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

Defining and Defying is galofuf’s newest level, and potentially their greatest level yet. It’s an entry to the Space Gauntlet contest, and I think it does a good job at standing out against other entries with its creativity while also looking fantastic in the meantime. The designs are super polished, with nice colors and fantastic art in the backgrounds. In general, this is a super solid level with a ton of great smaller details like the UI elements on screen. There’s even a cutscene halfway through the level with super fluid animation, and I think it was executed really well. The cutscene serves as the transition between “parts” with the first half of the level being part 1. After the cutscene, the level changes songs completely. Unfortunately, this choice really prevents me from enjoying this level as much as I could. The song choices and changing them halfway through makes the identity of the level feel a bit lost, like the creator didn’t fully understand what they were doing in the bigger picture. It prevents progression and song representation, leading it to feel like 2 different levels that got cut short. This is really disappointing to me considering the super high quality of the level, so I hope that galofuf focuses more on song representation and progression in their next big project. Still though, Defining and Defying looks great, and it’s a pretty memorable entry to the Space Gauntlet contest.

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

in canon is a great example of memory gameplay at its simplest, but also finest. The gameplay is all laid out in front of you, not requiring you to go through fake blocks with an invisible cube or anything like that. It constantly looks like multiple routes are possible, but you have to memorize which ways are the correct ones to go for over a minute of difficult insane demon gameplay. It’s confusing and harsh, but executed fantastically. As for the decoration, while I’m not as big on it as I am the gameplay, it still looks great. It’s essentially what you would think of from a good neodesign level at that time, keeping things relatively simple, but having enough to keep things super intriguing at all times. The nature of the decoration allows the gameplay to take center focus, which is what makes in canon so good in the first place, so I think it works really well here. It has very nice colors and satisfying effects as well, which overall match the song in a way that’s subtle but extremely effective. Overall, all aspects of in canon perfectly match the style of memory gameplay used, resulting in a super satisfying watch and an even more satisfying completion.

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

Armarillo was Jayuff’s first level of update 2.1, and for an early 2.1 level, it’s aged surprisingly well. It still shows its age, but Jayuff was a pioneer in the creating scene for many years, so I guess it shouldn’t be too surprising how well he was able to transition into 2.1. His older levels took the approach of having super simple block designs to make the backgrounds stand out, of which there were many different ones with different ideas. The background at 25% in particular is still really good in my opinion, and could easily be put in a modern day level without question. Of course, Amarillo is still an early 2.1 level, so it wouldn’t be without issues. The wheel part at 50% has aged especially poorly, as the gimmick was still pretty new. Jayuff was one of the first to do this wheel gimmick, and although it was pretty cool at the time, it looks and plays very awkwardly nowadays. It’s pretty buggy as well, with the cube jittering around pretty badly when going backwards. Still though, Amarillo is a very charming level. I love all of the movements keeping it alive, and the colors are very smooth, especially for using yellow, which is notoriously difficult to pull off. Even though it doesn’t stand out much in 2025, Amarillo was a great level when it came out, and one of many of Jayuffs levels that changed the creating scene forever.

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

Aspid Adytum is a remake of Serpents Shrine by LmAnubis that’s gone super unnoticed since releasing over 2 years ago. While most people know that Serpents Wrath already has a fantastic sequel, Aspid Adytum is a much more faithful take on the level. The gameplay is similar to the original level, although harder, using entirely 1x speed and older gamemodes. As a level remake, the snake theme is much more subtle here, but I still think it does a successful job at theming. The atmosphere is dark and mysterious, very fitting of the song it uses, and the colors help solidify an evil but cold feeling.

While Aspid Adytum is fairly simple, I really like how this level looks. The designs are really effective at helping the theme, and there’s plenty of variation to keep it interesting. There’s also some cool moments where there’s bursts of fire to the song that keep the level from feeling repetitive. If there’s one main thing I would want more of from the level, though, it would be movements. The creator experimented a little with them at 0:36 with success, but this is sadly the only point in the level where this occurs. It results in the level feeling a bit static overall, although it doesn’t bring it down too much, as there are still some nice animated elements here and there. Overall, I quite enjoy this level, and I really appreciate level remakes like this one. It isn’t too over-detailed, and mainly just focuses on atmosphere while updating the designs to feel modern, but not realistic like a ton of remakes nowadays. This level has gone too unnoticed in my opinion, and I really hope that it receives a Featured Rating at some point.

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

Button Masher is Viprin’s first megacollab released in over 2 and a half years, and it’s a pretty surprising one. For over half a decade. Viprin’s projects have been hyped up design style collabs that consistently push the limits in execution with simple themes, such as “sky” and “rainbow”. With Button Masher, however, this way of level creation was flipped on its head. As the last level of the NCS x Geometry Dash event, Button Masher was teased only a month before getting released, and isn’t your typical design level you’d expect from Viprin.

The level starts off outside of an arcade machine that you enter after a few seconds. Before you enter, you can see vibrant posters of all the NCS event levels on the wall, as this level isn’t just the final level of the event, but a collaboration between all the creators of those levels as well. After entering the arcade machine, the next 50 seconds are fairly basic pixel block parts. I say basic, but it’s still a well executed version of the style. It doesn’t do much to be very original though, which honestly brings it down a bit for me. This is the case until 0:46, where you start beating up a monster to the song, with a few “glitches” forming and the screen occasionally breaking out into the real world, reminding the player that you’re in an arcade machine. The drop is where the level seriously picks up, as the level becomes more menacing and more glitches start to occur. Eventually, the glitches overtake the arcade machine, and you break out of the screen and into the arcade. 

