Junior Member · she/they/he
reminds me a bit of empty SEKAI in some parts, which is pretty cool. the main issue, though, is that the gameplay is some of the most square peg into square hole gameplay i’ve ever seen, a complete departure from the techy, detailed structuring and block design that gives it form. as a result you see a pretty big mismatch between the icon and the level which is kinda ugly.
Bordering on a 5. I can't hate the indulgence; it's really only a grand spectacle, but my type of grand spectacle, since it’s 1.9 styled. This is also the first time since probably Bloodlust where a (potential) top 1 knows its difficulty and accurately reflects that in its mood. Final part is a great example of this.
I think the main problem though is that every part is monkey-pawed in some way where there’s always one or more details that sours me on them. Going back to the last part for example, why does the icon just randomly disappear during the most climactic part of the level? Do they just not gaf about how the icon moves throughout their part? Is it getting in the way? If so, of what? Very confusing decisions like these litter nearly every single part of this level and it’s so frustrating.
Reminds me a lot of test tube. Definitely an amateurish work but still one that has some merit.
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sorry about this gang