Junior Member
The dual cube sections stick out to me as being amazingly fun to sightread! Not because they're easy (they aren't to me) but it is somehow slow and at the same time requires quick reaction to how to blocks are moving.
Also, dual ball > swing
The art and animation are peak! The artstyle is really unique, instead of being realistic or flat-modernistic or pixelart, it's a very stylized 2D look that would hold up amazingly in a standalone game. Even the inclusion of sound effects was done very well - for example, using "fire in the hole" can be cheesy in levels, but it was included in a way that felt very fitting (with it's sync to the music) and it elevated the level by being a well integrated reference to GD's culture. I loved how this level managed to be cinematic as fuck and still have really solid gameplay, especially the sections before the bossfight. There is none of the gameplay handholding many high production levels do where they nerf the gameplay due to it being hard to see what's going on, I appreciate that a lot. The level isn't trying to feel like it isn't GD, and thusly it pulls off what other high production levels attempt better than them all.
The bossfight is the most iffy part just cuz the gameplay isn't as strong and the boss art isn't too interesting (tho it's sutble animations are very commendable). Idk if the fireballs are randomized or follow a pattern, but I did not bother to learn if it did, I just rawdogged it and had to read it fresh every time, which was very fun (though frustrating at times).
Skeletal Shenanigans isn't one I would play again over and over but it's a real joy to have beaten it and it's fun to see all the details watching it back in replays. Extra points for respectable design decisions. The bar is officially raised for me.
Horrible experience playing. The art style is fine, but the gameplay is annoying, and the song is just sooo bad it pains me to play any gameplay to 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.
Flawless level. Great energy, unique design, and a blast to read and beat in 1 shot
I love the idea of remaking an official level's gameplay 1 to 1 with visuals that are as far from the original as possible. I expect the fun to come from using your knowledge of stereo madness to get through difficult to read sections.
Unfortunately, the actual gameplay is a very nerfed stereo madness which completely ruins the point. Would've been a 10 but that turned me real sour.
Obviously the visuals were fantastic, tho they do degrade over the level.
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sorry about this gang