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-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
8/10
GAMEPLAY

Yesterday, I started a challenge for myself wherein I would beat at least one level of at least Medium Demon difficulty every day for an entire year. For today, I chose this level to fill my requirement. I was honestly pretty surprised at how well-made the gameplay was, especially at the dual. It has its occasional rough patches -- most notably, the very beginning -- but I enjoyed playing the level for most of the time. The decoration is pretty standard for a hell level from early 2.1, but it does at least have good colour work. This level is one of the better Medium Demons from this time period, and I would recommend it for players with a decent amount of skill.

Enjoyment rating: 7/10 -- This level was very fun, but I sort of stopped thinking for a good while which dragged out the play time more than I would like to admit

-/100
DIFFICULTY
5/10
OVERALL
4/10
VISUALS
6/10
GAMEPLAY

Corpse Grinder is the final full-length level by Caernarvon725, whose most notable work is by far his part in Phobos which is almost universally considered one of the worst looking parts in any notable megacollab. This level, which is an unrated mid-difficulty Insane Demon, channels that same sort of energy that his Phobos part does. It's chaotic, nigh anarchic in every aspect, and its gameplay looks like an Auto level that was made playable. The decoration is vaguely reminiscent of Theory of FirePower, FuryStep, and destructive auto all mixed into one level. At first glance, it's unbearable.

Here's the kicker: it actually got consistent. Somehow, Caernarvon725, who is best known for making the most out-of-place part in a level that was already a mess to begin with, made the gameplay not an absolute slog to get through. The learning process, sure -- Corpse Grinder's gameplay is incredibly dense -- but even a click that was both incredibly tight and finnicky to pull off in the learning phase became one that I almost never died to from 0. The only part that I died to a considerable amount (outside of the first 10%, which I am bad with in regard to most levels) was the UFO at 79%, which is a very short part of the level. I wouldn't recommend this level seriously to anyone, though, due to the manic nature of the gameplay, but in spite of it all, it wasn't an outright bad experience.

Enjoyment rating: 6/10 -- It took a very long time to figure out the level, but it didn't take too long after I did so, considering how difficult the level is and also considering that this was at the time (and as of writing) my 2nd hardest completion

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

Gear of Timemachine is an above-average 1.4 unrated Easy Demon created by BEkID1442, who made quite a lot of levels starting in late 1.2 and ending in mid-to-late 2.0. This level has rather interesting structuring -- one of BEkID's strongest qualities -- and gameplay that is enjoyable, if a bit loopy due to its verticality. Gear of Timemachine's difficulty is primarily memory-based, which is expected for levels of its time, but also has somewhat tricky timings and tight ship segments dispersed throughout. The level is also on the shorter end, not overstaying its welcome. It's by no means a must-play, but it's a fairly good level for the time and a well-rounded Easy Demon.

Enjoyment rating: 8/10 -- Was fun to learn, and easy to execute; short and sweet

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

Eunlin is a very obscure creator with only one rated level in Temple xSTEP, which is an easy demon misrated as a 9☆ Insane. This is their final level chronologically, and it's quite an interesting one at that. Antithesis is not very high quality, nor does it have the most refined gameplay, but it is rather charming. It does have pretty good movement work, which is used primarily to spice up the gameplay, for better or worse. The second half, starting at 60%, is, unfortunately, a pretty dramatic drop-off in overall quality. The UFO part has somewhat enjoyable gameplay, but lacks a little bit in decoration. After that, there's a cube that is outright poorly executed, and a nothing-burger of a ball part to bring the level to a minute in length. Despite the severe case of "end-of-levelitis" (as it is sometimes referred to), Antithesis does have a fair bit going for it in the first half. I've been thinking of creating a remake of this level so that I can improve on what it lacks.

Enjoyment rating: 7/10 -- A little boring at times, but does not put up a fight, which is a welcome outcome

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

System Split is one of, if not the best 1.9 levels visually, full stop. Very few levels from the time have quite as sophisticated or as well-crafted of an atmosphere as it does. The song representation is immaculate, and its technological theming is innovative for the time. The only other level like this that I know of that predates it is another level by Picha, Rise of the Machines. The decoration overall is very well-made, with great object usage and a polished execution (for the most part). The only real issue I have with it is that the gameplay will occasionally drop off in quality, which made my experience a little more frustrating than I would have liked, but this is most likely just me. If you haven't yet beaten this level, I implore you to.

