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Junior Member · he/they · Estonia

OFFLINE Last seen
32 minutes ago
Time spent online:
4 days, 1 hour, 50 minutes

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Reviews

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-/100
DIFFICULTY
9/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

This isn't just a gay level, it's a QUEER level.

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

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.

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

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.

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

Among the many kooky 2.2 shader-based effect levels, this one stands out as having actual purpose to it. As the title implies, it's neural—it feels like a raw representation of a mind, part-organized and part-cluttered. I don't like the song though, an electronic track would have worked a bit better.

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

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.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

A blue version of Scarlet Surge. With the 2.0 object limit, it's not as monotonous as before... but still pretty monotonous. Even so, there's still a few interesting parts in here; for instance, the part with only pads and orbs, which is absolutely exhilarating. The 2.0 part blows ass though, I agree with Insendium on that one.

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

This is a 2.0 level. Enough said.

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

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.)

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

This is such a massive deviation from Insendium's typical style that I assumed it could only have been caused by some other level. However, this is just a collab. In this level, you see some elements of neon, and a copious use of air decoration with blending enabled, which simply makes the level look blurry at the high speeds you're traveling at. Insendium also really loves duals; thankfully, they actually know how to make them. Honestly, I quite like this style! Making stars out of glow objects and spamming them everywhere is a strategy I've used myself in the past. It's a good level, just not a good Insendium level.

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

First of all: what a name. Second of all, it's mostly a Blast Processing copy with a few neat bits.

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sorry about this gang