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

I feel like a lot of the hate that is on this level is very undeserved, yes it is basic at times, but is it bad ? I do not get what makes this a bad level other than a few small inconsistencies, I can say that the black glow use in the first cube is a bit out of place and makes no sense, but is it bad ? In my opinion, no. To me I see this a little less than generic nine circles level with a decently high enjoyment rating. I have heard many experiences that all praise this level and see it as something genuinely fun to play, though because I haven't played it myself, I will leave it empty as I will not be going off of my own judgement here with so little experience within this level. Though one thing I can judge is the decoration. I do see that the wave is decently interesting for what most nine circles levels are, but though the most common issue that prevails with mostly every nine circles level is that is gets old and repetitive real quick, and it is missing some pzazz to it. This level generally just feels like it is missing unique features that can make it more memorable, as a reason this level is even known in the first place is simply because of the amount of people who have played it and because the person who built it is a well respected member of the community. I can say that the background in the wave is quite nice and is genuinely some really good designs. Something that could definitely improve this level though would be just something to make it less static. I do still believe that this is definitely a level with great potential in it, and that definitely shows when you look at Metalfaces newer creations, but overall this just isn't the most unique level out there, so because of that, I will be giving this a low 7 out of 10 for me.

-/100
DIFFICULTY
6/10
OVERALL
5/10
VISUALS
5/10
GAMEPLAY

Erebus by Rustam is a level that is quite well known to a good chunk of the community, being part of the RGB trilogy and being a stone for the gd community in 2017. I remember very well when this level was verified, with people comparing it to other levels like Woodkid or Killbot, and generally had a lot of community attention because of it. The difficulty of this was also heavily underestimated and overestimated simultaneously for its time considering the levels it was placed around when people would compare it, making it pretty funny to look back on nowadays now that we have possibly hundreds of people who have beaten the level or who have at least gotten significant progress to do so while Woodkid has none. This level is also one of the ones I hacked in 2020 when I was a child because I wanted attention, and this has always been a level that I was interested in. The overall designs for this level are eye catching for me, as I enjoy its messy and just overall at the time inconsistent and flawed designs, having multiple errors with 3DL, consistency, glow, and overall execution. I have always found an interesting in "bad" levels around this time mainly because of how generic levels were during it, so it was a nice breath of fresh air whenever I would get a "bad" level instead, because at least it would be memorable. For 2017 realistically though this isn't that bad, but keep in mind who this was made by, this was made by Rustam, which is someone who was considered a very well talented creator. You can see how he is talented too in specific parts, as he has good designs in the .5 speed ship near the end of the level, and the fist art design being genuinely pretty good for its time. These are only two examples of many, and if you argue that it is because these were the last parts in the level so of course they would be the best well decorated, well then just take a look at the first part. The start of Erebus may be a bit empty yes, however it shows quickly the Rustam is at least unique, as it has unique designs and a consistent execution regarding expectation. The song representation in this level is something that has always confused me, because at times it works extremely well but just does terribly, but I believe an example of where he does well is the first two parts in this level, though it does kind of just fall apart as it goes on. I do still applaud this level for being unapologetic with his designs, as it was clear that Rustam was just enjoying placing random objects and building a level, and I can admire that, though at times it really does lack when in others it works beautifully. In multiple parts of the level it has some really good designs and then less than a second later, the blocks lose contrast and become a blur. There is even a part of the level that just straight up IS a blur, where it has black glow covering the majority of a screen, where while you're looking at it you wonder what the background even is ?? Like can someone tell me what the background of the buildup in Erebus is ? I genuinely cannot make anything out of it and it seems like maybe it could just be a fog of some sort, but at that point it really defines an example of a lack of execution. The thing is though that no matter how much I bash on this level, it will always have a weird spot in my heart as it is something I genuinely took interest in as a kid as I really liked the level when I was younger, so because of that I may give this a higher rating than what I should realistically give it, but I am also not done talking about this level.

