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Junior Member · he/they · Estonia

OFFLINE Last seen
2 hours ago
Time spent online:
4 days, 2 hours, 1 minute

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Reviews

Created Date
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-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

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.

-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This is Hauntology

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

This level has roughly the same unfortunate aura as Jorge Luis Borges' short story The Garden of Forking Paths: an undoubtedly novel work, whose central conceit has been done to death so hard that it sullies the original work by mere association. I look at Amaya and see in it the nascent form, now defiled, of every daily level ever made.

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

For the most part, Presta is well-aware of where the players' eyes will be looking, and so can afford making the background a pale white, normally a standout color in a composition. I just have to wonder if Chaoz Airflow was really the best pick for the song, as the song's epic drop clashes comically with the actual gameplay, where for some reason, the detailed structures, the highlight of the whole level, wane past the borders of the screen, leaving only a bland mass of white to carry the player through the "drop" (this is the caveat to the aforementioned "for the most part").

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

Feels like there's supposed to be a third act after the ship part which just isn't present for some reason.

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sorry about this gang