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Junior Member · he/they · Estonia

OFFLINE Last seen
6 hours ago
Time spent online:
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Reviews

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

I find that these types of 2.0 levels often look best at the very beginning, when the creators haven't played all their cards yet, as this means they have to hold back and not throw everything they have at the player. The beginning of this level looks really nice, despite being quite old, but as more detail gets added, the datedness of the designs start to rear their ugly heads, and at the end of it all, it ends at the drop, which is, in my opinion, a cardinal sin.

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

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.

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

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.

-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

An absolutely gorgeous rainbow-themed level that, despite having plenty of moving objects, never managed to feel unfair or unreadable once. It's one of the few times I like a white accent color, because it feels like all the different colors of light in the level merging into one.

-/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

A level that is as unique as it is eclectic. It's one of those levels that you want to go on, just to see what else it can offer.

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

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.

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

Purple and green can be combined well, but not in this level.

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

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.

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

S3rios and WHErwin both make an exception in their never-ceasing hatred of jump indicators for this level specifically, but I won't. The beginning is cool, but it all goes downhill when you start climbing up the tower. Yes, the visuals look pretty, and all the structures actually coil around the tower like they're supposed to, but you can't really appreciate that detail when the only thing in your mind is where the next jump indicator will be.

Dash and many other 2.2 levels have you finish at the very top of a tower, which makes sense—it's a very climactic place to end a level at. Still Life also has you climbing a tower, but when you reach the top, there's just more gameplay! Gameplay with annoying moving objects, may I add. This means that the level never truly reaches a suitable climax, even when a fitting one was sitting right there. Very disappointing.

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sorry about this gang