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I was gonna say "this is only time where someone else's unofficial silent superbuff is better than the 'original'" but then I remembered Azure Flare exists so this isn't even uniquely bad.
Credit where credit's due though that little mini section in the wave should not sync that well. Kyouki dash orb type shit
Update: Also Low Death and Relife. Those are also good unofficial superbuffs
ArcturusPromethean, but it's BLUE| A Short FIlm Analysis
This would've gotten a 2 if it kept the old color palette. That was cool. Unfortunately when I got erased from existence I took a lot of the braincells with me so they made it worse
Credit where credit's due, at least this was a separate level instead of an update
2020 gdtwt warned of this
Extremely boring, bland, and dare I say it, generic, "experimental" level. There's something to be said here about how "being original" is unoriginal.
When I'm pointing out the issues below, I want you to keep in mind that I have a video of the level up on another tab because this is so forgettable to me I have to rewatch it
Box structures are overdone.
I've seen this arrangement of slopes before. I've even seen it used with D-blocks before. Where? Several levels
The structuring in general is lacking
Stacked spikes oh my god fuck off
Wow are those chaotic object placements? In a level with a frums song? WOWWWW NEVER SEEN THAT BEFORE
This level "changes from part to part" but there's neither a sense of progression nor actual change
Did I mention there's a lot of copy paste
I know the precise level you stole that screen resolution "effect" from.
Did I mention none of the effects are interesting
I don't understand the praise this gets
The way this series went from being bright and cheerful and full of different distinct parts with plenty of early 2.1 nonsense mixed in, to this more serious, boring, and homogenous flowglow, with something between those two extremes in the middle, says a lot about the evolution of creating attitudes during 2017-2020
Now, I firmly disagree with the idea that every level using Iron God is bad. Some of my favorite levels of all time use it.
That being said, this is still generic, ugly, and awful to play, so it doesn't exactly help my case. Oh well
Poorly aged from the day it was finished
The deco is totally homogenous. I don't think you can even reliably differentiate between parts. Deco wasn't WOW's strong suit either but at least there was some variation in color. Maybe wless was right. However the fact that the only good visual in this level is a lantern isn't the main reason why I hate this
The gameplay mindlessly follows the same sequence of events without any regard to the difference in song. Trigger is loud and intense for most of its playtime, so it fits perfectly with sharp turns and constant gravity changes. Meanwhile only a couple parts of Sound Chimera have similar energy (only one of which is used here) and it just feels wrong.
This is roughly the point in writing this review at which I realized why Thinking Space II's lack of sync ticks me off so much but that's irrelevant
Anyway, everything just feels so much slower. Oftentimes it literally is slower. I think the fact that WOW starts off with a series of blue pads at 3x speed to match a stream of beats and a vocal sample while POW starts off with a slow moving platform to match a single reversed cymbal really represents the core difference between these two levels, not to mention that WOW's intro was a 1-second masterpiece in setting the tone while POW's has been done a million times.
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sorry about this gang