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Junior Member · they/them

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

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Difficulty
0100
Overall
99
Visuals
010
Gameplay
010

Reviews

Created Date
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31/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

(Completed in 4/24/25)

You have no idea how learny this level was from the start. Just from my attempt count alone you can tell how much time it took me just from practicing alone. Granted levels like these always take me a lot of time to get use to for how pretty low my skillset is with fast-paced levels like this, but this one was especially deceiving for how straight-forward it looked, only to be so much more brutal than I ever thought it would be. Yet despite the time it took just to practice, it would only take me around 11 minutes to beat from 0%, so this is totally a level that requires high attempts of practice needed to beat. Plus, it's an absolute blast to play from start to finish, and another addition to one of Cometface's best.

The level was just really fun to practice, and gets as consistent as it can get through its whole duration despite it only being a minute long. Most of the level's challenge relies on the amount of speed changes and double clicks there are, meaning that there might be a few groups of inputs that would hold some players down. To me, the 67% double red orbs and the 73% blue and red orb combo were the worst ones. Everything else wasn't too bad to get use to judging by how much you practice them. If you are an overall huge fan of this kind of gameplay, than this is a great Hard Demon to go for.

Total Attempts: 972

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

I’m sure everyone agrees how much this level was cucked from making it into the gauntlets. This entry is so freaking good, like how did it barely not make it in? The silly philosophical text, and sick animations, and how it gives you the most fitting gameplay a level looking like this can ever have. Don’t have much to say about what everyone else said really.

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

Man, I really, REALLY wanted this one to make Top 10 so badly. Darwin’s Space Gauntlet entry hits me in a way no other Space Gauntlet entry has done to me before. The song and the way it was represented, the way the level builds up to the drop, and the fact this was made in two weeks before the deadline, really shows how talented he has gotten. All of this together makes it such a fun level to play back to back as well. Not sure if I'd be willing to pick what other level to replace with this one, but I would’ve definitely had it be in the gauntlets if I ever had that power.

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

Won’t lie this would’ve been killer for it to be part of the Space Gauntlets. This single-handedly has one of my favorite progressions and atmospheres out of any of the entries, and each part really stands out in their own way. Easily my favorite parts start after the double wave section. And while yes the level is long and takes quite some time to get there, it’s aided by how well the progression is done and how fun the overall gameplay was, not feeling unfair in any way. I found this better than most of the entries that won and I would’ve loved it more if it had gotten in. But unfortunately we don’t live in that world.

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

Both the official results and my personal ranking placed this 4th, and I could've been happier thinking about that. From having a team with people that worked on Arclia’s megacollabs like Astralith and Next Cab Soon, you are bound to expect this level to have some of the best visuals a Geometry Dash level could have. This one especially having this theme on cameras and taking pictures of outer space, makes this one really stand out from other entries. And of course with parts that do stand out for the level as a whole, no other part stood out the most than the 3D section at the drop, which actually functions and plays well for the most part unlike how other levels did it (looking at you WANNACRY).

I might’ve gotten a little frustrated playing it as while it has fun and unique enough gameplay that really help out the level’s visuals, a couple of short sections felt iffy to me like the robot before the drop having a noticeable gravity change that made it harder to control than it needed to. There’s also a jump that isn’t indicated around the start of the level that I kept dying to and that kinda annoyed me. Still, proud of the team for this level’s creation and how successful it was to viewers and players of the game.

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

THIS. I am so happy that THIS was added into the gauntlet. It is the perfect kind-of-level that fits any gauntlet it is designed for; High focus on gameplay, not too bearing with visuals yet still looks amazing and appealing, and topping it with such a good tone and atmosphere that makes playing the level feel really good. I think Lyal’s levels should get much more of the appreciation they tend to only get, because they’ve really been hitting a lot with these 2.2 design levels.

The level feels like an easier and much more chill version of Sley’s level, Spacetime, which I beat around the time returning to the game. I always thought to myself that if there was ever going to be a Space Gauntlet, a level with this design-style and similar theme approach should 100% be a part of it, and this is basically that dream coming true. I need more levels like these for future gauntlet contests, and really less with levels going for the exact same approach of spamming effects and glow that make the gameplay feel like an afterthought. Not that all levels that go for that approach fail from that, in fact there are still a few with that approach that I do like about as much, but I just need more variety with levels in a gauntlet, and especially having levels like this.

29/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

(Completed in 4/1/25)

Honestly, the best level for me to beat on April Fools Day. This level really has one of my favorite vibes in any level I've seen, having this very unnerving, yet calmingly nostalgic theme to it. It really takes advantage of the deco being a mess of colors with this liminal/dream-like feel along with it. I'll also say despite how learny it was, it was a ton of fun to play as well, but maybe because I've spent almost 600 attempts on practice and only beat it in like nine minutes from 0%.

Yes, there are a ton of blind transitions that may get annoying to some, 17% being the worst for me, but it does make up on how fun the rest of the level plays and those blind transitions have this sort of abrupt energy between each part that help amp up the gameplay. The level really gets more fun once you reach 59%, especially when you get to the 78% dual. And if there is one part I like the least, the 24% ship was really wonky to play, including on how hard it was to see anything there. That and maybe a very few chokepoints like the 64% green orbs and when the 81% bit of the dual bugs out where both your icons become a UFO. Thankfully those don't happen too often and didn't bother me in the end once I've fluked it from 62%.

Overall, I love this one. A high recommendation for any Hard Demon goers too.

Total Attempts: 605

39/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

(Completed in 3/29/25)

Review in the video completion description.

Total Attempts: 1414

Completion:

38/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

(Completed in 11/30/24)

Level review in the video completion description. I think the score you see here gives you the idea how much I enjoyed this one.

Total Attempts: 329

Completion:

23/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
9/10
GAMEPLAY

(Completed in 3/5/25)

No idea how I racked so many attempts practicing this level only to beat it at the first attempt from 0%. This basically shows how absolutely learny this level was with how gimmicky some sections are. Thankfully after those few practice runs, the very quirky and gimmicky gameplay remains very fun for how learny they are. Maybe still a few sections that are a little off and the ending is a little too hard to see, but most of it was really neat and it's been some time since I've touched into this kind of gameplay for awhile.

With that said, oh man does this level look so good. I really miss Ferdefunky and wish he would create more 2.2 projects because he really is one of my favorite design creators. ImMaxX1 also did a good job continuing on this project, even if his style is more noticeable compared to Ferde's. The well-executed design and effects really build up the level's cold atmosphere and it really helps with how the level plays as well, even if there are some sections that are hard to see like I said the ending.

Could've maybe enjoy this more from 0% but the practice runs were enough to tell that this is a very fun level, and I do hope to see more from Ferde in the future if that's ever possible.

Total Attempts: 309

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sorry about this gang