Junior Member · any/all
There could not be a better first level, the primary reason I give this a 10/10. It serves it’s purpose perfectly, in so many aspects.
It eases a new player into gameplay perfectly. Teaches them simple understanding of blocks, spikes, and how the game is played very well within just the first few moments. It includes a fake at the end of the first cube, demonstrating how the game is willing to throw in tricks to cause your downfall. The fake-out also informs the player that the levels are not on your side.
The ship is down perfectly. It gives a new player a perfect opportunity to test the general feel of it with it being very open, but they still need to pay SOME attention. It isn’t entirely empty, but it still doesn’t stick out as overwhelming to the player. This will also informs the player there is more to this game than what seems.
After exiting the ship, a player would be introduced to their first coin. It is placed in a perfect position, with it being easy to get, but just enough to throw a new player off, and this would likely get them to replay the level. The 2nd cube is what I consider to be the hardest part. The triple spike is the hardest timing of the level, and it serves as a perfect example to the average new player that the game will throw curveballs your way, and it will not hold your hand.
The final ship is a perfect ending. The player can ease up a bit, as they simply need to fly in a straight line, as victory is claimed. As for the coin in this section, I’m not the biggest fan of it, but it could be worse. A new player wouldn’t find this when they first play the game anyway, so I don’t think it is that big of a deal.
The level itself also looks perfectly simple. If the game opened with a level that looked like Fingerbang or Dash, a player might feel overwhelmed, or feel the game is cheap. The simple color schemes and blocks used wouldn’t cause trouble for a new player. It allows later levels to introduce more interesting designs.
The lack of mechanics is also great. What might not seem like a big deal, if jump pads or orbs were introduced, it would overwhelm a new player and give them far more confusion than necessary. Introducing these one by one is much better. I also don’t think this is harder than Back On Track, but I’ll probably go more into that whenever I write a review for that level. All in all, I don’t think there could’ve been a better way to introduce Geometry Dash. 10/10
the first level to truly stand out from what geometry dash started as.
another level i love simply because of how it makes me feel happy. super fun in all aspects and looks very pretty too!!
somehow, one of the most fun levels ive ever played. gradient has such a great style
My favorite thing Subwoofer has made. Represents the building intensity of the song perfectly, in both the gameplay and the design. Fun the whole way through, and never gets boring, an absolute achievement for a level of it's length. Makes you feel connected with the world, something Subwoofer has been able to achieve quite a bit, but in my opinion, this is his best example of it. (Maybe Espionage exceeds it.)
The gameplay is very fun for an XXL easy demon, a feat that can be rather hard to replicate. The gameplay only adds to the emotion, especially during the climax of the song. The ship gameplay during the parts in the atmosphere and space work perfectly as well. The design commits to the song even further, with the section in the clouds looking stunning. The level acquires emotion from you, and I love everything it does.
Decoration is consistently beautiful throughout. All parts blend together very well, and the gameplay is insanely fun and satisfying throughout. I have zero qualms with this.
Gameplay is actually really fun and mostly easy to read, excluding the last wave. Easily the most beautiful level visually of the space gauntlet, and I love how it was themed to the more celestial aspects of space, and referenced astronomy a ton. I love the beginning spider, the design in that part is super cool and it's really cool to play. The 3d part is also the best attempt at it I've seen. It genuinely feels good to play, something I can't say for other levels that try this out. Only negative aspect about it the wave at the end. It's very mechanically impressive, but it feels awkward to play, along with the obstacles the player is required to avoid being placed in spots that make it feel very odd. This part being at the very end doesn't help much, either. I love how the scientific aspects of space were represented here, and all of this makes it my favorite space gauntlet level if I had to choose this very moment, and one of my favorites out of any gauntlet.
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang