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

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Reviews

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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.

1/100
DIFFICULTY
3/10
OVERALL
3/10
VISUALS
2/10
GAMEPLAY

ElMato desperately tries to add enough particles and shaders to his level to distract you from the fact that this is possibly the most half-baked and substanceless entry to the SGC yet.

Knowing the mod team, I'm excited to see which actually good entry gets shafted for this

-/100
DIFFICULTY
0/10
OVERALL
2/10
VISUALS
-/10
GAMEPLAY

mods are people too ✨⭐🔥

4/100
DIFFICULTY
1/10
OVERALL
1/10
VISUALS
4/10
GAMEPLAY

hashtag return dangerous spikes

8/100
DIFFICULTY
4/10
OVERALL
4/10
VISUALS
6/10
GAMEPLAY

how does this level already have eleven ratings

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

To be fair, you have to have a very high IQ to understand kataTARTARUS. The humour is extremely subtle, and without a solid grasp of ZBot most of the jokes will go over a typical viewer's head. There's also the clubstep monster's nihilistic outlook, which is deftly woven into his characterisation- his personal philosophy draws heavily from Narodnaya Volya literature, for instance. The fans understand this stuff; they have the intellectual capacity to truly appreciate the depths of these jokes, to realise that they're not just funny- they say something deep about LIFE. As a consequence people who dislike kataTARTARUS truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in the clubstep monster's existential catchphrase "this is my easy," which itself is a cryptic reference to Turgenev's Russian epic Fathers and Sons. I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as ULTRAHAROS' genius wit unfolds itself on their monitors. What fools.. how I pity them.

And yes, by the way, i DO have a kataTARTARUS tattoo. And no, you cannot see it. It's for the ladies' eyes only- and even then they have to demonstrate that they're within 5 IQ points of my own (preferably lower) beforehand. Nothin personnel kid

9/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
9/10
GAMEPLAY

That boy a fuckin goofy he a richard

14/100
DIFFICULTY
2/10
OVERALL
3/10
VISUALS
5/10
GAMEPLAY

The disconnect between what the mod team thinks GD's audience wants and what GD's audience actually wants has never been more apparent than in this tacky, tasteless, dated-on-arrival, obama medal ass conclusion to the NCS album event

32/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

This was Geometry Dash's canon event

In retrospect, I think a lot of the GD community at large kinda recognizes that even though Zobros' levels were super influential, they weren't really that good?? Even if visually novel at first, a lot of them kinda just do the same thing for the whole level or maybe two things if you're lucky, and even more of them just aren't fun to attempt to play in any capacity.

The former statement somewhat rings true for Zobros' inaugural level. (Atlas v2 doesn't count, SHUT UP.) Nine Circles mostly lacks air deco and there are really only two and a half distinct parts. But on the flipside, I could make the argument that that's what gave Nine Circles so much staying power - there are very few bells and/or whistles to distract from the sweet, succulent meat of the level - the simple, yet effective, tastefully colored block designs, and of course, the headliner of the level, the unarguably iconic flashing diamond effect.

Nine Circles is also somewhat of a black sheep in Zobros' catalog. This is for one simple reason - it doesn't suck total monkey nuts to play. In fact, it's very good. The entire level is enjoyable and consistent with no egregious chokepoints. The long, extended wave part was somewhat of an oddity for its time - quicker gamemode switches were becoming more and more present in contemporary gameplay as custom songs became available to use and more gamemodes were added - no one was making wave parts that long before Zobros. Of course, this would change rather quickly as the level spawned slews of imitators, some approaching the same level of recognizability - in spite of that, nothing can really beat the original. At least in my opinion.

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

Very nice level from John. While The Waiting Game is my favorite level of his, it's fun to see him tackle levels with a more unified central concept or aesthetic, such as liasons, Girls Night, or most recently, his semi-new level Blitz. Red, yellow, green and blue are our main colors here with very little breakaway. The parts are less consistent in quality than some of his previous projects - the spider in particular has some less than stellar color combos - but when the parts are good, they're good, I'd be remiss to not talk about the brilliant spaceship part, but the abstract art resemblant part that immediately follows it is also a personal favorite of mine.

P.S. Check the editor - you might be surprised by the object count. Or not. I'm not a psychic.

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sorry about this gang