Junior Member
Namtar is still one of the biggest influences in design even nowadays, his style and techniques were really ahead of it's time and it's still being used to this day. Mindblow by Ratman is just one of the levels i just open every time to beat again, it's for me everything i ever asked for a GD level, awesome design visuals and very cool gameplay, and it aged just as fine wine. Some things that you dont even notice are still used and this level was one of the firsts to ever do it, such as the technique of leaving all the pulses set as spawn multi-trigger and pulse HSV brightness to make the pulses work in such a really smooth way, the interesting parallax movement in the last part, the moves and glowy structures that gets you really imersive in this level or even the glow filter being it used to blend all the glowy style together in such an unique way. As for a reference level, you can just open the level "REDLINE" by Vapen and clearly see the strong influence Namtar had in Vapen's designs, pulses and the structuring of the level in general, keeping his culture alive and transforming the design style in something we rarely see being it used in a way this good. Mindblow has a really awesome color use, which you can notice just at the very start of the level, it uses the neon pink and orange chroma with bright blue multi-trigger pulses, and these color combinations goes from start to finish, with a lot of variations in the mean time, such as the drop which uses a bunch of purple, red, yellow, orange and green pulses, and it also uses black for a lot of stuff as you can see in the designs and groundspikes. Even if the level has some moves, the level itself still feels very static, which in my view is a very good thing, it kinda gives that nostalgic mood to the level.
As for the gameplay, it may be pretty hard to beat it fast in one to five attempts, but it IS very fun to play, and especially if you do not know the level i really recommend to give it a try, it's pretty easy. However, because of some limitations the game had in the past and gameplay problems that affected this level in many ways, such as some blind orb clicks and transitions that takes a time for the camera to get static, it could make the level be pretty hard in a not very cool way. The use of slopes and pads makes the player go up and down pretty frequently in this level, which is not a good thing if you want some things for the player to be visible. The level is pretty sightreadable in general, so a harder 7* for this level is exactly the good rating.
I hope that this level can still be remembered as something really important to the GD creator community, and i also really hope that this level doesn't get lost in the dust and be forgotten, it's definitely one of my favorite levels.
ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak ngl its peak +ngl its peak ( The body must be at least 20 characters. )
Neutra pushed the design style to a whole new meaning in the Geometry Dash community, and it is one of my favorite levels in this game when it comes to how detailed and full of both quality and quantity it is. The level is full of energy and colors and the theming goes around the album cape "WFLYTD" from the artist siximpala, and Marwec, Ilrell and Jenkins did an awesome job representing the song in such a massive project.
Speaking about the visuals, they are exceedingly well made and structured, it really got me impressed when it launched and it came out as something with a lot of visual identity. Jenkins makes good and unique use with one of the most interesting pulsing and color techniques i have seen in design, which consists in making the outline of the designs very very brighter and the base of design gets darker with the ausence of pulses, so when theres pulses on it, it gives an insane amount of visual energy to his parts, and that is one of the watermarks of Jenkins style. Colors are used in such an awesome way, being it very diverse in this level, having it a lot of blue, green, yellow, pink, red and many other interesting and appealing color combinations. I am pretty sure that Jenkins has pushed himself to his limits in this project, and it's something i often appreciate when observing this level.
As for the gameplay, i had played by myself, but i do not have skill enough to measure the quality of it, but since its made by Marwec and Ilrell i can tell they made a pretty good job in Neutra, as i'm writing this the level places at number #79 on Demonlist. Marwec and Ilrell are insanely good at layout and i always get excited when i see a duo from these two persons.
Resuming it, Neutra is a massive project that has a lot of care and quality and the attention to detail and technique in this level still gets me really impressed every time i watch it, being one of my all time favorites.
Desolate Deep is one of my favorite levels from the "Glow Design Era," which I have always used as good inspiration for my levels in the past. The theme is specifically about ambient underwater, and it uses a blue-ish color scheme with a bit of other colors such as green, purple, and red, but especially blue in most parts. Something I really like about this level is the throwback to Domiangeli’s first works, which I highly recommend checking out, such as "Astroblue" and "Star Party". It’s very nice to see how much they've improved over the years, both nowadays and back then. However, the visuals of DD haven't aged too well overall, but they’re still very consistently great to watch and play. I don’t know if it was intended, but the last section of the level feels very reminiscent of Klonex’s old works, which is a very good thing for me. Sadly, gameplay isn’t a strong factor in it, mostly due to inconsistencies, such as the wave dual part. Still, it’s pretty fun in general, and I really recommend trying it yourself to see what you think. Desolate Deep, in general, is one of the classic levels from the Glow Design Era, and it still influences many other creators to this day.
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sorry about this gang