At this point, the style of the level completely changes. You’ve broken into the real world, and the decoration is more art based and realistic to accommodate that. This segment is easily my favorite in the level, as it packs so many small details in such a short timespan. I love how you see all the arcade machines in the background, before crashing through a claw machine, going past a bowling alley on an air hockey table, and flying your way past the prize corner before jumping into another arcade machine. You don’t last very long in this new arcade machine before you start jumping between multiple different ones, with each one referencing different games and levels. Finally, you reach the last machine, and the level ends with a brilliant sequence of a fake “Game Over!” death followed by a wonderfully animated endscreen.

While there’s a lot more I could talk about, Button Masher is a great level. I do think that the first half is pretty weak, as it lacks originality, looking more like random RobTop styled levels than something actually themed. It even feels a bit weak design wise at times, with some large empty spots and somewhat off putting colors, but the later parts are all fantastic. I think this was a really fun way to end the NCS event, as everything ends up coming together for an exciting grand finale!

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

When I first went to view The Square, I was immediately surprised to see that it was a collab with creators like Pueeds and Flash, 2 incredible and very creative creators. This was surprising to me, coming from a creator who I knew from one 1.6 level that didn’t really stick with me. The Square was created as a result of an Australian meetup by a bunch of different GD players, which I think is super cool! It isn’t a very serious level, but it gives the feeling that the creators had a ton of fun building it in that short time span, so I can appreciate it for what it is.

The level starts off with Pueeds, who made a super intriguing part that gives a modern take on older levels. It remakes the default blocks in a simple way, and I absolutely love the splash of colors that Pueeds did. After the strong first impression, the level quickly moves into 2 parts by stcubing. While stcubing is a good creator, his parts here feel very rushed, understandably so. As a result, the decoration doesn’t do much to stand out, and it feels a bit off with how bright everything is. However, stcubing absolutely killed it on the gameplay, resulting in one of the most fun parts. After that is a part by multiple different creators, and it kind of shows. While I like aspects of the part like the background and falling stars, as well as the gameplay, the part feels pretty disconnected. All of the ground spikes and block designs feel very plopped in at the last second, and they look off compared to everything else as a result. 

Thankfully, things ramp up quickly in the second half of the level. it moves into Flash’s first part, which is probably my favorite in the level. While it looks odd, Flash is extremely talented at making really unconventional designs, and combined with the super fun gameplay results in my favorite part in the level. It’s immediately followed by my least favorite part, as I’m not a big fan of Whata’s lacking designs with the super desaturated colors. It’s a very short part though, which finally gets us to the last part of the level, Flash’s second part. While this part feels a bit rushed like a lot of the level, Flash’s creativity still shines brightly here, with a part reminding me a lot of their level Crop Circles.

Overall, I enjoy this level. I don’t normally review levels part by part, but every part in The Square is wildly varied from the last, resulting in an odd but neat level with a some creative parts and a ton of energy. On top of that, the level is super fun to play. Even if the quality is a bit all over the place, you can tell that everyone had a ton of fun making it, so I agree with the Featured Rating given.

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

When it comes to pixel design based levels, it’s very hard for any to stand out to me. To make for a great pixel design based level, it needs to meet three requirements for me: it must have good colors, fun gameplay, and most importantly, bring plenty of new and fun ideas to the table. I find it really rare that these types of levels meet all these criteria, and even if they do, I’ve found projects like Geometry Dash Odyssey to be too messy and abusive of shaders for me to enjoy. While Skystrike has moments where I thought the shaders like shockwaves were unneeded, as well as some slightly messy moments, I felt as if most aspects were done much better than those levels.

While parts of Skystrike are fairly basic, parts like the sky part, bossfight, and ending stood out to me a ton for having loads of character and gorgeous use of pixel designs and colors. The sky part in particular has the best designs, reminding me of Quebrantar by Debihan, and the final part has beautiful warm colors, even if the part is a bit messy. The bossfight stood out to me as being super cool, actually utilizing making the boss pixel based instead of tons of other pixel based levels with bosses that don’t. This keeps the immersion of the part intact without feeling like the boss doesn’t fit, which is very refreshing. On top of that, the attacks are readable and don’t feel unfair, like many levels from 2.0 to mid 2.1 did.

While there is a lot to like here compared to most pixel design based levels, I still have my nitpicks. There’s the obvious unnecessary shaders, like the shockwave at 0:48 that feels obnoxious as an example. I’ve never been a fan of unnecessary camera rotations either, when the camera rocks back and forth. A few moments can get a bit messy, like the dual at 2:03, but the fun gameplay makes up for it. The gameplay isn’t always the best though, as a lot of the moments I didn’t mention have pretty uninteresting gameplay. It’s not bad, but not too remarkable. A few of the moments have some readability issues due to all the objects as well, but with practice I didn’t find it much of an issue. Overall, I think the positives speak louder than the negatives in this level, and I have high hopes that TheTechniTeam can break from these small tropes in the future and make a project worthy of obtaining an even higher Rating than Epic!

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

moons 2020 is a fantastic joke level, remaking the super old level “moons” which was known for being a Legendary on Sparky Bot. It remakes everything with all new designs, but keeps every aspect of the original levels gameplay and structuring completely intact. The humor lies in the fact that the original moons was horribly composed, looking exactly like something your 9 year old cousin would make if you gave him your iPad for 2 hours. Floating spikes and randomly placed blocks are everywhere, along with swiped object spam and some very questionable gameplay.

Preserving all of these aspects in all of its glory while making the level look as good as it can with these in mind makes moons 2020 such a well executed joke level. While it isn’t the most mind blowing decoration out there, pocke put in the extra effort to add fun details like art of the moon, a rocketship, and other super fun details that make it memorable. At the end of the day, moons 2020 is still a joke level, but one that I really like and still wish to see rated.

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