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

Keter is a neat Insane Demon made by SincejastlrXD, a creator I have not heard of before this level. I saw this level when it got rated, and it was a pleasant surprise to see such a fantastic level from an unknown creator. The level shines through its cleanly themed decoration and fun gameplay.

Keter takes on a mixed theme of fire and electricity, and a traditional design style, often using stylized designs and a predominant orange color. Although this type of level can get boring easily, the level is made interesting through loads of dynamic movements, different hues, and exquisite backgrounds. In this level, the dynamic movements clearly steal the show, and I would like to shout out a few instances of these movements that give the level a lot of character. Specifically the compressing platform at the beginning of the level, the wiggling light blocks at 38%, and the line structure that unfolds into position at 53%. On top of these movements, the level is complemented by numerous pulses and effects, matching the intensity of the song. All of these inclusions already add plenty of liveliness to the level, but when combined with the intricately crafted designs, they make this level such a joy to view.

The gameplay is another strength of Keter, as it features lots of skill-based segments and unique click patterns, which make for some enjoyable gameplay. Although this level is an Insane Demon, there is no forced difficulty. This leads to a challenging, but painless experience when playing. Another bonus of the gameplay is the healthy usage of every gamemode, as SincejastlrXD clearly has the fortunate ability of making engaging gameplay with every gamemode.

Overall, I believe Keter is truly a hidden gem of a level. I would have loved to see this get an Epic rating for its beautiful and dynamic decoration, and incredibly enjoyable gameplay. After having completed this level, I will be excitedly awaiting to see what SincejastlrXD creates in the future.

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

dorabae-basic12 was Dorabae’s final level in the basic series, being his first attempt at a level in the new 2.0 update. This level puts Dorabae’s creativity on display more than any previous level because of his usage of the new features.

Over time, Dorabae’s basic series turned into collages of random ideas, and it is clear that dorabae-basic12 falls under the same category. The level has a lot of ideas that were very unique for early 2.0. Lots of brand new triggers were used to create cool effects, adding a lot of character to the level. For example, there is a plentiful amount of diverse movements for structures and air decoration, as well as the pseudo-rotation effect being used in almost every part. I also need to mention the robot part in the drop, being one of the most unique effect parts ever made. This part was practically Dorabae showing off, as the bricks pulsing to the song impressed so many people back then. Fortunately for dorabae-basic12, the decoration holds up very nicely with the effects. The level uses simple designs, rather than more complex designs attempted in early 2.0. The simple designs help the level, as they let the interesting ideas speak and make the level a treat to look at.

Although dorabae-basic12 is undoubtedly one of the most unique levels of 2.0, the level suffers from the same overarching issue that was found in many levels during the update. This issue is a severe lack of polish, as the look is due to the easing used on movements and the lack of blending on many colors and objects. However, the usage of simpler designs prevented this level from looking even less polished. Additionally, polishing was a foreign concept in early 2.0, so an unpolished look was expected in hindsight.

Regardless of the issue with polishing, dorabae-basic12 was a remarkable level for its time, and it is still incredible to this day. This level shows that Dorabae was very advanced as a creator, cementing him in history as one of the best.

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

Superopi is a household name in the creator landscape, having grown into a prominent figure during the ten months of 1.9. Apocalypse, being his last level of the update, shows his amazing creating progression throughout these ten months.

Over the course of the update, Superopi had grown a talent of creating well-composed designs, which Apocalypse reflects very nicely. The level has a plentiful amount of uniquely shaped structures utilizing slopes. The slope usage let alone makes the structures very interesting, yet the designs work with the irregular structuring. These designs are where the level truly shines, as uncommon mixtures of objects were created for a fresh twist on conventional 1.9 designs. On top of this, glow and 3D were included to elevate the designs. I think the glow makes the designs special as they add some color and brightness to the otherwise dark designs. While lots of care was put into the designs, Superopi also put the same amount of care into air-decoration and the ground-spikes. This truly gives off the impression that no aspect of decoration was forgotten about in the creation process of this level.

To top it all off, the gameplay reflects the same quality of the decoration, as Superopi had become fantastic at making gameplay during 1.9. Apocalypse has a lot of well structured free-fly gamemode sections, as well as ball and cube sections that always keep the player moving. I have always enjoyed this kind of gameplay in his levels, and it is fortunate that this level has one of the best versions of his gameplay. Superopi’s gameplay tends to have some unfairness, due to odd transitions or difficulty spikes. But fortunately for Apocalypse, there is no unfairness, making the level a fun challenge to play.

