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-/100
DIFFICULTY
1/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
9/10
OVERALL
8/10
VISUALS
-/10
GAMEPLAY

Thinking Space by HidekiX is an Extreme Demon that has been the subject of contention within the community for years since its release. Being a product of the rough around-the-edges design culture of 2.0, many argue that this level has not aged very well in its gameplay and decoration. However, I vehemently disagree with this opinion. I believe that Thinking Space represents a very important corner of the creating community, and is a level that I find personally very enjoyable to experience vicariously through the lens of those skilled enough to beat it.

Thinking Space is primarily a design level that is completely monochromatic in colour scheme, comprising black, white, and grey structures. I really like this design choice! It stood out from a lot of other design-based Extreme Demons around this time that relied heavily on bold primary colours and often mundane structural designs that persisted throughout the entire level. By contrast, Thinking Space is dynamic and constantly evolving. Typical of 2.0 levels during this period, its reliance on moving objects makes it slightly off-putting and sometimes hard to discern what is happening. However, to its credit, some of the movements in some of these parts are quite fluid and natural and even propose unique ways of executing gameplay concepts beyond the norm. An example of this is the infamous shifting direction wave part. For the time, this wave section was an oddity in gameplay standard––especially for earlier Extreme Demons. To this day, I believe it remains one of the most unique and iconic sections in any level.

The general gameplay itself is, to say the least, odd. However, I find it very satisfying to look at, and I admire a lot of the unconventional risks that HidekiX took with this level. I try to not use the word 'charm' to describe elements of Geometry Dash levels, however, I believe that word encapsulates what I mean best when I talk about the visual gameplay experience. Additionally, despite Thinking Space not having the best gameplay sync at certain points, it represents Wander of Thought by F-777 beautifully. The level feels like a mystical dungeon. The monochromatic colour scheme actually complements this aura extremely well, making it feel simultaneously claustrophobic and alive.


As Extreme Demons of this nature are far outside of my skill range as a player, I enjoy looking at them as art pieces and showcases. Thinking Space is no different. I firmly believe that the perfect storm of circumstances that culminated in Thinking Space being what it is can never be replicated. However, the polarity in viewpoints because of that perfect storm shows that this level––for good reason––will always be regarded as interesting and timeless no matter how further along from its release we get.

-/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
6/10
GAMEPLAY

Space Magic by RealStyx is a level that aims to materialise the concept of a RobTop level that has the theme of space as its backdrop. The designs throughout the level are deliberately simple, with much of the blocks and structures being largely 1.0 based and subtly layered with glow.

Despite these aforementioned creative parametres, Styx's artistic fundamentals are very much intact with this level. There are very thoughtful and easily identifiable elements such as motion effects, spaceship artwork, wormholes and stars that make it feel like you are actually travelling through space. The gameplay is generally easy to read and does not personally detract from the experience, albeit relatively slow in nature.
My favourite part of this level is the swingcopter section. It feels like a very seamless blend of 1.0 block structuring combined with the open camera view and colourful expanse of 2.2. To me, this feels the most akin to how RobTop would design a part of this caliber.
As an additional note, the coins in this level are also nicely placed, even if they are not too difficult to obtain. I like that these coins subtly takes advantage of the effects throughout the level and make it feel like they exist in an unknown within space.

The main point of constructive feedback I have regarding this level is that although I believe it does a nice job in capturing the feeling of playing a RobTop level, I don't believe it completely reflects the energy of playing one. I find that RobTop's levels are very dynamic when it comes to the gameplay development, and although the gameplay is generally enjoyable and easy to play, it does not progress in a way that feels fully representative. I would personally like it if the gameplay became a bit faster and the simple effects become a lot more erratic in some way, as it would feel more akin to how RobTop structures his gameplay.
Additionally, I believe that the dark blue colour scheme of the level doesn't contrast the best all the way through. It would be cool to see more light blue (and purple) glow accents in structures, similar to what was shown in the first part. I would have also like to see these accents applied to the artwork shown in the backgrounds of the level.

Overall, although this is not my personal favourite work in Styx's catalogue, I believe that this is a very interesting concept that Styx executed quite well. I look forward to seeing more levels from them that have unique and interesting parametres, as well as more ambitious concepts!

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