The gameplay of this level is uhh, fine ? I have played it quite a bit, with about ~10k attempts into it (mostly all in 2019) so I will go off of that, however I will not give it a difficulty rating as I haven't played it enough in recent time to give a fair judgement. In the start the gameplay is pretty consistent, though I remember it having a lot of random unexpected flaws, though do keep in mind that everything I am saying is from an experience I had 6 years ago, and I also do not have the best memory. I also do remember the drop being pretty fun, with specific parts being consistent and random parts just having a random bug be thrown at you or a curve ball of a difficulty spike. Though overall for a gameplay rating this is fine, the gameplay in this was made by Ilrell who is a legend at creation and is someone who has always been ahead of their league, but this is not a level where he shines the best in.

3/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY

Out of Place might be the best level in Geometry Dash decoration wise, with its creative visuals, unique and memorable charms, and its overall execution is beyond what this game was created to handle. This level feels like what 2.5 will be like when we imagine what creators build, and djudjeito is ahead of everyone else by that much amount. Dj, (which is how I will refer to him in short) is arguably one of the best upcoming creators of their time, and has been consistently improving 10 fold over and over. I only recently found out about his levels directly from this one, and so far all of his levels have shown his impressive skills at art and designs. However, one issue I have found consistent with his creations is the lag. This may be a computer issue thing considering I have a pretty low-end device, but a lot of his levels lag heavily, and this one in particular does as well. It may not lag as bad as some of his other ones, but it lagging can take away the beauty and experience of the level. Another thing that may need to be worked upon is the hitboxes in the level. For example, in the first part of the level, the statues all have hitboxes that are very awkward, there are saw hitboxes that go out of the perimeter of the statue or into the perimeter of the statue. This issue causes discomfort within playing this level, and not only that, but I believe the first part generally just lacks more of gameplay. I get this wasn't meant to be much of a playing level, as I could see this possibly maybe being just as good if it were auto, but there is always the experience of actually playing the level that gives you the emotion and rush as you play through it, each part altering how you feel while trying to navigate yourself within the level. Besides the inconsistencies with hitboxes, the gameplay is still good and does its job well, where each parts gameplay fits with the decoration and theme of the part. At times I still do wish things happened more, but once again that is just a personal preference that may have gone against what dj was intending within the level. Another issue I have with this levels gameplay is the swing copter at the start of the drop, which the gameplay just feels really lazy, and where most of the time your swing doesn't even align with the orbs. I wish the gameplay within this section was more impactful as well, as I get this level is supposed to have a very atmospheric and flowy structure, but this part should have been reworked more with its gameplay.

