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15 hours ago
Time spent online:
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Overall
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Visuals
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Reviews

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

maybe i underestimate how broke the average gd creator is, but even in the best case scenario where echo delta won the space gauntlet and each creator got their third of the $1,000 first place prize, is that worth it when they had to release what could've easily been the level of the year in such an unfinished and clearly rushed state?

i think it goes without saying that the first half is phenomenal; no other level in the top 20 does such a good job capturing the lonely, desolate vibe of space, and the megastructure you enter hits that primal urge of feeling impossibly large in a way i truly love. so after such a great start it's a shame that the latter half drops off in quality so hard. audieovisual has gotten a lot of shit because the parts he had the most obvious involvement in were also the most rushed, but really i wouldn't expect any creator in the world to make a good part under the time constraints audieo said he was under. this level just should've been delayed

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

in the post-2.2 age of "more, more, more" it's rare to see such simplistic levels, let alone ones done this well. wless's iconic style of structuring and tasteful shader usage does wonders in making such a simple level still look visually interesting.

though i wish the intro had more going on gameplay-wise. i know wless loves his long, easy intros but when the first third of the level is basically auto i have to draw the line

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

prioritizing the visuals over gameplay has been a common theme in the space gauntlet, and this level is no exception. i'm sure some people will take issue with this, but i don't think there's anything inherently wrong with focusing on one over the other. what i take issue with is how many entries use their focus on decoration to create the most bombastic, in-your-face light shows they can (looking at you, kira9999 and bli), which just doesn't work for me.

aperture has the confidence to not devolve into madness—something many other entries lack—because it knows its decoration and effects are solid, so it doesn't feel the need to spam shaders and flashy lights to compensate. and the effects definitely hold their weight, as they're some of the most creative and well-executed effects i've seen in 2.2. plus, the sparing use of shaders and over-scaled objects keep the whole level crisp and detailed, something i was critical of in my review for final orbit.

the biggest drawback with this level for me is that although i said it's fine for gameplay to take a backseat, at times it gets pretty egregious. most of this comes down to the difficulty, as this level really wants to be an easy demon but it's been nerfed to be a 9*, to mixed results. i wish they fully leaned into its difficulty by removing the invisible pads in the first spider, adding obstacles to the film reel part, and making the 3d part a bit more involved, but of course then it would firmly be a demon and no longer be allowed for the contest.

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sorry about this gang