Junior Member
I love the resemblance of this level to its inspirations from Sunset Summit and Nullscapes. The sunset colored background really compliments with the black colored foreground. However, I do with there was more to be done with this level. Overall, the decoration and structuring is really sparse and it feels like it is lacking something. The level itself has a few pretty cool concepts, but watching it over time gets a little bit stale as there is not really a whole lot going on in the fore and background. Something like an addition of pulses, new colors, a completely new section for the level, anything to spice this level up and add a new twist could be very cool. In my opinion this level feels much more of a layout, not that a layout is a bad thing, but the decoration aspect has a lot of room to grow in this case. The structuring is decent, however I wish it was a little bit more varied. I do like how each individual checkpoint has its own respective structuring but there is so much more potential to be met. Now the gameplay is pretty decent, playing like an average higher-end needle level, but once again I feel like more could have been done with this as well to spice the level up. That being said, as I mentioned earlier, there are some cool gimmicks. Like in one part the structure above you falls down, and near the end the clubstep monster eats you if you are not fast enough. I feel like sometimes the structuring interferes a little too much with the gameplay unfortunately. For example, the cranes and some of the slopes look like solid blocks that you can stand on, when you actually are not able to. This creates a middle ground where it is hard to tell what is foreground or background. Overall the level is pretty decent, but it has a lot of room for improvement. I am pretty excited to see what this creator makes in the future as there is lot of room for improvement. I would not send this level for a rate personally if I was a mod, but I can expect future levels to be rateworthy :).
This level is a must play and a really mesmerizing experience. Basically the best way to describe this level is "DON but insane demon difficulty and much more approachable for the more average player". For a level of this length, it is insanely well made, especially considering how much thought and effort went into this. Not one part gives off the vibe that it was rushed. Each part has unique and mesmerizing decoration with really cool song choices that leave off a variety of emotions, ranging from calming, mysterious, upbeat, and tense. The overall gameplay of this level is also really fun as well with some minor exceptions. What is really impressive is that unlike DON, this level was made entirely from one person. This blows my respect through the roof for this creator. The epic rate is totally deserved, but in my opinion this should have gotten a legendary.
The introduction to this level is an immediate hook to me, it starts off vastly different from a lot of platformers, and paired with this song, you instantly know that hitting the play button will lead you into an adventure. The decoration in the title screen features a really pretty color palette with simple, yet effective, decoration that helps set up a vibe. Also I must add, the lens effect around the sun is a nice and pretty touch.
The moment I hit the play button, holy fuck, the atmosphere immediately captures my attention with its sound effects paired with a very void-esque background. The best way to put it, is that it makes me think (from a first time playing perspective) that this level will be a huge adventurous fever dream. Also once again, the decoration is really nice, and the font here is pretty clean as well.
Quite randomly, the void introduction cutscene ends, and now the vibe instantly performs a 360, with vibrant aquatic colors and an upbeat song which both manage to still encapsulate the feeling of being in a fever dream. It is really cool how the creator incorporated decoration into this part. The contrast between the white background and the block design work perfectly together here. Also this use of a mask effect is really intriguing to me and I especially like how the jellyfish were drawn. The core gimmick here is really cool where there are invisible obstacles (fish and stars) that will briefly appear if you hit either stars or bubbles. I have never seen this gimmick be incorporated before. My only slight complaint is that some of the jumps involving this gimmick are a tiny bit annoying, but it is pretty negligible to me.
After passing those two rooms smoothly transitions into a primarily black and white colored room, with a much more atmospheric song this time. This reminds me a lot about how DON as a level is structured with its transitions. The decoration here is really simple, yet it gets the job done by setting a nice atmosphere. I feel like more could have been done with the block design, but regardless it looks nice. I also like how that as you near the blocks a white border forms around them. Also the gameplay here is pretty simple, with no true gimmick, but it is pretty fun. As soon as you enter the door to the exit, the level glitches out, foreshadowing the drastically different next room.
