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yesterday
Time spent online:
1 day, 8 hours, 56 minutes

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Difficulty
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Overall
88
Visuals
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Gameplay
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Reviews

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

knali please give apotheosis copy

The last [FIT1], at least the last one that's labeled as such on the list. It's pretty good. I think the ball part subconsciously implanted the 90 degree rotated spikes on 2 block slopes idea into my mind that I've been using ever since (misanthrope is probably responsible for a bunch of that too though). The cube is iconic too of course. I like the transition into the first wave, it syncs kinda unusually well for how basic it is. The waves themselves capture the song really well too. High speed, spammy, intense, a lot of speed changes, but also not expecting you to take them super seriously if that makes sense. Also the portal staircase is peak.

As for Renn's version, I'd rate it about the same. The main thing I'm here for is the gameplay so some extra effects don't change my opinion too much.

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

I don't like Bloody Ruby. It's ugly, uncreative, uninteresting, and unsynced (koopi what is your problem). Thankfully, this level is pretty, creative, and interesting (NOTE: STILL NOT SYNCED).

This is very transformative, for lack of a better term. It's a remake, but it's also something completely different and basically unrelated (though not simply the opposite), and also a lot better.

It's a burning city/building at night, not a cavern anymore. There's an added sense of progression as the level slowly heats up before bursting into flames at the 1st wave and turning into smoke during the 2nd, with the sun eventually peeking out from behind the rubble at the 3rd. It's a shame this isn't really done in tandem with the song's own progression because it would've been sick if it did.

Aside from the main theme of the level, there a number of smaller changes I really like. The first ship gets changed from typical straight fly to this sort of weaving pattern akin to that of the Silent Clubstep drop. Instead of being Cataclysm ripoff #1 out of 3, the first wave is a crazy high-speed spam and memory combo with the great little detail of breaking open the walls almost like a firefighter would. The break cube flips the Necropolis ceiling gimmick on its head (no pun intended) by making the player hit H blocks. Great level though it could've been better.

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

Take everything in my KoM review and remove or at least heavily tone down any phrases regarding personal attachment and that's how I feel about this level

39/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I'm being real here I don't get what some of y'all are on about with this having a great atmosphere or whatever I just think this is memorable and fun (maybe that's because I fluked it from 54 but whatever)

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

Just some really solid and interesting gameplay, feels very intense and it's fun to watch the wave navigate up and down through tight spaces like that

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

Great despite the awkward gameplay. Serves as a better music video than the official music video honestly (seriously, focus on and stick to the gimmick/theme you set up at the start, it's not that hard)

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

slenderman level

This level was created partially as a challenge to build with a randomly selected song, and its honestly a miracle they landed on Goin down and managed to pull it off so well. Absolutely manages to capture the discomforting feeling the music has. Usually invisible GP is an annoying and overused trope in impossible levels but here it adds to that "getting lost" concept I've mentioned in a couple reviews now. I also like how the rather barebones sync makes the level feel that much more oppressive, and the same can be said of some of the vision-blocking deco.

Some smaller details I really like are the fact that everything is in mirror mode, making everything feel a bit extra "off" with it all being backwards, and also the sun is pure black and radiates darkness in that one part. What the fuck

26/100
DIFFICULTY
8/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

tygrysek was right on god i want plutia to torture me

Raw as hell. You can clearly tell this level is not bounded by concepts like "conventional design" or even "shame". Some parts are just poorly made like the cube duals at the start but I think they make it funnier. Pretty fun to learn but connecting runs on this isn't (spam transitions suck and the timings in the buildup cube are deceptively hard) so I ended up dropping this, but again, that kinda makes it funnier.

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

Has there ever been a level quite as unintentionally funny as this?

Art from Rustam's other work and even a CC entry being copypasted in here unmodified feels like a goofy crossover, not to mention the resulting layering issues. Gameplay is miserable and has various iconic parts such as "random high fps frame perfect". Didn't even try with the sync at some points, hell theme desperately wants you to take it seriously, and to top it all off, the saws. You can't make me hate this

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

Quality of this level depends on your icon colors

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sorry about this gang