Because of all this, Apocalypse is regarded as a fantastic level of 1.9, which I cannot argue with. Superopi put all of his creating talent on display, making for a very special level by a remarkable creator.

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

Written on December 4th, 2024.

Delta is a list-worthy design megacollab that is intended to be a spinoff of Mindcap’s Greek letter level series. Hosted by Drakosa and ArtsiBurn over the course of a year, the level stands out through the decoration and gameplay.

I am a sucker for design megacollabs, so I think Delta is a fantastic level. Almost every part has very unique designs that are complimented with brilliant colors and effects, making for a beautiful level to look at. Another big strength of the level is the gameplay, as it looks extremely unique and fun to play. It is tough to make gameplay that looks fun to play, and I think Drakosa and ArtsiBurn's team of gameplay creators pulled this feat off.

The only overarching issue with this level is the quality difference between the parts. There are a handful of parts that are considerably higher quality than most of the level. Namely both of Mercury’s parts, CDMusic and Rynoxious’s collab part, and Ryder’s part. The issue with design megacollabs is that a difference in quality between parts is to be expected, as no builder can have the exact same level of creating skill. However, this issue can be circumvented if there is time and effort set aside for improving the weaker parts. Unfortunately for Delta, it is hard to tell if there was an attempt to deal with this issue. Some of these weaker parts are missing interesting designs or effects, making them unmemorable. Another issue with the weaker parts in Delta is the monochromaticity of these parts. Not all of the weak parts are monochromatic, but a handful of them are. I think the easiest step that could have been taken to improve these parts is adding some different hues to these parts.

Regardless of this issue, Delta is still a fantastic design megacollab. I think Drakosa and ArtsiBurn did a fantastic job at hosting a level that truly feels like an official Greek letter level.

-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Written on November 29th, 2024.

1.0-style levels have always had a special place in my heart thanks to unique ideas people can implement with newer features. Because of this, I was excited to see GRINDZONE by RAPIDZZZ. This level uses traditional features as well as a couple of new 2.2 features to enhance the 1.0-style.

Rapid keeps GRINDZONE simple by adding pulses, movements, shaders, gradients, and enter effects. Colorful pulses and dynamic movements are always excellent additions to 1.0-style levels, and they are pulled off very nicely in this level. Neither aspects are overused or over the top, adding energy and colorfulness to the level. I also like the usage of shaders in the level, being used to highlight very specific notes in the song, rather than being overused for every note.

Unfortunately, the other features create problems with the level. I believe the gradients are an unnecessary inclusion, as there is nothing interesting done with them. They are also very bright, which often leads to haziness in the level. Additionally, the enter effects are an issue because of the intensity. The effects that act on the objects are too strong, creating very jarring movements. On top of the look, the enter effects have a long duration, making sightreading difficult. These effects can easily be limited to one aspect of the blocks, instead of placement, rotation, and scaling altogether. This creates a more pleasant look and improves sightreadability. One final weakness that can be improved on are the designs. Rapid made some elevated designs in their level, but a lot of the other designs are basic. I believe if unique designs were made for every part in the level, then GRINDZONE would be very special.

Overall, GRINDZONE is a good attempt at a 1.0-style level, as it has some favorable qualities and some flaws to improve on. I do not think this level is worthy of a rate. However, I believe Rapid is very close to getting a rate with another try at this style, assuming these flaws are fixed.

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

Written on November 26th, 2024.

66669420 is a catgirlBlitz level that I had not seen before, so I was happy to see it for the first time. catgirlBlitz is a unique core-style creator whose decoration I am a big fan of. Fortunately for this level, it has the usual strengths of her style.

For being over a year and a half old, 66669420 holds up very nicely in terms of catgirlBlitz’s progress as a creator. She used a lot of animated objects in her designs, which is a trope of hers that I am well aware of. I am a fan of the animated objects because they add liveliness to the level, where life can easily be lost under the limitations of core. Furthermore, catgirlBlitz chose to use a warm color palette for the level, which she works nicely into the level by assigning different hues to separate objects. This is a simple way to improve colors, and I like it a lot as it prevents the decoration from feeling repetitive.

