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Time spent online:
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Reviews

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-/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
3/10
VISUALS
1/10
GAMEPLAY

Beating this level was one of the most miserable experiences I've had playing this game. Looking back at it though, this seems kind of fitting? The entire level feels designed in a way to make you feel as hopeless as possible, and there's genuinely reason to believe that this level is supposed to produce the most unfun experience possible. So dare I say that this level was fully successful in achieving its vision?

First, let's look at the visuals. Though I'm not knowledgeable on context behind this level's creation or the level that it's a sequel/remake to (revolution "unleashed"), there's no ambiguity here that the level aims to paint a drab atmosphere. The entire level is grey. There's not even a single hint of color throughout the entire thing, with a greyscale shader applied to all orbs, pads, and portals. And honestly, this color usage kind of works with the level's theming of a decrepit, rundown city. There's a monotony in how the entire level looks the same throughout (despite being a megacollab even), which is probably also largely due to its consistent greyness. You could go on and on with the various details in this level that contribute towards this overall atmosphere (the droning vocals of the song, the rain that starts pouring halfway through the level), but really I'm just trying to establish a baseline of the more conspicuous elements of hopelessness before I talk about the gameplay, where its nature of misery is not as immediately obvious.

It starts agonizingly slow with a low cps and monotonous 30 seconds, which you of course have to sit through repeatedly any time you die past it. There's an anti-skip mechanism attached to pretty much every single click in the level, even where it's not clear what the intended path was. There is no freedom in the way you approach the gameplay, and you're forced to do everything exactly the way the level wants you to do. The gameplay is sort of designed such that it feels like any click can randomly kill you at any time, even if you never died there in practice. This, combined with an abundance of jank, awkward, and outright blind clicks, together create a looming sense of stress and dread as you play through it. Dying far in the level is such an indescribably awful feeling. It all hits you at once- the rising stress and tension that has gradually crept up on you throughout the attempt, and the realization that you have to sit through that painfully slow intro all over again.

I despise revolution unleashed. I despise the way it made me feel completely hopeless, made me wonder why I ever started playing this cursed game that allows such embodiments of human misery to exist. Its design style is the antithesis of everything I enjoy looking at in this game. It uses a specific brand of the russian megacollab style that I've always felt was inherently kinda uncreative and ugly, paired with the lack of any vibrancy or liveliness. In the end though, I can't help but feel like my hatred of the level is but a part of the level's creative vision. Even with my horrible experience with beating this level, I can't deny that the level's gameplay design perfectly matches the atmosphere of its visuals, with these two aspects working in conjunction to make you feel the most unfun experience possible through every attempt.

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

I feel like 2.2 is both a blessing and a curse for memory levels. on one hand the freemove portal setting and zoom out increases the scope and scale of memory mazes (see: motor mogok) but on the other hand the no touch option is actually so bad when used in memory levels. My favorite type of memory is where you have a giant collection of orbs and structures laid out in front of you and it's like a puzzle figuring out which orbs to hit to navigate through the level's maze. When there are fake structures, you can identify them as such based on subtle tells or intentional visual cues. When you put no touch on every fake structure it throws all the nuances of that out of the window and turns it into a brute force exercise trying to figure out which of the structures are fake and which of them are real (they look identical visually). Ultimately this level still has good base gameplay and is fun once you fully learn it, but the learning process ends up so much less satisfying without the puzzle solving aspect of figuring out a path. Just wish creators would think more creatively when designing their memory fakes

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

mangoric phonk

-/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
7/10
GAMEPLAY

generational development in chud science

0/100
DIFFICULTY
6/10
OVERALL
6/10
VISUALS
6/10
GAMEPLAY

Decently well made overall, but it feels like theres a decent bit of untapped gameplay potential with the gimmicks in this level.

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