Junior Member
This level is easily one of my favorite entries to the Space Gauntlet Contest. To me, it feels like a calling back to the more "2.1" revolutionist period in design, especially with the part of the most prominent mind of that movement, Overdefo/Cometface. And yet the 2.2 features are used absolutely perfectly, atleast in the first half. The level utilizes unbordered modes and camera zoom-out to convey an ominous setting to the player, making them feel smaller than they are; from the beginning of the level, emphasized by the lack of melody in the song, the world this level builds feels unwelcoming and mysterious. This is matched by the beautiful contrast between Cometface's part, which has more natural scenery, to Serponge's part, which conveys an industrial eeriness. The level is also really good at tying itself together, making it really easy to remember: both Cometface's and Speg's part have those yellow circular particle patterns, both used to emphasize gameplay elements. The entire level also utilizes similar rune designs to tie the experience together, as being on the same mysterious planet with its own language and previously-established attributes.
After the drop hits in the middle of Serponge's part, the artistic sense of the level begins to tone down as it transitions more towards an effect-based emotional experience. The metal bars in the background slowly dissociating feels like a perfect way to smoothly transition the player out of the more immersive art-style experience in previous parts. I would describe it as almost trying to frighten the player all of a sudden. Many levels would try to do this utilizing some sort of living being that is, for whatever arbitrary reason, trying to chase down or attack the player. I think the approach used in ECHO DELTA is not only more original but vastly more effective. I'm probably missing the mark, but it almost feels like suddenly experiencing some sort of past trauma or nightmares (or maybe thats their justification for Audieo not being able to do art lol). I like the energy of Audieo's part but I can't help but notice that it feels the weakest in all other aspects in this level: rather than trying to continue the tone felt in Serponge's part, it feels like it only carries the energy with neat effects and shaders. The runes were an attempt at trying to convey the unwelcoming tone felt before but mostly fall flat as they don't really fit with the rest of the visuals in terms of shape or color. I really like the idea of the morse code designs though, I just wish they were used more creatively rather than as just some air deco. The rest of the sections at the end feel a bit rushed and don't really follow the progression felt between Serponge and Cometface's parts.
Overall this level perfectly conveys a theme of an unwelcoming, alien world, without using some of the stereotypical methods of eliciting horror in these situations, which makes it a very unique take on the "space" theme. Rather than trying to scare you with some generic monster or threat, it allows you to experience fear directed by an environment. Another thing I just noticed: In the beginning of Speg's part a lot of the pads, orbs, and portals have the right particles, but they are clearly modified to make them feel slower, which I can only describe as uncanny feeling. Not too much to say on the gameplay but it also matches that feeling, especially in Serponge's part with the clicks in very rapid succession in the ball part, which feels uncomfortable but somehow still fun to play.
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sorry about this gang