However, there are some flaws with the decoration. catgirlBlitz used a lot of ground spikes to add a feeling of claustrophobia to the level. Normally I would be a fan of this inclusion, but there is a lack of detail in these ground spikes. This leads to the two extremes of over-decoration and under-decoration, which you do not want both present in a level. I believe this flaw could have been fixed, as ground spike decoration is often extremely simple to make and worth the extra effort. Additionally, 66669420 has a lack of movements. Movements are a fantastic way to add life to any level. Therefore, the absence contrasts with the energetic song, further creating a feeling of lifelessness. However, I am not going to hold this against catgirlBlitz. Movements are incredibly difficult to work into core-style decoration, and she also worked life back into her level through animated objects and pulses.

Overall, 66669420 proved to be a very nice stepping stone in catgirlBlitz’s creating career, as the level contains her usual strengths and flaws to be worked on.

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

Written on November 25th, 2024.

AutoNick is a creator that I have been a fan of for a while now, and when I heard he was making a level for the NCS x GD album, I suddenly anticipated seeing it. The next day, Geometry was released and it quickly became liked by the community for the outstanding decoration and theming.

One of the main aspects of Geometry is the beautiful city theme. In the first half, there is no shortage of cleanly decorated structures resembling city buildings. Lots of the structures are complimented with features like windows and lush plants, as well as further specialized additions like LED screens and pool features, which elevate the designs and work plenty of character into the level. Yet, the aspect which sells the theme the most are the glistening cityscape backgrounds, as these backgrounds are a treat to look at. Fortunately, these backgrounds continue into the second half, regardless of the level slightly straying away from the theme.

Another main aspect of Geometry is the colors. AutoNick chose to use predominantly yellow and teal for the pre-drop before using only yellow in the drop. Not only does this color combination propose a nice contrast for the decoration, but it mainly builds a strong connection between the theme and the song. The teal helps build the night-time city atmosphere, while the yellow has a magic to it. I believe the usage of yellow is ideal, as the positive emotions associated with warm colors perfectly complement the energetic and joyous song.

Unlike the decoration, the gameplay is not as perfect. There are a few sections of gameplay that make the level unfriendly to new players. Namely the sideways portion and the dual, as these inclusions can naturally make any level tricky. When combined with 4x speed, the dual makes for quite a difficulty spike. Regardless, the decoration and a majority of the gameplay make Geometry a fantastic level. I think this level deserved the Epic rating, claiming a spot in AutoNick’s remarkable catalogue of levels.

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

Written on November 23rd, 2024.

Clarity is a level that I was so excited to see Hypno finally finish, being his first solo level in over two years. I had the pleasure of watching Hypno build his level over the past several months and it was very thrilling to watch him grow as a creator. His growth is very evident through Clarity’s strengths of song representation, designs, and gameplay.

To begin with, Clarity is very rich in song representation. I know Hypno is a big fan of song representation in levels, so it is a treat to see so many examples of this. My favorite example is the volcanoes that erupt to the vocals later in the level. Although I only listed one, there are so many other examples of song representation, showing that no note in the song was forgotten about. Additionally, Clarity has a lot of unique designs. The designs found in the level have compositions that are easy to decipher, while still being tailored to the specific themes explored in the level. I rather like this characteristic of the designs as they feel very GD-esque, which I think is an excellent quality any level can have. Hypno also further elevated these designs by giving them effects, pulses, and movements, introducing an aspect of liveliness to his level. Furthermore, Clarity has excellent gameplay. Hypno’s love for song representation and skill of building fun gameplay was deeply rooted into the layout, making for some very high quality gameplay. Overall, these strengths truly make Clarity a fantastic experience both to play and to watch.

Although Clarity has excellent decoration and gameplay, the level is still not perfect. The only complaint I have about Clarity is that it lacks some polish. I will absolutely not hold this against Hypno though. It can be tough to know how or what to polish, and it is something you learn more as you progress as a creator. All things considered, Clarity is an excellent level from Hypno and I am so glad to see him be finished with it. I would absolutely love to see Clarity get an Epic rating, as I think Hypno deserves it for his hard work.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

For those of you who are unfamiliar, RASH was Loltad’s first slam-dunk of a level, getting him his very first epic, and over 228 thousand downloads. This level has been one of my favorite Loltad levels for a while now, and I am finally glad to have completed it. Both the decoration and gameplay are amazing, making for a level that is very memorable.

