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3 days ago
Time spent online:
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Overall
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Reviews

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-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I can see why the spontaneity of both the decoration (a sequence of various radial patterns) and the gameplay (an improvisational mess of pads, orbs, and portals) would elicit praise of its freeform beauty. I can see some of that beauty shine through the cracks, but the constraints of the 1.9 editor leave the level looking like a textureless, colorless blob that plays more like a buggy auto than a level where the player actually has agency over their path. Mostly just a failed experiment, but at least it's something new?

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Review soon (for sure) (not lying)

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

A tenuous defense of Ocular Miracle:

I don't think it's fair to say that this level has no merit. In fact, for the time, it's a level with quite a lot of individual merits that is weighed down heavily by only a few flaws. For starters, the argument that this level is incohesive has never really rang true with me--sure, it's not perfectly themed, but the notions of technology, sky, and space are there, and it would be difficult to argue it doesn't match the song. In this way, it surpasses a lot of levels of its era, but this is about where my defense ends.

The two largest flaws, in my eyes, are products of the time in which it was built. Firstly, this level has a lot of gameplay that is either inconsistent, unbalanced, incoherent--okay, you get the idea. I've only actually beaten Reverie, but for how fun the first half of that part is the second half fails in so many ways, and it's probably just because playtesting wasn't standard at the time. For a level with such ambitious and complex gameplay, that pretty much guarantees failure (though a lot of old levels are fun despite or because of their failings).

And while the lack of playtesting might be a non-issue for a lot of people, I don't think it's possible to look past the issue of optimization. One of the funniest relics of this level is "Memory Leak" by gecko, which based its decoration on a visual bug that was caused by Ocular Miracle overloading the game's data on some devices and rendering the majority of textures completely black. Since the level is quite literally unplayable on many devices, the various leaders of the project decided to split it into three and upload them all on different accounts so they could share the wealth of creator points. Of course, this level would have been hell to optimize, but it's still just a miserable fate for the project and it cemented this level's legacy as little more than an ambitious lag machine.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Probably the most accurate representation of a factory out there--oppressive, smothering, painful, and piercing. I happen to not enjoy feeling any of those things.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I rate this creator's depression a 0/10!

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Ambition is a real killer. The scope of this level is far beyond what I think ilrell was capable of in terms of gameplay and hosting throughout most of its early development; some parts find their footing, but the level ends up being more incoherent because of it. Definitely a clear pre-cursor to the later magical realism ilrell/Chunlv1/Arclia hosted collabs which far outpace this in popularity and quality these days. I can't say this is more than an interesting relic with a handful of gorgeous bits.

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

what if I rated it... on HyperBolus??

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

isn't the entire point of this level to play it? who is sitting down for a viewing session of invisible deadlocked? adding this to my red string poster board of s3rios conspiracy theories

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sorry about this gang