Junior Member
Two invisiBill Nyes
SEVERE memory level syndrome (has that been the virus this whole time?) but the distracting visuals themselves are so good they provide a cure (mostly, enough parts still fly through me that I can't rate this higher than a 6), not to mention this has an instantly recognizeable design style. Also that grey transition segment really stands out to me for some reason
Fun gameplay, pretty good with both visual and click sync. I especially like the 1st ball and the last couple waves (wow, they made the transition between click on note and click/release on note feel natural?!?! Insane. Very few are capable of this). However the text can kinda ruin the mood even if it's limited to a couple places. I do like the structuring around the "me trying not to be accused of copy + paste be like" text though.
2.1 level pretending to be a 2.0 level pretending to be a 1.9 level pretending to be a 1.7 level pretending to be a 1.5 level
Great theming. Love the use of foreground objects, really creates the feeling of being trapped inside... something. Supposedly this is a cave but I don't feel that super strongly, not an issue though. The word "labyrinth" comes to mind, but that still doesn't feel quite right. Anyway
It also feels very authentically old-style. Song screams "1.9 classic to be remembered for generations" even though it's only been used once before. And even with features from later updates and a few modern concepts this still follows a lot of old conventions regarding visual sync and gameplay super well, and they'd both be pretty good for their time too.
Speaking of gameplay, this level is pretty fun to do runs on, but holy hell is the balancing awful. First half is legit 6* and the second half is insane demon. Really sucks to play, not just from 0, but also having the knowledge that the difficult run you just pulled off would also have to be done from 0. Why is it like this
My other complaint is that the text seems
Excessive, especially for the time this is mimicking
Is often too high up for the camera to reach and you can literally only see the bottom portion of it outside the editor. Was this level playtested like at all? Both of my complaints are related to a lack of it
Gonna prank Aeden when he verifies Azure Flare
Day 1
Day 2
Day 817
You can't get me to hate this level. It's just ridiculous, and I appreciate that. I would categorize this under the same genre as a 10 year old's 2016 impossible superbuff of whatever random level they liked. I would even go so far as to categorize Aeden himself under the same genre as a 10 year old, the only difference being that he actually went ahead and tried going for the idiotic, impossible ideas that a 10 year old would normally learn doesn't work.
It really succeeds at getting the point across that this level is in fact not only stupidly hard, but also stupid. At first glance it looks absurdly hard, then when you pay attention you notice little details that make it even harder, all of it in ways that make it clear this level was built with nothing but difficulty in mind (in a good way). This wasn't what the level originally looked like and it really shows, with the difficulty all coming from the spikes pointing out at you instead of the slopes that'd normally be the focus of an NC level, it's honestly kinda funny. This thing has been around for 6 years now and it's just gotten more and more insane with every new buffdate.
endlevel please decorate ride extension
This is the most EndLevel level ever made. Very EndLevel deco and song. Difficulty spikes scattered throughout but I think that's fine. Always just good, never a masterpiece at any point, much like EndLevel's career. I do really like the detail of the 3-4-5 pink-yellow-orange spike/orb pattern in the 2nd cube though. Also it supposedly has an unfinished extension not shown to the public, much like EndLevel
Good satire, not great though
Utterly incomprehensible, have a nice day
By its very nature, you can really only remember the broad strokes of this level, any of the finer details are a complete mess in my memory, and it's hard for me to support something like that.
With that being said though, the broad strokes themselves are really good. Big fan of the fact you can still "interact" with objects even though the gameplay isn't visible. Story fits super well with the music, when the green bird dies and the music gets less cheerful you expect that it's just gonna end up being a forest fire the rest of the way through, but both the music and the visuals start gradually becoming more surreal. Also the fact the text is unreadable but not gibberish is a nice touch and adds to the surreal theme.
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sorry about this gang