Junior Member
Sweet Summer is a very unique memory level that uses lots of orbs moving in unique ways. The memory for this level is rather intuitive, but that doesn't make it not memory at all. The gameplay is also really fun to do once learnt as well, and it is very consistent as well. The decoration is clean and exciting to look at too without being too distracting. Would recommend you play it if you can get the NONG.
This is easily the best level in terms of gameplay currently in the game, in my opinion. Both SoDaZ and Vlacc were at their peak when making this level. Cloud Nine is a level who's layout is made by Vlacc and was decorated by SoDaZ. The gameplay of this level is a blend between a fast paced learny level and a memory level. For similar gameplay check out FFFFFF and Spearmint by Vlacc (shocker).
The best way I can describe playing this level is like being on cloud nine (I know it's corny, but it's the truth), the drop is straight up the best piece of gameplay I have ever touched. It is an absolute monster to learn, but it is completely worth it in the end because it's insanely consistent and satisfying to do. Despite the gameplay being incredibly fast, it's not high cps really at all. Cloud Nine instead has memory gameplay that is less about memorizing a ton of fakes and false walls and more about finding the correct way to navigate a section. The slow half of the level after the drop, although not as good as the drop, is still incredible too. It has the same level of care and love put into it as the first half does. Genuinely, this gameplay is perfect and Vlacc did an incredible job.
The decoration of this level is also amazing. It is basically a design style level with tons of effects and backgrounds, the usual SoDaZ style. What I love so much here is how the decoration in the drop adds to the level's sense of speed and adrenaline. The individual parts are simple, but the come together in such a way that it elevates the level to incredible heights. Truly amazing work from SoDaZ here.
Unfortunately this level is more on the mid-high range of Insane Demons, so it's not exactly accessible to everyone but it is worth you time if you are good enough to beat it. There is a reason this is one of the most well received Insane Demons of all time.
I'm definitely an enjoyer of Pennutoh's works, but this one is certainly a mixed bag. For the most part this level is quite good and extremely consistent. However, this level sort of drops the ball at the last 25%.
The main idea of this level is to be a send off to 2.0, it's a mix of the decoration from all of Pennutoh's 2.0 works (rated or not), and it pulls this idea off splendidly. It truly feels like a celebration in that regard, and you don't see many levels like this.
For the first 75%, this level is your usual sync based Pennutoh gameplay with a focus on duals. The duals for the most part are tricky to learn, but fun. The gameplay is also rather balanced in terms of skillsets too for the most part. However, this all changes at the last 25% as this is where the bugs and janky gameplay reside. The main culprits are the UFO and cube dual, especially the latter. Both of these sections are really awkward to do and have transitions/correctors that can randomly bug out and kill you. The dual is especially bad, and the bugs easily make it the hardest part of the entire level no questions asked. It really sucks, but at least the base gameplay is still pretty good but the bugs kill it for me. The last ship is also awkward and the last wave has sort of a blind transition.
Overall, Final Epilogue is a really cool level with mostly fun gameplay and a cool concept that unfortunate falters a bit at the finish line. Overall it is a good level and something I'd say to check out if you are interested.
Psychosis is definitely an interesting level. It's very wave and ship focused, which means it's super brutal on low refresh rates. However, I think the gameplay is incredibly well made. Not everyone agrees, but this is one of my favorite Hard Demons in the game because of just how fun it is. I found the gameplay to be incredibly consistent and satisfying. Just a the a great example of how to make gameplay that is brutal but fair.
As for the decoration, I love it, I'm a sucker for Hinds design style and this level is no different. There's just something about the way this style looks that just appeals to me, but it just works. It's visually pleasing yet not too much. It also looks very GD like.
What is most important for a GD level in my eyes is for the gameplay to be fun to do, and this level fits that bill amazingly. Definitely a level deserving of its popularity.
Psychosis by: Hinds
Song: -Spiders- by: Acid Notation
This level on video watch feels like it would be absolutely amazing, however, this is actually one of if not the worst Insane Demon Nine Circles levels you could play right now. It's a shame the gameplay of this level is as terrible as it is, because the decoration is so good. But alas, we are left this to deal with.
The main issues come down to random chokepoints, blind transitions, bad gameplay ideas, and a few parts that straight up do not work. For example, there are several gaps in the first wave that have large spikes on one side of the gap that artificially buffs the gap to be a one block wave gap (usually at 3x speed). I have no issue with hard gaps, but these are easily the hardest clicks in the entire level and there are several of them. One of them is also after an awkward flashbang transition out of a dual wave. Then we get to the 44% dash orb, which is without hyperbole, the worst dash orb in a level I have ever beaten. The fact this made it into the final version of the level essentially proves that there was literally no playtesting done for this level at all. It's hard to explain what makes this click so bad until you try to play it for yourself. Essentially it's a dash orb click where your timing is entirely dependent on how you enter from the mini wave right before. Every death here is to invisible spikes that are right next to the dash orb, which you can basically always hit if you land too far right on the dash orb. This is all not mentioning that you vision gets obstructed by a black flashbang right as you hit the orb. Anyway, enough about that dash orb. There is also a completely blind transition at 73%, which is super not annoying at all. Then we get to the last spam, which is as awkward to do as it is hard to get into. Not only is the transition completely blind but the walls you have to avoid constantly move, which make it near impossible to know exactly where you can and can't be. There are many other issues with the gameplay like that one yellow orb in the first ship, but there is just too much to talk about. The point is that this level is littered with awkward sections every where that just feel so unnecessary and show that little or not enough care was put into the gameplay.
The decoration, although very good, it knocked down a few points for obstructing the gameplay too much. You can make levels look pretty, but don't have it come at the expense of gameplay.
This is commonly one of the most hated Nine Circles Insane Demons, which already have a bad reputation, and for good reason. I would do yourself a favor and stay away from this level. I know it probably doesn't look "that bad" on video, but that's what I thought too. I then proceeded to play the level and realize that everyone was correct.
Double Dash was my first Hard Demon, which I beat back in January of 2021. To put it simply, the level is fantastic in basically all aspects: decoration, gameplay, and anything else.
The main idea is that the level is made up of entirely dual gameplay, and it does wonders with this idea. There is a mix of several types of duals that are both symmetrical and asymmetrical and both are incredibly fun and well play-tested too. The best way to describe the gameplay is satisfying, consistent, and fun. Of course it's a bit learny due to the entire level being dual gameplay, but the level isn't too hard to learn as the duals aren't that hard to understand. However, the gameplay isn't the only great part of this level, the visuals are a treat to look at too. In my opinion, the visuals complement the song perfectly and work with the song to elevate gameplay to higher heights as compared to the level just being a layout.
Double Dash has and probably always will be one of my favorite Hard Demons in the game. If you want to improve at duals or want low-mid Hard Demons this is a must play.
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sorry about this gang