Junior Member
beethoven meganeko remix bro song of the century
this level def feels like a theatre play, with all the different acts and the mode that allows you to bring the stage to life. it's just that these acts don't really feel like they come together cohesively at all. they do look VERY pretty standalone though, i def like this more than some of blis later work. this would be a 6 for me but holy jump indicators bro
a level in which you navigate a series of puzzles, each puzzle consistently looping until you solve it and break into the next one. an obviously very interesting idea when it comes to being integrated into classic gd, and i think the creators of this level executed it really well, considering the fact that nobody has really attempted anything like this. i love how the beginning of the level hooks the player right in, and i love the ending where you have to restart. unfortunately, i'm just not a fan of puzzle levels or games in general, so this isn't really my cup of tea, but if it is PLEASE play this. it's brilliant. also the deco is really cool too its a nice take on a factory theme that fits the level vry well
this would be like the greatest level ever made if i liked the song, but either way this level is absolutely stunning. brilliant usage of an incredibly simple color scheme, relying on red and black, but in my eyes this level seperates itself from the rest through its progression and detail. funnygame makes such brilliant usage of contrasting colors here, especially with the song, and it makes every drop part feel so much more powerful. the small details added throughout the level like the ball in the break part, or the changing flashing background in the last wave really tie this level together beautifully as well. without a doubt one of the greatest levels in the game. thank you funnygame
update: still love this level but it grew off me a bit, i like other funnygame levels more
a level that in my eyes really put memory in the limelight, limbo is one of the most well-recieved megacollabs in the games history. and for good reason! despite the incredible visuals, id argue that the gameplay is at the forefront here. the main running theme of this level is that it's all memory without obstructing the players vision, and given the sheer length of the level as well as the fact that its a megacollab-and a fairly large one at that-there is so much variety in the gameplay. and yet it all feels fresh and on the cutting edge of memory gameplay to this day. while this level has a lot of incohesiveness like many megacollabs like it, i'm actually fine with it in this case. my brain sees this level as less of one whole straightfoward path from the start to the end, and more of a set of gauntlets that the player must clear. and the ending is obviously spectacular too. the gimmick with the keys, the fading out of the music, the gliding on the spikes, its all spectacular.
i usually love negative space being used in levels, and while the predrop does it well, the drop falters. it fails to distinguish itself from the predrop in style apart from speed and a bit of color. looking at something like lumina-a level which takes heavy inspiration from congregation-i find myself loving that one far more because of how the drop contrasts the predrop. while pretty everything in the predrop and ending are amazing, and even the fall in transition into the drop is good too, the drop itself is so lacking and anti-climactic that it sours my whole opinion of the level. which is a shame
i actually don't dislike this as much as i remember but it still def falls apart in the story aspect. apart from the obvious fact that there is WAY too much going on, i am also a believer in showing and not telling when it comes to storytelling, and the amount of text in this level dramatically contrasts that belief. apart from the bad storytelling though, it actually looks pretty cool all things considered
def not one of my coldest takes, but i like this level a lot. the most notable thing about this level (apart from how easy it is for a demon) is how it uses mirror portals as decoration. it really gives the level a messier feeling, as if you're traversing an environment struck by a storm. the drop has really solid song representation to me (especially with the bass), and i see this part as walking on a road. the flashing colors def helps ties all this together for me as well. its a weird one, but i do genuinely like this level a lot ignoring some gp flaws
this is such an all around good level, its practically impossible to hate. the designs are solid and they stay fresh from part to part, the colors are solid, and the gameplay is REALLY fun. i especially love what triaxis did with breakable and moving blocks here. this level really isn't anything exceptional, but it checks off like every box and i enjoy pretty much everything about it
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sorry about this gang