Junior Member · she/they/he
Unlike the previous two CraZy levels, this is a much more laid back experience, and I think that helps a lot with the "creepy clown" aesthetic that's being developed in the level. There's a lot of cool set pieces here that contribute to that, the best one being the "incline" part, which is a big delight to watch and play. But the big problem I have with this level is the final quarter- if this ended right at 78% it would be a really good level, but I think that the ending really sours me on this experience- it's so out of left field tonally and just ruins the vibe that was being set up in the first three quarters of the level- it's like DavJT felt compelled to include a big cinematic bossfight even though the rest of the level was not setting up for that.
I was never a fan of levels like these, but I have to put respect on the original. The level choices are peak here and there's a good sense of pacing and care put into the order the levels are shown in. Especially true with ending the level off with old Cataclysm, a really good payoff. I'm a bit mixed on the implementation of the levels- the parts are lifted directly from other levels, so what's the point in playing this if I can just play all those other levels in their proper context?
I am curious about other's thoughts on this- when making level mixes like this, is it best to directly copy parts 1:1 (ie. using the gameplay from the original level) or would it be better to create new gameplay (obviously in the style of the levels you're planning on using) and fit the levels' old decoration styles onto them? Not exactly remastering the decoration per se, but more so sampling the decoration onto new gameplay.
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sorry about this gang