The next room starts out as if the computer just crashed out of nowhere, and to fix it, you must collect all the error information to fix it. Now if I am to be completely honest, in my opinion this is the weakest section of the entire level, not that it is bad (it's pretty good), but more so along the lines that I have basically already seen this gimmick before in DON. Much like in DON, your character is in a tiny screen, the only difference is that it is not in a news forecast. I wish something was done differently in here, it just feels too similar to me. In addition, although it is a really good song, I feel like in terms of the overall level, this song does not fit in with the other songs. The gameplay here is fairly fun although at times it can get a little bit frustrating. The decoration here is pretty nice, and I really like the glitch effects here which have really good colors. I also like how the face interacts with this part. I love how when I collect all the error information, the part abruptly stops and then the computer "restarts."
The next part greets you into a section with a somewhat faded red color and a really mellow song. The decoration here is rather simple, yet once again, it gets the job done as it looks nice. I also like the simple background effect where the background is more lit up around the cube. I like this part, it's pretty simple, but I would not go as far as to say it's perfect. I wish there was more of a gimmick to this part aside from a few objects moving around, and overall this part just feels a little too plain. Also I think the red color is a little too oversaturated, if it could be toned down a bit, it could be pretty cool. The gameplay is pretty fun here.
The transition into the next part is really cool, and it builds off into this "fever dream" vibe, on par with the rest of the level. The zooming out into the field in the nighttime is also really smooth, and wow this part is pretty! Before complimenting on the decoration, I must say, this is the perfect song for this part, it is very chilling to the bone and quite nostalgia-core. It feels "lonely" in a sense, which matches well with the decoration of this part. And the decoration is indeed very beautiful as well. As I have mentioned often throughout the review, the colors once again are really good. Overall it is just a really pretty part and one of my favorites in the level.
Leaving the field is absolutely bone chilling to say the least. All of the sudden I am met with this really trippy effect, as if I was on some kind of drug. Then the music sets in. Holy shit, it sends chills down my spine, as if the world was going to end.
The transition into the next part is pretty neat. I like how the song starts before the part even starts, and when the part fades open you are brought into this very fever dream-core part. The background is really pretty, and paired with the block decoration, this looks like something straight out of a dream-core video you would find on youtube. This is really well done; once again the colors are on point. The gameplay is a tiny bit frustrating at a few jumps, but overall its good. Then as soon as you hit the crack, the part quickly "shuts off" as if I broke the level. And now the vibe has a complete 360. I must say, I really love it when the level does this, and this is no exception. Now after the level turns dark, the song also completely shuts off, and now you can only hear this "generator sound" in the background as well as the sounds of when the ball interacts with objects. It sets off this really eerie vibe. The colors being in gray scale suit this part perfectly as well, helping set this dramatic vibe. I also like how the gameplay was designed here, it becomes this neat little puzzle you have to figure out, and it is really fun to pull off.
The next part is once again a complete 360, this time with a very upbeat song and a really cool double jump gimmick that is really satisfying to pull off. The decoration features a cool contrast between green with purple/pink colors. The decoration is rather simple, but I like the block design here and how each structure is a conglomeration of different blocks. Not much else to say here, aside from I like the decoration, and the gimmick is really fun. The transition out of this part though is insane, as if I just broke a hole through the fabric of reality.
The moon part is pretty cool, especially now that we have a different gimmick where we can wall jump at certain parts, and the gravity is really low. It helps create a scenario of pretty unique timings that are fun to pull off. There are a few areas with annoying timings but overall it is pretty fun. The decoration paired with this atmospheric background music gives off the vibe that I am playing an indie game, very reminiscent of Hollow Knight or Rain World. Both the structures, the colors, and the decoration are very pleasing to the eye. Reaching the roof of this part is really cool, because then it transitions me into this brief section that is just a field at night, but with stunning colors.
