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6 months ago
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Reviews

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-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY

The end of The Hell Trilogy. But was it meant to be? There existsed other levels at the time made to claim the same title as this one.

While a bit too similar to Catacylsm in decoration to my liking, I still think it plays satisfyingly at the very least. It's unforgiving in some parts (such as Vultra), but passing it feels awesome.

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

Puzzle Trials is a very interesting and unique level by Funnygame. While not a level that requires much skill to play, it is a very difficult to learn level, as it is filled with odd and unique gimmicks. From a Minesweeper part, to a multi-lap section where your path impacts the next ones, to a triple cube part to a computer breaking bossfight, this has it all for a 2.0 level. Very well made!

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

A level that goes beyond what a level means. This level is an ARG that requires you to look for hints across the entire game and even more to find codes to input in the level and find the next step towards solving this whole puzzle. I made a whole detailed walkthrough on my own YouTube channel however I highly recommend you instead try to solve this on your own. It is worth it.

-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY

Nine Circles, the famous Zobros wave focused level that started one of the longest lasting level trend in GD's history.

Likely surprising to some, Nine Circles' decoration concept is actually not original. The concept of the level and decoration was actually inspired by an old Open Hexagon custom stage named "The Dragon Mayhem", which came out shortly before and also used Nine Circles by Rukkus as its song.

Despite this, Nine Circles became a classic in the GD community.

-/100
DIFFICULTY
7/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Doom Fractal is an authetic 1.6 styled near impossible level I released in September 2021. While nearly impossible in difficulty, care was put into the gameplay and was meant to be humanly possible to be beaten one day. It also does not abuse of cheap ways to make its difficulty (such as straight fly, blue orb spam).

Why did I come to build such a monster? As with most of my projects, its idea came out of boredom. One day I just woke up and I felt like making one of the hardest levels ever humanly possible. I wanted to recreated the times and vibes of levels such as Ice Carbon Diablo X, where people were like "It's insanity, but it could be done."

As of writing this review, some people have done scattered runs across the level, with the record from the beginning being 26%. And I do honestly hope more good players gave it some attention at some point in the future, as I do believe it can be an interesting challenge to bring to the wider community.

I am also heavily considering getting help to remake the level and give it a more modernized look. This will not happen soon though.

I have to give the level a rating myself, and since it is my own level it would be selfish to give it a 10, it's far from perfect regardless. I will give it an honest 7.

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