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Junior Member · they/them

OFFLINE Last seen
5 hours ago
Time spent online:
2 days, 16 hours, 30 minutes

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Difficulty
0100
Overall
33
Visuals
010
Gameplay
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Reviews

Created Date
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30/100
DIFFICULTY
3/10
OVERALL
5/10
VISUALS
1/10
GAMEPLAY

(Completed in 10/5/25)

Hey friendly reminder that it is NOT cool to have the difficulty of your level mostly rely on every click being a blind click or transition. I'm serious that this whole level is like this. Most of it is just really boring with the addition of you being unable to see where you're going, as it has some of the most annoying hard-to-see usage of orbs, teleports, and invisible speed changes that make the level feel completely nonfunctional. The second half in particular has some of the dumbest transitions ever like 47%, 51%, and especially around 58-60% where every click there is a literal blind click. I guess it's faithful enough of being an early 2.1 raw Jakerz style level, but idk I just did not like this one. It really is just the bullshit kind of "I can't see shit" level.

Total Attempts: 421

22/100
DIFFICULTY
3/10
OVERALL
2/10
VISUALS
4/10
GAMEPLAY

(Completed in 9/20/25)

This level is so stupid I can't even get myself to hate it. It has just the right amount of bullshit an early 2.0 level like this would usually have, and yet this one really intrigues me so much to the point that it loops around to being enjoyable for that. The first 7% is so bad with all the slope jumps and everything else ranges from being painfully easy, to the level just out of no where killing you with such unpredictable moving structures. It just comes down to being able to tolerate the first 7% and memorizing the level as a whole.

Oh and the bosses? They're hilariously bad. The first one you can easily die to the first attack yet can easily avoid the rest for how they just "miss you" (also your ship has to be at an exact spot to be able to avoid all these attacks). The second one is the exact same thing yet less functional. And the the third one is so funny with the falling boxes. This is the pinnacle example of a so bad it's good level. It is so awful, yet just hits you at the right spot for it to feel awesome for how awful it is. You can give this one a go if you want. Either you're going to hate it a lot, or have the same fun experience as I did with it.

Total Attempts: 227

19/100
DIFFICULTY
3/10
OVERALL
4/10
VISUALS
2/10
GAMEPLAY

(Completed in 9/19/25)

What a mid level this was. So much of it you just don't do anything as it's like 60% auto parts, and there's only like two actually hard parts. The first wave, which is admittedly fun to pull off but gets annoying to die to every attempt, and the last ship, which has this really awesome moment at 73% where it fades to black at an exact tight spot you have to go through. I also love how every attempt you have to wait 10 seconds for a pink orb timing that cuts to black the moment you click (I died there a lot because you always barely touch the last spike at the wall in front of you), as well as the last blue orb click timing that also fades to black at that very moment (I managed to die to it twice).

Also I do love this song, but it does not fit at all for a level that looks like this, let alone plays like this.

Total Attempts: 152

12/100
DIFFICULTY
3/10
OVERALL
3/10
VISUALS
3/10
GAMEPLAY

(Completed in 9/16/25)

This was just kinda boring. It has a pretty interesting concept where your gravity flips between being in the black or white background, but it's really not utilized all that much and a lot of it plays really slow and too simple. The ending also just doesn't work and I died there a few too many times, meaning I kinda had to sit through 80% of the level every attempt, and it just makes things even more boring.

Total Attempts: 44

14/100
DIFFICULTY
3/10
OVERALL
3/10
VISUALS
3/10
GAMEPLAY

(Completed in 9/14/25)

This level just straight up doesn't work lol. This has to be some of the most bizarre and non-sensical gameplay structuring I've ever seen for had the feel of playing, and not once did it felt comfortable. There are so many skips you can take, a lot of it bugs out easily, there's a completely blind click transition at 51% where you're suppose to click there to not die for some reason, and the "swing-copter" after that doesn't put you at the right gravity half the time for some reason. I'm also surprised how kinda ugly it looks, like it has a few cool effects and the color palette is fine, but everything blends together and looks the same throughout it's kinda unappealing. I guess it was still really easy so it could've been a lot worse then?

Total Attempts: 157

24/100
DIFFICULTY
3/10
OVERALL
5/10
VISUALS
2/10
GAMEPLAY

(Completed in 9/12/25)

I can't believe something like this exists and is actually rated that I can't help but laugh at this such obscurity. It's literally just the DeCode UFO done 18x with each one decorated by the team who brought you Calypso Blitz. I definitely would want to admire the team for making such a gag of a level and it really shows with how it takes itself so unserious.

