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I don't want to dwell too much on this level because everything I said about rage quit applies to this, but I also see this as another step in GD levels being treated more like content and less like art. I can't blame IMOXI too much for winning the contest and getting that bag, but the fact that Waboo and all the judges encourage these brainrot levels and throw money at them is so depressing. I feel the same way with all of the levels that were made during the finals of Waboo's contest. They all try to be rage quit without introducing any new ideas, and why do they have to? Content creators, especially Waboo, have no reason to innovate as long as they found a formula that works for them. It was why I found content creation exhausting as I matured (and I also experienced it first hand as a tiktoker but we don't talk about that). If content creators aren't encouraged to innovate then why should the contest entries?

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DIFFICULTY
9/10
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-/10
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DIFFICULTY
7/10
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Astral Divinity is easily one of the most hyped Geometry Dash levels of all time. Knobbelboy was building the earliest versions of the level during the time he was trying to verify Bloodlust, so seeing these previews proved just how versatile of a player/creator Knobbelboy was. I specifically remember all the videos there were about it, and it didn't matter if you were someone who stitched together runs for easy profit or someone who made building tutorials. There are many video game references throughout the level, whether it's the pillars from Terraria, or the Persona inspired designs. Some parts are nothing short of iconic, like the Sauron-like eye that you have to fly around. While not the most cohesive level of all time, there's an overarching celestial theme which makes the level feel so intimidating to players and viewers alike. God Eater and Woodkid were considered some of the best levels of their time, being frequently compared to each other, and ironically they both faced legal troubles. When the original level God Eater was verified and released, Knobbelboy received a copyright strike from Bandai Namco after naming the level after their game and basing certain designs on it too. All of Knobbelboy's videos regarding the old God Eater were deleted, which is a shame knowing we can't look back on all the hype this level brought. While I prefer the old version, this whole situation showed that Geometry Dash was more than just a game and had real world consequences. In general, I can understand why most people nowadays aren't huge fans of this level because admittedly, it didn't age too well. Maybe I'm just blinded by nostalgia but I think we all had a reason to believe that this was supposed to be the gold standard of Geometry Dash levels when this level was finished being built.

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

Save As is my favorite GD level because I believe it transcends the game as an art form. Unlike many popular levels today, it has a clear vision: depicting the different stages of dementia through a GD level. This allows PAHC to deconstruct and warp the modern style while also contributing to the level’s purpose. This level was very controversial when it first came out, which may not seem like a big deal given the weekly petty experimental level twitter drama, but at the time, this level genuinely sparked a lot of conversation as to what should be taken seriously in this community. In general, I think the GD community is generally more accepting of level creation as an art form compared to when this was made. I'm still impressed by the sheer emotion of this level 5 years later; even if you didn't hear the message, you can feel the impending dread that this level brings. Another criticism people had was the unreadable gameplay and while that is true, it contributed to the level's purpose and the feeling PAHC tried to convey. If that makes it harder to up the demon count on your profile by 1, then I don't care. I know PAHC released many levels after this where he said he's more proud of them, and while I love his newer stuff, nothing beats the emotions Save As bring out in my opinion

-/100
DIFFICULTY
8/10
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-/10
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GAMEPLAY

It's crazy how it's been 8 years since Unity was released, but I still remember what it felt like to attempt it for the first time. So many people have joined and left this game's community, so I can see how people nowadays can take this level for granted. But, I can assure you that there was nothing like Unity when it first came out. The rainbow effects that FunnyGame built near the beginning of the level weren't possible 1.9 and before, and seeing the effect executed this well was mind blowing. Admittedly, the overly saturated rainbow color palette and the overreliance on game recreations are a bit lame in retrospect, but it's important to remember that these were novel things back then, and that no one at the time did it quite like FunnyGame. The part Triaxis made used a background using the new rainbow blocks, which was nice to see after watching everyone misuse them. Finally, the song representation is absolute gold. The song Unity was done to death, yet FunnyGame and Triaxis were still able to make the song feel fresh. While it's pretty clear that there are better levels out there nowadays, the influence this level has is undeniable. I encourage everyone to play this level and pretend that it's 2015, because you might have a newfound appreciation for it.

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DIFFICULTY
0/10
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GAMEPLAY

If you asked me what my least favorite GD level is I'd probably say Panasonic. It's bad enough that the host of this level is a rapist, but that ignores the underlying issue I have with this level. The only reason why this exists is so Guitar could have a large scale megacollab project for him to verify, and to spread his brand. I don't have much of an issue with the creators involved in the project, but you can tell that none of them put their heart into it. Also naming this level after an electronics company and trying to pass it off as part of the Sonic Series is so insanely insensitive. Despite this, Guitar's fanbase ate it up, and this level became so popular. This just further proves that most content creators in this community don't give two shits about you. They got to where they are by being self-indulgent and obsessing over views and influence, and you all have the right to dog on high school me for this very reason.

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DIFFICULTY
10/10
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DIFFICULTY
5/10
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Got really mixed feelings on this one. On one hand I really like the art style and urban theming the team went for. The way the lyrics synced to some of the setpieces in the level was really creative and I really wish more creators were willing to do this. However, the song confuses me so much. Everyone behind this project knows damn well that the GD community is made up of people who listen to bass music and video game OSTs, and have little respect for hip hop as an art form. The song feels more like a mockery of hip hop than a genuine attempt at it. The issue I have with this is that you're reducing a 50-year-old genre of music that's allowed people in marginalized communities to talk about their real experiences into a cheap novelty. The subject matter, the delivery (especially the way EVW pronounces "brotha"), even the title rubs me the wrong way. The beat is also really overproduced, but I guess that's expected when you tell an EDM producer to make a hip hop beat. The vinyl scratches and drums are kinda cool but besides that there's just too much going on. It's a fun playing experience if you don't think too hard about it, but this is hyperbolus and I can't help but give this anything more than a 5.

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

I knew when I first saw this that this was going to blow up on tiktok... and it's at about 15 million views across 5 videos. I can't be too surprised; rage quit feels specifically designed to blow up on tiktok or on a Nexus showcase. I could go on and on about how social media algorithms prioritize attention above emotional depth and why I think that's bad for art (take it from a former TikToker that made brainrot), but in short, rage quit prioritizes your attention above all else. It's a Stereo Madness remake, meaning it appeals to anyone who has ever played at all, but to me, a Stereo Madness remake is so fundamentally uninteresting. The "story" of this level is about a guy raging at the game's easiest level, because that's all people who have only scratched the surface of GD know the game for. Additionally, a lot of the flashy effects, especially during the ship part have no reason to exist besides maintaining the viewer's attention. I do want to make it clear that I have no ill will towards Bli as a creator. I respect the guy and like a lot of the stuff he does, such as Change of Scene. If it wasn't for waboo's contests, which are not only content oriented, rage quit would've never existed. These contests are also a way of Waboo shoving his tastes in levels up people's throats. I believe he is an art fascist and is contributing to people losing their tolerance for others' opinions, but this is another conversation entirely. Bli is capable of making so much more and I can only imagine what he would've made if it wasn't for Waboo's contests.

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sorry about this gang