Enjoyment rating: 7/10 -- I got a little stuck at a few spots in the second half of the level, but otherwise smooth sailing

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY

Another level from the original series of levels that ViPriN made back in 1.7, and it offers about the same that the other ones do. This is the hardest of the bunch by a little bit, and has a whopping 6,365 dislikes as of writing. I also beat it for my 150th Demon in-game. Despite it not offering anything in the way of aesthetic substancemuch like Nocturne, which I reviewed previouslyit does, at least, have some fairly interesting gameplay, especially in the first half. Divisi is by no means an essential experience, nor is it even close, but it is an enjoyable level for fans of memory levels, and it certainly does not warrant the amount of dislikes it has.

Enjoyment rating: 7/10 - Somewhat well made gameplay, but some bias added as I fluked the level from 42%

-/100
DIFFICULTY
5/10
OVERALL
5/10
VISUALS
7/10
GAMEPLAY

This level is fairly fun, in spite of its somewhat clunky pacing. The decoration is passable, but very uninspired and somewhat lacking in substance considering that many of ViPriN's levels from this time period look the exact same. I'm also not exactly sure why he decided to change the song from xStep, which is overall a more fitting song for the level, to OcularNebula's Recursive Glee, which is... alright, admittedly, but a bit too evocative of a wet fart for my liking. Overall, the level is largely inoffensive, and plays it very safe, outside of the aforementioned music selection.

Enjoyment rating: 7/10 -- Nothing too out of the ordinary, just some easy memory

-/100
DIFFICULTY
3/10
OVERALL
6/10
VISUALS
2/10
GAMEPLAY

I wanted to enjoy this. I wanted this level to be good, so that I could have proof that Shocksidian can actually make a good level. And then, he messed things up right out of the gate by somehow misspelling his own name as SHOKC.

That is, if nothing else, a testament to the quality of Unnamed 7. The decoration is alright, if a little empty and basic. The colour choices are good, but not enough to make it noteworthy. The gameplay is another story. Not mentioning the balancing at all, the gameplay is, despite being somewhat complex, lackluster overall. The main star of the show, though, is, as I have just mentioned, its balancing. The ship and UFO parts all place among the hardest parts in the level, more on account of their awkwardness and not their actual baseline difficulty. The click at 49% in particular is not bad per se, and I don't actually feel like it makes the level more difficult, but it is weird, and has stuck in my mind more than really any other part of the level. Speaking of which, the level is not very memorable for anything besides its poorly made gameplay.

Now, I have a lot of bias in regard to the creator of the level. I think his gameplay is low-quality to bat due to a glaring lack of playtesting, but even still, Unnamed 7 is a sad display for Shocksidian. I will probably clean this review up later to remove some of the negative language, but I'll let this stand as is for now.

Enjoyment rating: 3/10 -- Took too long for how simple the gameplay is

-/100
DIFFICULTY
9/10
OVERALL
7/10
VISUALS
10/10
GAMEPLAY

This, the third part of Shig's "Destructible Series" that also includes Destructible World and Puzzlemania, is one of my favourite Hard Demons. In the creator's own words, "you don't actually need to control the second icon." The gimmick used in the drop is very well done, and the level overall is paced very naturally. No part feels excessively hard or inconsistent. All it takes is some time spent learning the drop. The decoration, while not the focus by any means, is also very clean, especially in the pre-drop. I don't have much else to say about the level, but I recommend it to anyone skilled enough to beat it. In my opinion, Companion Cube stands among the best of the 2.2 update.

Enjoyment rating: 10/10 -- Fun to learn and even more so to pull off

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

Rupture was my second ever Insane Demon, which I beat at the very end of 2022 (literally—it was the 31st of December). Despite it being hack-verified, it holds up as a more skill-based level with some memory cube segments in between. It's definitely one of the better levels inspired by Superopi's level Toxic Sewers, but it still has its flaws. For one, the transitions, especially in the pre-drop, are pretty scuffed, and it took me quite a while to get acquainted with them, but at least I was able to get them consistent in spite of their oddity. There's also the problem with its balancing, with it being very prominently end-heavy, which lead to my notably terrible luck with the level (i.e. 14 deaths past 80%, including a heart-breaking fail at 94%), though I will say that at least it isn't ridiculously front-heavy like, say, Sheol Death, which I am currently working on completing. Visually, this level is basically on par with other levels made at the end of 1.9, but it works very well as a remake, since it feels both similar to Toxic Sewers and like its own unique level. The execution quality is spotty, but if you're not entirely picky and have a good mastery of your nerves, it is somewhat of a fun level to play.

Enjoyment rating: 4/10 -- Got very unlucky (as stated above)

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sorry about this gang