Junior Member · he/they · Estonia
The CraZy series is, in my mind, predicated on the mixing of a modern style with horror aesthetics. CraZy III goes a bit too far with this and ends up as pretty much just a horror-themed level, which is fine, but what I appreciate is the juxtaposition of designs you'd see in a daily level years ago, and spooky clowns. I used to think that the RobTop styled part in CraZy was unnecessary and garish, but now I see that it's just another element to create an eerie, dissonant atmosphere. CraZy II also has modern designs, but it's all mostly grayscale, and the nascent visual style of CraZy III already rears its head in certain parts. If there's one upside, it's that the gameplay is pretty good.
There are definitely some gameplay complaints to be made here, but luckily, I fluked this level from 6%, so I can't really say anything about that. It's a neat design level, and I like the subtle hits of glow. The ball part with the moving objects specifically is really well-executed.
A walk through an oddly treacherous park, which seems to take a whole day as evidenced by the night slowly encroaching and casting all the foliage surrounding you into darkness as the level goes on. At times, the gameplay truly feels natural, like you're actually dashing your way through a dangerous grove, with a sharp rock or thorny bush around every corner and in every crevice. At other times, it's hastily put together and "fixed" with plenty of invisible objects. I really like the way this level looks, but simply cannot turn a blind eye to some of the gameplay flaws.
This almost feels like a worthy successor of the 1.9 neon style to me. The beginning, where the particles come together to accentuate every single jump, with everything else being pitch black, is truly phenomenal, but the rest feels no different from the average 2.0 level.
This is a better design level than a space level. Granted, you could say something similar about most Space Gauntlet entries—that they are barely space-themed at all—but this one doesn't even try to hide it. The designs, for what it's worth, look really good, but other than that, it is burdened by what I'll call "changes of scene": a fade to black at the end of a part, and then a new part that comes out of nowhere. These changes of scene make the level feel completely disjointed. As well as that, the final dual is so bright that you have no choice but to blindly follow the jump indicators. A decent level that is held back by being a gauntlet contest entry.
The first few seconds of the drop, with all the objects flashing around you, is one of the most climactic parts in any Geometry Dash level, and for some reason, they made it only last for around 2 seconds. I really wish this wasn't a joke level.
These types of megacollabs always leave me disappointed, because I'll invariably see a really cool part that would make for an incredible full-length level, were it not just one part in a holistically average megacollab, interspersed by parts that are either mediocre or just straight up bad.
A level with some really neat, unorthodox gameplay, which is unfortunately held back a tad bit from the thematic inconsistency that's a characteristic of most megacollabs. Pueeds' cube and stcubing's UFO are by far the best parts of the level, and I'd love to see a level entirely themed like either of the two. In this level, they feel like diamonds in the rough. As well as that, the level suffers from poor difficulty balancing, most evident in Flash's part, which is quite tough for the very final part in the level.
I get that this is mostly a joke level and that it was made in a time when Nine Circles levels weren't perceived as particularly gauche yet, but I'm still a bit sad that this level has some genuinely really good looking industrial designs, which are held back by the utterly thematically inconsistent wave part. Granted, this level would probably not be nearly as popular if it wasn't a Nine Circles level, but still.
Well, I can tell you one reason why you hit the object limit so quickly. This level is a far cry from earlier Insendium levels; it feels almost like a Darnoc level with the amount of detail in its blocks. It makes me wonder if Insendium's simplistic design was only a consequence of early 1.9 levels being extremely simple in the first place. (Note: I initially wrote this review before playing Mayday. Turns out I was completely correct.)
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sorry about this gang