Junior Member
This level is super awesome sauce. A lot of this level is super impressive and genuinely gorgeous, but some sections are a little tame or messy in comparison. Apart from that, the effects are super impressive and some of the best ever in 1.9 thanks to Millepatte's incredible skill. The song is the cherry on top and gives this level excellent vibes throughout.
One of the worst extreme demons in the game. As a nine circles level, it is completely unoriginal and beyond that it is unbearably ugly. The parts that are relatively original for being a nine circles level are very generic, out of place, and also super ugly. Not much about this level is redeeming.
I like to think about this level from time to time because it perfectly captures what made geometry dash so intriguing to me when I was younger. I only had the lite version for a bit and would sometimes search images of GD levels online. I would get results such as old 1.6ish map pack levels and they always looked really cool to me. For some of the demons, I would think, "how do players even make their way through that?" The intimidating structuring and ToE-styled deco was super cool to me back then and will always be a deco style that I enjoy.
Future Demoness I think is an evolution of that style. The primary reason being that it heavily disregards the typical satisfaction one gets out of "standard" gameplay in favor of making some of the most interesting structures ever made in GD. While "core" style has mainly been attributed to overdecoration and static structures, I think Majacko's core levels always stood out for this mindset of making the structures first and then making the gameplay fit whatever was created. The level does not have the player in mind and makes it feel more like an environment rather than a linear experience.
Another thing this level does that I don't see many levels do today is completely block out one or a couple grid rows on the top and bottom of the screen from player access to make space for interesting designs. It really adds to the machine-like atmosphere of level.
While some parts may be sup-par and music sync is lacking, this is still one of the coolest levels of its era and there's a reason it stands out so much in my mind.
Not many levels in this game can be considered morally reprehensible. This is one of them. Well deserving of a zero.
This level is unbelievably brilliant. It has the best build up in any level ever and the best drop in any level ever.
The building of tension is accomplished in fairly simple ways that lure the player into a state of hypnosis and tension. While the first cube doesn't do anything outstanding, its gameplay keeps the player engaged which I do appreciate. The ship part however is a brilliant piece of level design. The trippy effects and the almost monotonous gameplay are able to perfectly lure the player into hypnosis which somehow presents ease and unease at the same time.
The contrast between the pre drop and the drop is obviously brilliant and is the perfect release of tension that makes this level so special. Going from a dark, utterly constrained area to a bright and open space is completely euphoric, especially when playing from zero.
To think this level was Krmal's first serious project is unreal and shows how brilliant of a creator he is.
Truly fantastic stuff. I think the level is carried a bit by the song, but the song is 100% part of the experience so it counts in the level's favor. This level is a climactic, emotional, 9 minute journey that feels insanely rewarding to play (except the ending but we will get to that later), the song representation is impeccable as many people have mentioned, and it feels complete like no other level does. For the completeness it has, however, it lacks uniqueness. It has some fun ideas such as the cube-swing part and the minimap in the mountain part, but these inclusions feel mostly shallow as you don't really interact with them in a unique way. In addition to these aspects, the ending left me feeling a bit less than fulfilled due to the most intense cube section being completely auto. This completely kills the momentum the level spent so long building up to that it makes the euphoric ending sequence feel shallow. I beat this level as my 500th demon and as I crested the beginning of the auto part, I failed to feel any significant joy due to the level continuing on as if no accomplishment occurred. This is such a disappointment to me because a simple change to the gameplay like this could make the level truly excellent and made my completion feel special. Despite these flaws, the level still stands as a fulfilling experience with excellent gameplay and deco and as one of the best examples of music representation in this game.
Creators please build more levels of this length I need more please please please!
This level is a bit of a guilty pleasure of mine. I can critique the gameplay as multiple people have done already, but I'd be wasting my time. In short, it's not good. However, the level makes up for it in the pure absurdity of its premise. This level tries to be super epic with the train wreck, but it just comes off as tonal whiplash compared to the Christmas theme it starts out with. While it is definitely a strange scenario, the complete tonal shift of the song, the deco, and the gameplay are at least all done in tandem so the level still feels right. Whether this switch half way through the level was a good idea...ehhhh probably not but it at least makes the level a memorable experience.
Nothing revolutionary, but it is a very good level with cool effects. The fire/factory theme was done quite well with the 1.9 style and is paired with an excellent water flame song to back it up. R3XX3R has been making bangers for a while and this is one of them.
Wow! Just wow! This level leans harder into a theme more than any level I've ever seen. The deco is obviously there, but the commitment to the theme of training and mastering the art of becoming a ninja extends to gameplay and even to the editor itself! This level tests your precision by making you jump across insanely small posts and flying through very tight spaces and it tests your stealth by making you weave in and out of view in the wave part. Additionally, you get tested on your perception, memory, and scouting abilities through the giant puzzle.
This puzzle is the level's main draw and it's easy to see why. The concept of it is incredibly unique because in order to solve it, you have to go into the level editor to figure out the patterns and triggers that allow you to pass. This is a level of theming I have never seen in the game before. I won't bother explaining the whole puzzle since that will take a while, but it is such a brilliant idea that has some sub par execution. Most people who try to play this level end up not trying to solve the enormous puzzle themselves, but instead use an online guide to "cheat," completely bypassing the tests of memory and scouting required to master the art of the blade. This drags the level down a bit since it allows players to skip the most unique part of the level. I think this could have been executed better by making the search in the level editor a bit less obtuse to avoid driving players away from engaging with the level's main gimmick. As it stands though, the level is still a masterclass in level design and unique ideas that is held back by difficulty and execution.
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sorry about this gang