Junior Member
BUSSIN gets a lot of unnecessary hate from people who think they're too good to enjoy a joke and laugh at the funny visuals.
I will be writing a completely serious and sincere review of this level. it's an incredibly well executed concept, and is actually really funny, despite what the free thinkers on here want you to believe.
it takes Gen Z TikTok slop to its absolute limits in GD form, creating a window for the game to expand beyond its usual audience. BUSSIN is not only funny as a level, but as a piece of media. no wonder people who had never played Geometry Dash got to see this level instead of others.
it's also an impressive display of editor prowess. believe it or not, it actually takes a lot of effort to make a high quality joke level like this. Connot & Magpipe are clearly incredibly skilled in the editor—you can't take that away from them. the visuals are perfectly done, although the gameplay can be a bit awkward at times, which is why I won't be giving this a 10.
this level is good. have you no joy? no wonder and whimsy? is your life bereft of happiness and devoid of color?
experiment has a unique concept and executes it nearly flawlessly.
this level was originally made in 4 days for a GD level jam, and later polished and released. the puzzle concept is one I actually attempted myself with my level "NO WAY OUT", although in hindsight I don't think I did the concept justice. seeing it fully realized utilizing the features available in 2.2 is amazing to see, I couldn't wish for a better execution of this idea.
the visuals are also amazing, and the gameplay is thoroughly enjoyable. if there is one thing I could possibly criticize, it would be that there's a part in the level that has no puzzle at all. it fits with the song, and looks really cool, but it feels out of place considering every other part in the level has some sort of gimmick to it.
I'm not gonna spoil the ending in this review, but it's one of the most novel and awesome things I've ever seen in this game. kudos to everyone involved!
City Rush is the best simple classic megacollab in Geometry Dash.
there's not much to say other than that it has no flaws and is full of personality. it's actually hard to write a review for a level that I think is perfect, but alas, I will try:
it's a level that excels in personality, is as good as the sum of its parts, and features some of the best gameplay in the game.
it's a very simple level with a simple concept, but because it's so loose, it really lets all the creators shine in their own way. it features a very rare instance of a Lumpy part, which is always a treat—probably my favorite part in the level.
another really cool thing about this level is how it goes from a more modern and abstract style to a more realistic art oriented one as it progresses. it doesn’t come across as forced, rather feeling like a natural result of where each creator landed across the different parts of the level.
the gameplay, like I said, is some of the best in the game. it is very simple but never boring, and it's a blast to play.
all of these factors combined make it a strong contender for #1 on my list of favorite levels of all time. the end screen is super fun too.
flash's odd but captivating new style sees its most fully realized installment yet.
despite its recency, this is likely my favorite level since 2.2, and it has quickly made its way to my top 5 levels of all time. I've been a massive fan of flash's new style ever since its "debut" in the level Sculptures.
it's very obtuse but still very accessible, in my opinion—at least visually. the way flash works with familiar objects to create highly intricate and appealing patterns is something no one else is doing at such a high level right now. it is unique to flash, and that is a big reason he's one of my favorite creators at the moment—who knew people would still be innovating in a classic field such as design this far into the game's history?
the gameplay is also very good, in my opinion. I know this isn't the most popular opinion, because a lot of people criticize flash's gameplay. it values pathfinding and never "babies" the player. in order to achieve this, it makes extensive use of what I'd describe as strange jumps, which makes it all the more interesting to me. unfortunately, I fear this uncommon gameplay approach might hinder Planispheres' chances of ranking high in the Space Gauntlet Contest.
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sorry about this gang