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Junior Member · she/they/he

OFFLINE Last seen
5 hours ago
Time spent online:
12 days, 17 hours, 15 minutes

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Difficulty
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Overall
66
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Reviews

Created Date
descending
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

One of Lemons' best levels. I think about Lemons once in a while, and don't get me wrong, Lemons was a big slop factory type creator back in the day, but there was always one quality of his levels that I appreciated: his color work. He had such a good understanding of the concept and while it's most apparent in Paroxysm and Anoxysm, it's also present here. This gameplay is also fun too! What's not to love?

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

This level was one of my first introductions to a more tactful approach to the 2.2 mechanics, and as such I have a lot to appreciate from it. Reminds me a lot of web design and operating system design, like you're entering a simulated world. It's quite a vibey experience, not too terribly engaging, but still a fun romp nonetheless.

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

idk if this is a hot take or not, but it's levels like these from Jayuff that I think ultimately led to what you would consider "neodesign" to be and I find that to be really fascinating. This is also just a really good level, it exudes fun as the title suggests. It can feel a bit aimless however, and a lot of extraneous details often come to the forefront, a big example being how the floor spikes bob up in down during the first drop section. Still it's a really fun time.

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