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Reviews

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

this is a level that has gameplay. it has decoration. it was created and rated. you can’t go. attack

very funny level. not much else here

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

gorgeous level with unfortunately many flaws. this level utilizes really clean and pretty modern style deco which goes really well with the happy go lucky song (which I really really like) and has a silly personality of its own with the little guy teevi it introduces halfway through.

unfortunately for this level, its gp is quite rough. I have no issues with the first two parts, but the mini ship after the robot has an awkward fly up to avoid a really big background element turned obstacle. the angled gp is a little awkward but the first jump being music synced helps. the dual was a lot of fun for me (I particularly like the short stretch of cube-robot) but the level takes a very sudden turn from ok to not good with the progression halting introduction of teevi, who basically just puts you in a cutscene for 10 seconds, and also has the worst jump in the level: a deceptively tight two spike jump in a sideways minigame section. this was an abysmal chokepoint for me and never got consistent, really dragging down my experience. it doesn’t help that the next two parts are one with moving blocks and deceptively out of reach orbs that make the gp feel a little awkward and the ending mini robot gp which is SUPER awkward and may need extra practice to handle well.

though I really like the deco, this level gets a 3 for its unfun second half gp and the first half gp and cutscene which eventually become a slog to go through each time you die at the chokepoint. without that ONE jump this probably goes up quite a few points. really unfortunate

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

hard to go wrong with electroman adventures in the map packs. almost always a banger. electrogate is mostly sweet simple gameplay with a few fakes that you quickly get used to. the gameplay is fun (aside from the mini ufo at 47, which is stressful, but inoffensive overall). normally this would be a solid 8 but im elevating it to a 9 because the deco in this level is ON POINT. im a sucker for old style stuff and this really scratches an itch for me. lovely stuff here

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

this level plays nicely and I find it to be fairly unique even within the map packs. it starts off with some simple fake orb spotting and some easy timings, before transitioning into a really cool cant let go-esque drop featuring invisible blocks and fake paths with spikes. I found it really fun honestly, though the later parts drag on a bit, particularly the ending ship through the invisible blocks and the ufo where not much happens.

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

just went through and played this level while clearing the map packs out and thought id give it a review. this levels a bit learny at first but quickly catches on with fun dual sync gp! im a particularly big fan of the first cube dual and the ending cube section, the first of which is a nice satisfying sync-based part and the second is a high energy fun close to the level.

if I had any complaints it’d be a weird gravity switch in the second dual ship that can mess you up (but isn’t too bad) as well as the ball dual being a little stressful when you quickly swap up and down on the platform with spikes, but there isn’t really much to complain about here. just another nice good-gameplay map pack level.

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

im not entirely sure why i beat this or when i beat this. or why this is insane demon. but it sure is a level alright. im not gonna say it's a bad level, but honestly me beating it was mostly a trial of beating my head against a bright, flashing, effect-filled wall. i think the concept is funny and the level itself was like okay and i got it done in a fair sitting, since it really isnt that hard... but there isnt much to write home about here. also make it hard demon again

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

this is a level with a lot of charm that i found pretty funny. to be perfectly honest i enjoyed the level for a while when i played it, though quickly turned a bit sour when i had multiple deaths at some of the less fun parts late in the level (such as the tight mini ufo, the weird size portal-speed portal ship section, even a pretty shitty death at 95 as a fluke from the thirties). id like to say overall i enjoyed the gameplay though, particularly the first ship and the cube after, as well as the cube before the weird size-speed portal ship.

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

this is just a silly little level that doesnt promise to be much but is still a fun little time if you want to play it. had a bit of fun with it when i played and some of the puzzles are funny, particularly frog town and space. the achievements are nice and simple too, and are just a little bonus on top of everything, even though it's a little annoying that you can't revisit stages once you beat them so it means you have to do it all in one swoop. overall though it's a chill little fun time and you should go and find frog. two.

