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Reviews

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

Where do I even beggin with this

More insane bullshit but there are some specific things to talk about

First off, the 3rd blue orb at 93% kills you. Why couldn't you have made it have a fading saw or something? Huh? And then the same thing at the 100% blue orb. What's your problem? Are you 12 or something?

The red potion at 100% is a really funny troll gotta say bc you're like "oh that must just be a coin or something" but if you dont get it it kills you a whole 0% later.

I like how the 100% fake pads all have different ways to kill you but none of them are visible.

This isn't really that crazy but I just like the sync at the 100% spider- oh my god what is that mirror portal. Another nicely synced no-nonsense part is the 100% ship later on

100% and 100% waves are uncreative and the often lack energy

100% robot is cool, I love the spikes changing with the chords

The 100% ufo/ball dual is fucking crazy and I love it, probably the highlight of the level

Robtop, I know Sakupen End uses it to make that one transition more impactful, and frankly for that alone I suppose it's worth having around, but a lot of other levels are a lot harder to talk about and also just less pleasing to play after you broke percentages

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

Why are there invisible buffs in the first drop. Like come on dude you can do better than this, and I know you can that because they aren't in the (well synced) 2nd drop. I usually just kinda dislike invisible buffs (because like, why not just move the structures around and make it tighter. It's more visually interesting that way) but the fact that it's all in the same level as stuff that shows how to make impossible gameplay without invisibility makes it extra painful

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

Y'know I was kinda wondering a while back if anyone's made something using a persistence-of-vision illusion, and today I learned someone has, so that's cool. Being attached to a watered-down version of the hi predrop takes away from it though

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

This feels like some shit I would've made 4 years ago. That's neither a compliment nor an insult just an observation

For some reason I really like that opening mini ball, you don't see those much and I like the design in it too. In fact I like the predrop in general, it's got some great sync (except for the spider because the deco feels out of place). Drop duals are a bit of a low point but it gets better in the swingcopter (is this Sparks Fury?) and especially the ship which has great sync like the predrop. Ending robot is simple and elegant.

However, all of this (generally) good stuff is unfortunately attached to a

song

which definitely exists

I don't hate it but man it can get annoying. Even if I was skilled enough and this had perfect gameplay I don't think I'd ever play this

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

DanTDM went here I think

It's a lot like Acropolis but platformer and more atmospheric but not as good. It feels brutal throughout, like you're desperately clawing your way through this abandoned post-apocalyptic(?) campsite(?), and the brutality of the gameplay should really speak for itslef. I really like this aesthetic, whatever it is. However for as much as I have to praise regarding the general vibe of it all, I can't really shake the thought that that's all there really is to this thing, and that kinda keeps me from getting lost in the atmosphere (haha creo) like some other levels do. Maybe the pointlessness is the point, but it kinda gets to a point, y'know?

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

It's absolutely a great feeling getting to see that your work has inspired others, so I really can't rate this lower, but with that said:

Was Hiasobi really that good? Like it was decently fun to verify and all but I really don't see it as one of my best. I'm glad people like it but idk man I would've preferred something I'm genuinely proud of like Roundabout to be the one that gets a bit of praise.

Anyway, surrounding context over, this is the same as my own level but made by a different person

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

The predrop and postrdrop need the drop to be inbetween them in order to work so well, but that drop is dumb because it contains a stupid UFO with moving objects that throw you around and it's stupid and dumb

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

Why this level's gameplay is so widely beloved is beyond me. It's not the worst obviously, but there's stuff like the 15% miniship that feels really awkward to play and not in a good way, and frankly it just feels exhausting to play this level for long.

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

One of Cuts' weaker levels. I think a lot of that is because the icon moves in a lot of unjustified straight lines, be it dash orbs, straight fly, or tunnels. That being said this has one of the best individual shake triggers ever put to use in that last wave.

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

I like talking about specific parts in obscure levels and pretending like people would understand wtf I'm saying

A lot of this level isn't anything special, and a decent chunk of this level straight up sucks, but man the 1st and 3rd cubes are just sooo good. Regardless of your icon colors I can at least imagine the atmosphere is gonna stay amazing (partly because it's so simple), and the bit of floating in the 1st cube before you drop down in sync with the music is such a great little detail.

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sorry about this gang