Now onto the decoration, which may be the most beautiful decoration I have ever seen in this level. The closest word I could find to describe the decoration within this level to be is revolutionary, with its color theory, execution, and impressive levels of technique and attention to detail capturing every little speck of my attention. Everything about the decoration within this is a masterpiece, and every little detail to this level is so precious for its execution. It is very clear to me that not only does this creator know what they're doing, but they also have experience in this field of art. This person IS an artist, and has real experience and I refuse to believe otherwise, because they know how to put their thoughts onto this editor way too well for what GD was expected to handle. The statues at the start of the first drop and the transition into it is beautiful, and they are a perfect example of what I am talking about here, as this type of art requires a lot of experience. Out of place in the order of parts, but I also want to discuss how insane the transition is between the first ship and the second ship, this transition doing something I thought was impossible to perfect that I thought of years and years ago. The ship after that once more has beautiful execution and use of colors, the sort of parallax effect bringing so much emotion to the part, giving you a swift introduction to the unruly talent of this creator. Not only that, but the transition once more is INSANE. The art of the figure turning around and the level transitioning into his eye with the tear is genuinely so beautiful. The progression between this part and the ones that follow are also executed so well that I wish I could put a scale to it, as it keeps your attention with its beauty without having to do anything flashy. This levels execution of progression is truly a massive breath of fresh air, and this levels ability to do that this well I would argue haven't been done since Lonely Travel, as this to me is the new Lonely Travel as for how execution and for how revolutionary that this level is. As the level progresses, we get to the spiral of time. This part is so beautiful as well, and I love the coloration of the hourglass that is so pretty and so well executed. Though, I would like if there was a little more variation within this part, and I believe it could benefit with more going on gameplay wise. However, to combat that, this part is perfect at its job as it is a calming part after one of the more intense parts of the level, giving you a perfect amount of time to process the beauty of every previous part while being able to take in what has been thrown at you. The next part after is otherworldly, and its surreal environment I feel like I could get lost in, its dreamlike atmosphere is executed so so so well and it makes me want to explore it, it reminds me of old childhood books I read when I was young, and it has a sense of nostalgia to me due to it. I cannot point out why I feel that way exactly, but its use of colors and execution give me a strong sensation that only comes with childhood nostalgia. Another thing I adore about this part is the background with all the individual doors lighting up, it is so beautiful and I have stared at it for multiple minutes before just admiring how pretty it is, its vibrant use of colors and variety is so pretty and it feels like it came right out of a dream. In the part after with the planets I find it lacking a little more in comparison to the previous parts (which is unfair competition), though I appreciate its use of colors, as the variation between each planet and its design and all of the little planets within the background being held on strings is so beautiful, and right as you process that part, you get thrown into the next part. The execution into this one is also outstanding (if you haven't noticed yet, this level is CONSISTENTLY beyond what I would consider amazing on almost every front), the attention to detail and the ship fading out and back in is executed so well here and it fits absolutely perfectly. I rarely applaud levels for doing a transition like this as I personally am starting to find it a bit overdone, but in this specific case it works flawlessly. The attention to detail in this part is probably some of the best, with the detail on the moon being so precise and so perfect in every way. The decoration in this part feels like it is ripped straight out of a Tim Burton film and I can obsess over its atmosphere for hours straight from how pretty it is. I also LOVE how the planets from the previous parts are in the background here, giving a sense of exploration as well as having a perfect atmosphere that feels like you're in an old vintage 70s bedroom in a way (I might sound insane here but you probably know what I am talking about, think like Ash's room from Fantastic Mr Fox if you've ever seen that movie.) One thing that has shocked me as well is also how perfect everything is within this part, and a perfect example of this is the little globes spinning around, which is a detail not many may notice, but dj here decided to put insane amounts of effort to ensure they are an accurate globe that spins, which makes me lost for words on how to describe those details. Once more, the transition into the next part is executed in a way that makes me lost for words, as the beauty of the next part leaves me speechless and I still do not have the words to describe this part, as the execution with the song, atmosphere, and the way its executed makes you feel like you just witnessed true beauty for the first time in your life, its slow ease out to reveal everything really adding to it as it lets you notice more and more details and more and more effort that was put into the perfection of this level. Once the final part rolls by, I feel like I have already said all that I need to say, as the glow work in this part is some of the best I have seen in years with this style, and its little effects on the sides of the screen is something I have always loved, I adore seeing levels that change an aspect ratio mid level to add to the experience. The gradient ground is also insanely impressive, and as someone who has worked with gradient triggers since the day 2.2 released, I can assure that this part is way more impressive than it looks.

All in all, this may be the best level in the game currently despite its gameplay flaws, with everything being nearly perfect or just plain simple perfect. I strive for more level from this creator, and if I could, I would give this an overall rating of an 11/10, which may be the only time I could give one out unless someone 1 ups this, which I do not believe is possible unless the creator himself tries to. Something that makes this level to good to me though and is also why I have consistently mentioned how it is revolutionary is that this creator clearly is not afriad to do what he wants to do and step out of the box, and it is clear he is more creative than a huge majority of creators out there when it comes to the ideas he has, and he is also blessed with the ability of being able to perfect execution. This is why I believe that this makes this level a revolutionary level to me, as I see it as a turning point for GD creators to try and show what they can truly make, as I have always felt like there are so many creators out there who have the potential to make something something as good as this, and the insane amount of motivation that dj has here is very important to the overall quality and execution of this work, as motivation is something that is hard to find within many creators due to the nature of this community, but it is clear that dj has plenty of motivation and inspiration to build, and I want more creators to be inspired from this level and what it may stand for in my heart, which is a call for creativity. Another thing that just overall elevates this level for me is its aesthetic, this level heavily caters to an aesthetic I have always wanted to see be done in GD, and I believe the song helps carries this heavily, as the psychedelic-like sound gives ethereal vibes that many creators wouldn't be able to capture, and that makes me happy that dj did so. So overall, this level is a 10/10 for me on nearly every front, and I can't wait to see dj's next level.