Now my absolute favorite part starts where you are brought into this mission to neutralize this black hole. And wow, this part looks absolutely stunning. It perfectly encapsulates the feeling of the beauty of space. The colors, man the colors, are top notch, and the block design is perfectly fitting for this part. And the song too, it is a perfect match for this part with this "spacey-vibe" to it, super atmospheric. I like how this single screen is fit into two parts, neutralizing the black hole and evacuating the area, going there and back. The gameplay has some room for improvement, but overall it is pretty fun. I also love how the black hole expands when you neutralize it. I like how this entire part feels like a mission. Exiting out of this part leaves this very ominous and cinematic feeling and the tiny text "one room remaining" leaves a hint of mystery as to what the end of this level will feel like.
Now we are met with a rather pretty mountain base camp area, but there is a plot twist, the floor cracks beneath you, and now you fall to the depths of the ocean. I love how this twist was designed, and encourage people to do the same with their levels. Something about this level is just intriguing to me how many 360s and plot twists occurs, and I absolutely adore the level for this. This part contains extremely tense background music, very fitting to the depths of the ocean. The sound effects are also really fitting for this part as the muted sounds, makes it feel as if I actually was underwater. Unfortunately I did not enjoy the gameplay here; as much as I wanted to. It felt quite harder than the rest of the level, and some of the orbs, especially the dash orbs were really awkward to me. Sometimes the dash orbs would send me much farther than I wanted by giving me too much momentum. Leaving this part is pretty cool because then you hop out into this cave, and touch this monument; then all turns white.
You are now transferred into one final section; into this creepy void that contains messages about how much work the creator put into this level. Then the end credits appear.
I applaud the creator for this level. A lot of hard work was put into this, and if you, the creator, see this, you should feel absolutely proud of this. This level blows my mind, especially being a solo.
Seeing this project come to life was really exciting. I remember when whit was first starting out this project and it was immediately intriguing to me. This level is really vibrant and gives off this really up-beat/exciting vibe for me. I must say, I do love how this level progresses as well, how it slowly goes more vibrant and exciting as the level goes on. Now it is worth mentioning that this level was released as a joke level for April Fools, so the gameplay and the decoration are not meant to be taken too seriously, especially compared to whit's other projects. It's also important to note that finishing this level out was rushed in two days so that it could be released on April Fools. But despite the level not truly being the most serious project, I really do like the direction this went to, it really has a unique personality, something hard to find in a lot of levels nowadays. As for the gameplay, it is worth mentioning I have only done one practice run, so for all I know, I could find the gameplay more or less fun the more I play it. However, based on one practice run, I honestly thought the gameplay was pretty fun; more to it in a second. The opening transition into the spider part is a simple effect yet does its job real well by introducing the player into the "live screen," and it is a really smooth opening as well. Now this spider part in my opinion is my favorite part of the entire level. The gameplay incorporated into this part is really simple, yet it fits perfectly here as it syncs well with the song. Also the gameplay here has a really satisfying pattern that is fun to pull off. The stair section had a really interesting learning curve to it, but that as well is fun to do once learned. Now as for the decoration here, I really appreciate all the charming details to it. I love how the text "squelch" wraps around the top and bottom of the screen, like a new channel would do (with the random addition of telling mango to build zip bomb). The emoji in the bottom right corner is also a cute touch; the line art is smooth as well as how it spins. As for inside the screen, I love how fast the lines move and sync to the music. Paired with their really nice colors and vibrant pulses, these masking effect lines are what truly set this part of the level aside. The addition of the car screeching along the bottom of the screen was also a funny touch that just adds more personality to the level. Finally, I would like to add that I really love how in the end of this section, there is a second spider that just floats in the middle of the level, syncing to the faster beats of the song, a nice touch. The next part, the ship is also really well made and really fits well with the song. Starting off with the transition into the part, I love how the emoji starts interacting with the screen like the DVD logo does. I also love how a textbox appears in the bottom with random news headlines that are just funny jokes. The gameplay once again is really simple here, yet this is a prime example of how you don't always have to make gameplay too complicated to make a good part. When the