To begin with, the decoration in RASH is fantastic, even for having aged a bit. This level is inspired by the “Corpse” floor in The Binding of Isaac (from the Repentance DLC), which is strongly reflected in the grotesque theming. Although the theme starts to apply strongly in the later half of the level, Loltad built the theme through disgusting assets. These assets start to become plentiful past 55%, as this level pulls out a part with designs reminiscent of flesh, complemented with lots of eyeballs. I think the last drop is the best instance of the theme, as there is a mix between more traditional designs, and decayed flesh structures. And to top it off, Loltad included a lot of flies in the last part, truly getting the point across of this being a gross level. Even though the theme is more apparent in the second half, the first half still works to build a nasty look for the level. The entire level uses a warm color palette, as well as a predominant desaturated red color, providing an almost humane feature to the designs. On top of this, the level has lots of pulses, movements, and fantastic level composition that make RASH enjoyable even regardless of the intense theme.

As for the gameplay, it’s just as enjoyable and unique as the decoration. Loltad has a knack for making very interesting gameplay, and it’s very evident in RASH. This level has so many unique timings, fun skill-based sections, and lots of slopes to keep the gameplay fresh. There is also some repetition utilized in the beginning of the drop, which makes this section of gameplay particularly memorable to me. As for the balancing, it’s a little busted. The level drops off in difficulty towards the middle, and then picks up in the final drop, which makes this level extremely flukeable. This is both a positive and a negative, depending on if the player flukes the entire ending, or gets a progress fluke (like me).

Overall, RASH is a very special level that cemented Loltad as a talented creator. Even though I was annoyed that I had a progress fluke to 93% and then took another 2 hours to complete the level, I still enjoyed this level a lot. The fantastic decoration, grotesque theming, and fun gameplay helped me continue to enjoy the level. I would absolutely recommend RASH to anyone looking for an interesting but difficult Extreme Demon to complete.

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

Written on November 17th, 2024. (After completion)

Scream Machine is yet another Extreme Demon you may have heard of, being TMco’s first epic Extreme Demon, and first list demon. Scream Machine is a 3 minute long adventure through many sub-themes of horror, accompanied by insanely difficult gameplay for the entire length of the level. Recently, I have grown to be quite a fan of this level as the decoration is truly phenomenal, leading to me picking up this level as a new hardest.

Like my previous review of FIREPOWER, Scream Machine is yet another level that I can say has some of the best decoration ever made in the Geometry Dash editor. The inclusion of many sub-themes of horror brought a unique twist that cannot be found in many levels. On top of an amazing lineup of creators, there is not a single part of this level that is of a lower quality. From Realvet’s robotic part featuring animatronic parts and a vibrant blue color, to CuluC’s carnival part of scary clowns and dangerous rollercoasters, to SwagMasta’s underwater part featuring several aquatic creatures like the magnapinna squid, there is not a single part that is not filled to the brim with assets and themes of horror. Adding to the excellent theme, the masterclass array of creators is a recipe for some excellent designs and decorations. All of the parts have incredibly special designs that are built upon the individual themes, making the level quite a joy to watch.

Fortunately for this level, the gameplay is just as excellent as the decoration. I will admit the difficulty is quite unbalanced, as the level’s difficulty is carried by a handful of parts, such as Iris’s junkyard part, Helpegasus’s borderlands part, and SwagMasta’s aquatic part. Regardless of the difficulty, the base gameplay is extremely fun and unique. I had quite a blast practicing this level and doing runs on it. The far attempts I got, although very few, were also very satisfying regardless of dying to something stupid. Although the gameplay is amazing, Scream Machine features a lot of timings and skill-based gameplay, and when combined with the great length of the level, I would only recommend this to those who are masters at completing XL levels.

Overall, Scream Machine is a generational megacollab featuring a unique twist on a rare theme, outstanding decoration that builds the theme, and gameplay that makes this level a joy to complete. This megacollab truly put TMco on the map of fantastic creating teams, and I am going to be more than excited to see what they make next. I was also super glad to have pulled through with beating this level as my brand new hardest completion after four years of having Freedom08 as my hardest. I seriously do not think there was a more perfect choice.

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