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

slap battles is a silly goofy fun little platformer that i honestly sat and played for WAY too long when i first came across it. it just has that really addictive energy with a simple gameplay loop of "knock the guy off the edge" that just really trapped me in. all the different types of gloves are very silly to mess around with, though the best is easily the killstreak glove which pretty much just nukes players at a high enough level and gets increasingly ridiculous from there.

despite the silliness, it also has a surprising amount of depth? several hidden little secrets to be discovered, including a fun little obby and a hidden maze event, as well as a fully fledged save and load system which i really appreciate the addition of. it isnt perfect of course, since i feel it's a little unfair at times when people just spawn in and instantly nuke you, especially at high killstreak glove counts, and the initial clear condition is a little bit steep if you dont like the gameplay loop, but besides that it's just a fun little experience that i think everyone should play. very good stuff! a little shocked im first review honestly but i hope this draws more people to the level

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

this level is a serious mixed bag for me. i played this for pvz's anniversary last year (i am the #1 pvz fan) and honestly i'm just going to split this review into two halves because it'd be easier for me to dissect.

for one, this level is amazing on a technical level to me. just... everything, really. peashooters shoot and damage zombies, sunflowers produce sun on a timed interval, zombies eat plants and potato mines come up occasionally. if showcases of this level from before 2.2 are to be believed, this level USED to be a really good and genuine recreation that id probably have given a 10/10. the art style it uses is silly and fitting for the level, and the music for the level is pretty good. the controls work well for what it is and i got used to them quickly. the gimmicks that appear every huge flag are very interesting (except for nighttime, which is stressful, but still okay and probably was fine before). it's a shame this level is no longer what it used to be.

so what happened? well... 2.2 happened. and 2.2 really, and i mean REALLY, fucked up this level.

2.2 introduced SO many bugs and glitches to this level that turned it from a 10/10 into a level that i genuinely cant really recommend for you to play in good faith. the level is extremely buggy now in ways that majorly harm it. after a few flags, at first, it seems very put together. however, as the level progresses, the bugs slowly start unveiling themselves and, by the final flag, turn the level into a nearly unplayable mess. a variety of bugs i encountered from just one replay of it for this review include:

  • after your first potato mine, potato mines stop coming up after a short time. they now stay underground and let zombies eat them, except for literally your first one. during the nighttime portion i planted some mines and they came up like theyre supposed to, but crucially during the beginning of the level after your first they stop coming up, which can lead to some surprising losses (including once for me).

  • as time goes on plants and zombies alike experience major graphical glitches. this goes on to a point where during the final wave peashooters just became a scramble of objects and zombies had weird blocky arms.

  • plants will move on their own now. as the level goes on, plants just start randomly shifting to the right. as you can imagine, because this is plants vs. zombies, this is a major issue. after they get far enough they basically just offer themselves up on a silver plate to the zombies, which is inconvenient on its own but just an extremely nasty surprise with the next bug down..

  • planting space is randomly filled in or denied! yay! this is a major reason that i just cant recommend this level to anybody. as plants start randomly moving right, the level will also randomly start deciding you can or cant plant in certain spaces. looks like there literally isnt a plant in this spot? too bad, cant plant there. like two different plants in one space, like two peashooters and a wallnut occupying a single tile? sure, go ahead! put down your potato mine. as your plants get eaten because they start assuming sentience and carry out their death wishes you just suddenly become unable to replant them in a safe spot because the game says so. i dont even know how this happens

  • but by far the worst of these? adjusted planting locations. you want to plant a peashooter in the first column? sure, but he's actually going to appear six entire tiles away. want a wallnut in front of your torchwood to protect it? sure, in front of it, why not.. we're putting him in column 9 where he's going to get eaten immediately. want to put a cherry bomb on literally the LAST ZOMBIES in the final wave so you can beat the level and end the review on a satisfying note? tough luck! we put it down four tiles away and now the zombies are going to eat your brains and kill you at the end of this 6 minute level for a reason that literally just isnt your fault.

despite everything, i still dont have it in me to give this level a 0, 1, or even a 2 out of 10. this level has such a charm to it and gets so many things right, but i cant go any higher than a 3 personally. the gameplay and bugs bury this level for good. really feel bad for gdvesuvius, hope he can come back and try tinkering with this again. i wish i couldve played this level when it still functioned correctly.

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sorry about this gang