Sadly playing it was a much different experience than laughing at it. It's not that my problem with it is that it's literally the same gameplay 18x. My problem is that the transitions to each part are so inconsistent. Some of them you either have to click twice or only once, or even a straight-up double click. It makes each transition feel stupider than the other and the overall level to feel very jarring to play, especially around the last four parts. They could've just stick with it really feeling like the same gameplay over and over, but transitioning to one part to the other requires you to adjust your click pattern a little bit and it's very annoying for that. A level like this shouldn't have taken me almost 30 minutes to beat from 0%, but I guess it just wasn't consistent at all for me to waste all my time on a level that is literally the same gameplay 18x.

Total Attempts: 327

25/100
DIFFICULTY
3/10
OVERALL
7/10
VISUALS
1/10
GAMEPLAY

(Completed in 9/11/25)

I already wasn't looking forward to trying this level out since I wasn't that into the first Next Yesterday, but I still wanted to keep an open mind and think that it wouldn't be too bad than I was fearing. At this point I'm just not surprised that I fucking hated it.

The problems I had with the first level is basically the same thing here except at a higher difficulty degree. It's crazily unbalanced, the first half is so slow and not at all that interesting, and the second half, despite it being much faster, is somehow even less functional. The part at the start of the drop were you have to hold to freeze the gameplay seemed like a cool idea, but it never works properly and the transition out of it bugs out easily. The last few parts also feel incredibly sloppy, making it very easy to choke at, so thank god I did manage to fluke them because I couldn't take getting pass 42% every attempt.

Really wanted to give this one some sort of chance, but I just couldn't have fun with it in one way or the other. It's so boring and annoying that it just sucks out the charm for how it's designed to mimic the style of creators during 2.0, which isn't much anymore here since it was already seen with the first one anyway.

Total Attempts: 436

25/100
DIFFICULTY
3/10
OVERALL
4/10
VISUALS
2/10
GAMEPLAY

(Completed in 9/10/25)

This has some of the most baffling and questionable structuring I've ever seen and felt in any level ever. It's embarrassing how many invisible structures this one has and most of it just never functions properly. You literally have to buffer every click to get consistent with it and it's not fun at all. There's like only a few clicks you don't buffer on, which just makes things more annoying. Those clicks are 27% at the first ball (which you hilariously can skip half the clicks in that part), 44% at the spider (which btw the layout of that click doesn't even match with the deco for some reason), and two clicks at the dual ball (60% and 76%). That dual ball is also way too learny than it should because you basically do have to buffer every click, outside of the two I mentioned before. I don't even know how to describe how this level was like. It just baffled me so much.

Total Attempts: 370

26/100
DIFFICULTY
3/10
OVERALL
4/10
VISUALS
3/10
GAMEPLAY

(Completed in 8/17/25)

Hearing that this level is specifically labeled as "Awkward Gameplay" made me somewhat resent playing it, but it's also a level I feel like I should at least have beaten at some time. They're not wrong, but there is also something very enticing on how poorly designed the level is. Aside from having the hardest first jump, some parts in this level are straight up dumb. The two parts that drove me insane were the 31% robot and the entire section between 71-80%. The 50% robot dual does get a little consistent, but that part also annoyed me for too long. Every other part is passable at best, but there are some small BS moments in some of them that ended up feeling chokepoints for the level, and it overall makes the level feel pretty unbalanced.

The level was somewhat fun at first, but of course I had to get horribly unlucky with it to the point that it's not. Then again, it's not like it was warranted to take this level seriously for being yet another jank 2.0 level. Go ahead and give this one a go, but don't expect it to be amazing at all.

Total Attempts: 517

26/100
DIFFICULTY
3/10
OVERALL
6/10
VISUALS
1/10
GAMEPLAY

(Completed in 8/17/25)

Man, this level looked like it'd be a lot of fun from first viewing. Like Sidestep if it was harder and focuses a lot more on click sync. Once I started playing it, it descended into some of the jankiest, most annoying gameplay you could ever even imagine. The click sync is all over the place here, especially with how awkward the structuring is and how every single part is riddled with the smallest hitboxes that you can't even see for how dark the level is. Which is not much of a surprise since Chase always seemed to love putting small spikes into all of his work. The dual is also excruciatingly broken. It's horrible to learn, never gets consistent, and grinded so much of my attempts for how much 65-69% doesn't work. It wasn't too much of a problem playing it from 0%, as it could just be Practice Mode only showing me the bugs in this part, but it was still really annoying on how many attempts I wasted on this part never figuring it out on how it ever gets consistent.

I really couldn't stand a single second playing this level, and my experience wasn't any better after I died at 96%. I'd stay away from this one, especially since there are much better Chase levels to play instead.

Total Attempts: 652

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sorry about this gang