Junior Member · he/they · Estonia
Whenever I create, it seems as though the level I make invariably takes on a life of its own, teaching me more about Geometry Dash levels by virtue of the connection between level and creator than simply playing another person's level ever could. In the case of Neotype, the initial goal was simple: make a level inspired by Hinds. I wasn't carefully analyzing their levels or anything, I was just placing down blocks in a vague attempt to emulate the style they had cultivated, which eventually led to me completely losing track of what I was doing, and the level veering further and further away from the ideals I was striving for. By the end, I managed to just barely reel it back in, although the latter half of the level is definitely a lot more rushed compared to the first. It just goes to show: pastiche makes for a good set of training wheels, but it will only get you so far, and it should be abandoned once it's served you well. Despite all this, I still quite like how the level looks.
Also, I spent 7 months on this. Never do this! I could have done so much more in that time.
If the idea was to have specks of color dotted among the dull greys, then I feel it could have done better with some darker tones. White just doesn't look that good. Other than that, it's a cool idea that's executed, for the most part, in a beautiful manner.
The level name, combined with Sumsar's past repertoire, made me go into this level expecting to see yet another rendition of Clubstep. This level is, however, so much more than that: while certain aspects remain, the rest has received a unique overhaul that makes it almost seem like a wholly original work. I flew up and down in the mostly retained break part, expecting to face a tight ship part, but was instead thrown directly into a 3x cube part. That rocks.
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sorry about this gang