73/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY
5/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
6/10
GAMEPLAY

I am not quite sure how I could review this, but what I can say is that this level is incredibly funny and I love showing it to random people who have never seen it before. This levels gameplay is fine and the decoration is stupid funny. I would definitely recommend showing this level to your friends if they haven't seen it yet.

96/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
10/10
GAMEPLAY

(Review #100)

After waiting 6 years, Anathema had finally released, and I was there to witness everything. I was a huge fan since day 1 and watched every montage or compilation and fan made that I could for the longest time. I even made my own fan mades which all heavily influenced me as a creator. Nikrodox is a huge influence on my life whether he knows it or not, as Anathema influenced me to continue playing this game and creating, as I had wished and hoped for years to play it once it was released. I was so into this level I even played and got runs on a leaked version that was pretty decent for my skill at the time. This level has had a huge impact on my life and I am not ashamed to admit it

The first part of this level is a perfect intro, introducing the madness of the level and giving a brutal introduction to its difficulty. Iris did an insanely good job building this part as its atmosphere is really nice, and a huge step up from the old version of the level.

The second part which by Zipixbox does keep some reference to the old part, keeping its crystalized look at first before vibrantly switching into its own style. This part is also simultaneously the perfect buildup for the drop.

The drop part which is by Nikrodox that also had a ton of changes made to it is one of my favorites, the designs, the execution, and the style is really charming and I love how well done it is. This part is really beautiful and I love having seen the way it evolved over time. The text in this level being a ton of tributes is all really nice, I remember asking Nikrodox for my name to be put in but it just never was, which I understand.

Eternaswips part is a really simple yet charming part once again, staying true to the old versions of the level and decorating the final part that was last seen in a lot of the deco previews for this level.

Hybrids part has insanely good use of movements and I love the designs in it, the glow use is extremely good and I love all the little attention to detail. I do wish there was some more stuff going on in the background, but other than that, I love it.

Zipixboxs second part in the level is probably my favorite, all of the effects are absolutely phenomenal and I remember being awestruck when I had first seen them. The execution is so beautiful and smooth and it is just so so so creative in every way I can think of. This part is truly the best this level has to offer, as I believe that no other part does what Anathema is better than Zipixbox does in this part. The little effect in the middle of his part that transitions between one to another is so well made that sometimes it's hard not to get chills whenever I watch it, with the part right after being even better than the first half. The background is so cool to look at and I don't know how he made it, it works so well with the rest of the part and I love the flashes between Allegiance and Renevant before it.

The transition into Nikrodoxs second part is also really well made, I am not sure exactly who made it but I believe Nikro did. The designs in this part are messy yet well executed, and I love the little Tetris and Space Invaders reference within it. This whole part is extremely well made and is another one of my favorites that captures the energy of the level perfectly.

The final part by Iris once again is a perfect ending, having tons of little references to the previous levels in the Dedication Series and being a perfect finale, the colors blending in insanely well together with everything working so well together. The glow use in this part is also so well done, and this is definitely another one of the most high quality parts in terms of attention to detail and designs.

In the end, this is definitely one of my favorite levels in the game, and this is perfect for my 100th review considering how much it shared my creations today. This level really is perfect.

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

I love the execution in this level a lot, the way the 2.2 features are implemented are done very well, and I love how polished and generally well made it is. Levels like this are always really nice to see nowadays and I will forever remember them. The gameplay can be weird sometimes a bit for me personally as I am still not that used to 2.2 mechanics that mess with the camera, but overall I do really like this level.

5/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
8/10
GAMEPLAY

The most iconic wave challenge, really good too for one of the first!

3/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
7/10
GAMEPLAY

Extremely well executed 1.9 level by Doge/Dverry. I have always really liked this level, and it has a specific charm that is hard to capture that is cherished in this game. The gameplay in this level is perfectly simple which works well for the song, and the decoration is impressive for 1.9 considering its effects. The execution of all of the effects in this level is extremely good, I just wish it had corner pieces in the level.

2/100
DIFFICULTY
4/10
OVERALL
1/10
VISUALS
2/10
GAMEPLAY

A humble beginning that set out a base guideline for what was to expect that would slowly be expanded upon as time went by. Nice level for what context can give.

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