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last month
Time spent online:
2 days, 18 hours, 42 minutes

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Difficulty
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Overall
55
Visuals
010
Gameplay
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Reviews

Created Date
descending
-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
1/10
GAMEPLAY

Seeing the words "and Minesap" after seeing this for the first time in my YT recommended was a ratatouille reading note gif moment

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

The first part is lightning in a bottle - it would be a challenge for anyone to follow it up, and I can't say Clasi exactly does it justice with the rest of the level. Still can't bring myself to rate it negatively because that first part is just... mwah

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
-/10
GAMEPLAY

This level looks like its own LDM

7/100
DIFFICULTY
5/10
OVERALL
8/10
VISUALS
1/10
GAMEPLAY

It's the unmatched power of the sun officer

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

we get it kruso, your friends are mods

3/100
DIFFICULTY
5/10
OVERALL
8/10
VISUALS
3/10
GAMEPLAY

I like money!

41/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
5/10
GAMEPLAY

I can't be the only one who's sort of underwhelmed, not just by this but by WOOGI's levels in general. Sure, I can't deny that the designs are pretty clever and intricate, but I just can't get past how monochrome everything is here. Almost everything in the level is precisely one single color at a time for the entire duration of the level and it makes it so much less interesting to look at. The gameplay has very few bugs or issues, which is impressive given the time it was made but the base gameplay itself just isn't that responsive or interesting. Maybe someone else can help me get it.

29/100
DIFFICULTY
5/10
OVERALL
9/10
VISUALS
1/10
GAMEPLAY

It's almost difficult to believe that a level like this could generate as big as a hubbub as it did, but this one was really one of the first true mould-breaking, avant-garde, arthouse levels, for lack of a better word. It's short, pretty empty and doesn't really change a lot across its runtime - traits maligned by general audiences of mid-2.1 and arguably still today. Back when I was a very, very stupid child I am ashamed to admit I fell into this crowd somewhat, but in the present day, I think its unique qualities work greatly in the favor of the level's atmosphere and a lot of the impact and song representation would be lost if the level went out of its way to try and be stimulating,

To get into detail about the actual visuals, they're very pleasant. The glow usage in particular is some of the best of its time, and creates an irresistibly intoxicating, dreamy atmosphere when combined with the vast stretches of open space that most of the level is comprised of. The pulses look great, and the brilliant structuring strangely manages to feel both wide open and claustrophobic at the same time. The song representation is on point; the gameplay and movement sync is immaculate, and when you get to the drop, you feel the impact.

But that's only one piece of the puzzle, and the other major criticism levied against our friend wless is the gameplay, which is far, far less admissible. It's at least fun to watch, but hell if it doesn't royally suck to play. A LOT of the extended ship orb section that comprises the bulk of the level is comprised of almost blind to completely blind timings that amount to practical guesswork without grueling practice, which is exacerbated from zero by the incredibly boring, and without hyperbole, completely free first cube that basically makes you wait for half a minute every time you want to start a new attempt on the level.

In summation, watch, don't play.

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sorry about this gang