictable, and the duals are serviceable at best. The moving objects, when done well (such as in the wave or the first ship), are a shining example of how even moving gameplay can be done well, if you're thoughtful about it.
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sorry about this gang