Junior Member
When I beat this level I thought it was pretty fantastic, but in retrospect I missed how brilliant it really is. Jino makes a lot of really bold choices, from the color scheme, the precise and technical gameplay, and the final quarter of the level exploding in intensity. I wish the first three quarters were a bit more balanced in difficulty but the fact the finale is the easiest part while ramping up the ante to such an extent is so impressive--really, all of the gameplay is super impressive in this level, and the fact it balances chaos and near-constant timings with playability is insane--I'm inclined to call it some of the best gameplay in the entire game. I really appreciate all the little details in this level that bring it to life: nods to rhythm games, like the top of the swingcopter, all of the transition parts actually having gameplay and contributing to the flow of the level, the fuckin "jump!" sign in the last part, and a ton of small effects throughout that really showcase the care that went into this.
The self-described final boss of neon blending-slop, Dawnshard really is the culmination of a style Xuser has been honing for several years now. Brighter and more vibrant than ever, this level is a constant rush of patterns, colors, and effects nearly seamlessly integrated into each other. This level plays like an absolute dream--it's only decorated in the first place because I loved the layout so much, and with the changes and not insignificant reworks it's difficult to point out anything that could tangibly improve the playing experience. Mesmerizing in both fields, and if this is the end of an era for Xuser then I can't wait to see what comes next.
Serponge's parallax superstructure fading in from cometface's part is one of the most striking visual moments in any level ever. Seeing this cosmic behemoth in the distance only to realize that it's your destination inspires both fear and awe that persists until Audieo's first part kills the momentum, which is a shame because I think the rest of his parts match the first half in quality. Some of the most memorable environments I've seen in a level and likely the most menacing and looming atmosphere of any space gauntlet entry, possibly of any non-demon.
On the form of a geometry dash level
ex. 1
introduction: Sets up any design motif, color scheme, general mood, leading into the
body: The level unfurls and reveals the extent to which it can take the main ideas it has--in this level, a literal unfurling occurs as the platforms reveal their intricate mechanisms and light and warmth envelop the player until the
conclusion: With every trick played, the level is content to fade and descend. In this form, the level constitutes a greater journey than many overlong escapades despite a runtime barely over a minute.
Hypno realizes that passion does not have to compromise streamlined design; this level has quickly skyrocketed to become one of my favorites of all time due to the convalescence of these too-often disparate philosophies. It's very difficult to meaningfully review a level in which nearly everything is perfectly placed.
Me and Xuser have already talked ad nauseam about this level, so I'll keep this brief: we both generally concur on the fact that the shop and item system is pretty contrived and that trying to ham in a sort of linear progression to an open level was probably overly ambitious. I brought up at one point that the ideal version of this level might not have any actual gameplay aspects at all and rather just exist as a world to explore and marvel at all the brilliantly placed details and beautiful, intricate designs.
The thing is, this version of the level still exists within the level! The combo system is extremely enjoyable, so it certainly doesn't detract from the experience and it incentivizes exploration. Once you've completed enough, anyways, you can unlock every orb type and even a nice zoom out on the camera and the UFO gamemode to freely roam and this truly stunning world unfolds before you, and having worked so hard for it, it almost means more.
So, I think I changed my mind about the ideal version of this level. The ideal is that it exists at all. Which it does. Isn't that lovely?
One of, if not the most fun level in the game for me, which skews my rating by a decent bit. But still, hexitine's style is thrilling as always and the blistering sharp atmosphere of this level is undeniable. The most common criticism I hear of this level is the lack of variation in the designs, but I think it works really well with the subtle shifts in structuring choices and the moments that really capture the exhilarating rush of playing such a fast and precise level. Watching this does not nearly compensate for the value this level has to offer, and playing it is definitely no small task, so I expect it to remain underrated forever, unfortunately.
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sorry about this gang