Junior Member
The best Meltdown level, owing in large part to the song and how Rob builds to the song
I think it's important to recognize that Jumper was the original final level in the first version of the game. When I first beat this level, it was after an update to GD Lite and was the final level there for a while too. I think this level is a great original final level, getting the most out of the game's core feature, jumping! It also throws a final insane twist that no prior level has done - upside down flying! I think it's quite remarkable for a final level to still be introducing new mechanics like that, tho it's likely Rob had always intended to keep adding more and more levels with new gimmicks from the beginning. Still though, jumper is a level that made me really impressed as a kid with how you could combine 2 previously introduced simple mechanics to make a new interesting one!
The gameplay is very fun. The jumps are spaced in ways that are require you to hone your reading ability, not just memorize. Gameplay that is fun and challenging to learn to sightread is my favorite!
The OG cubes story!
It's a very charming level. And is fun to watch in its entirety, which is not something you can say about many GD animations nowadays.
Geometrical Dominator is an exciting introduction to 2.0! The 2.0 feature I think it introduces best is "unlimited" color channels. This level is SUPER colorful and boldly declares 2.0 as THE paradigm shifting update in terms of design.
GeoDom also has the best section out of any official level which is the dark section. The game never tells you how to read it, and many people still think it's a fully memory section, but in fact there are indicators for every jump that appear for about a second before you reach the platform. This turns this section into reaction time sightreading gameplay, which is a kind of gameplay I think is severely underused.
The level does fall off after the dark section tho, both in gameplay and visuals. This is a trend with robtop levels, moreso in the newer ones that require more production quality on his part. It seems Rob just gets burned out on the rest of the level and rushes it.
Has a 2.0 charm to it. Not in the deco but it doesn't feel like modern levels that try to be the next big thing or represent something deeper.
I investigated the level in the editor, and I think a huge contributor to its feel is the custom background which I actually thought was a default RobTop background. I was like, how come nobody else has used this background in a space level yet? I think that's fantastic how you managed to capture that! For that alone I have to bump up the visuals rating from a 7 to a 10.
This level's atmosphere really captured me, which is not something I can usually say for levels that try to do that. Amazing art too, and interesting gameplay. I wish the level was longer!
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sorry about this gang