smiley saws appear, the level also starts to get even more vibrant with dancing lines pulsing and moving perfectly to the music. I must say the colors are truly impressive here as well, visually appealing to my eyes. The saws themselves are a cool mechanic as they try to follow the player in hopes to killing them. What is also cute about these saws is that they create an angry face when you are near enough to them. The transition into the ufo at the next part is really fast, however it syncs well with the song. A minor complaint I have here though is that the transition is a little too sudden, where the gameplay kind of jumps into you and it does get a little awkward. The second half of the level is where the gameplay style starts to branch out and go wild, slowly progressing until the gameplay (and the decoration) becomes really wild and vibrant (also syncing well with the song progression). We start out with this UFO part containing a lot of gravity changes and portal usage, yet it is done so in a way that really flows well with the song. I think the addition of the mini spikes that fade in and out flow really well and are a perfect touch to this part. The colors and background effect are also really nice, however to some people it may be a little bit too bright (I would suggest a dim/night mode for this level personally). The bubbles filled with random logos and shapes are also a fun addition that I really like about this part, especially how they flow without obstructing the gameplay. I feel like more could have been done with the structuring here though, it feels a little bit too repetitive to my liking. A little more variation could do this part better, but overall I really like this part. Finally the last quarter is where this level truly gets wild, starting off with this transition that breaks you into this true party of a part. The gameplay and decoration here are all over the place, on par with the song. The effects here are really fitting as well, however I think it might be doing a tiny bit too much here. In general this part is honestly pretty hard to see or tell what is going on. Practicing this level, this ending part felt like such a huge learning curve compared to the rest of the level, and admittedly much harder (it may easier if I decide to beat the level though). That being said, the structuring is real nice, and I love how it bounces with the music, but in my opinion this part could have been performed much better with more time allotted (I am aware the ending was rushed). The final comment I would like to add is that the transition into the endscreen for me, the moment you hit the final dash orb, is unfortunately pretty anticlimactic to me. I feel like something could be added, like perhaps a slow fade of the colors, or maybe a gradual dissolving effect to the decoration, anything that could close this level as a proper transition would be nice. The endscreen also appears randomly as well, as a sudden transition. In conclusion, I really like how this level has a lot of personality and cute details to it. I especially love the progression of the level and how it slowly gets more wild. The decoration, gameplay, and pulsing also really did the song justice by syncing real well to it, in other words, song representation was a strong suit. I wish more could have been done to the ending of the level however, in particular the closing transition was weak and left me hanging with a feeling of "this ending feels pretty rushed." I am aware finishing this level was rushed, but overall I really like this level.
This was obviously not meant to be a good level as evident by the song choice and balancing. An easy demon with an extreme demon ship basically. I expected my experience to be much worse that what it was, but honestly I have played much worse when it comes to gameplay. The gameplay in the easy parts are not that bad, it just starts to become a boring experience after a while of only dying to the ship. A 5/10 experience overall.
Guideless Goobering is the third entry to the Miscellaneous Memory trilogy and my second favorite of the three. In terms of all three levels, it is exactly the middle grounds when it comes to quality, showing a mixture of the best and worst this series has got to offer. It stays true to the core style of this series while providing a fresh new twist on gameplay and decoration. This is also one of, if not, the only extreme demon which uses the Geometrical Dominator song which is a fun fact about this. This level has its fair share of weak and strong points, however due to the segmented nature of this level, I feel like it would be best to dissect this part by part.
Starting off, the intro segment into this level is a pretty decent way to start the level with the little loading screen, however it does not really fit in with the rest of the level, especially considering the stylistic choices that are prevalent throughout much of the level. In addition, the attempt count does not fit in with the loading screen, it feels as if the loading screen was placed here more-so as a second thought. Right as soon as the loading screen is finished, there is a temporary GLHF screen which admittedly seems out of place to me and placed randomly, but in the scope of the entire series, it makes sense as to why it was there. Then the robot starts, and drops you into the main elements of the level. In terms of gameplay choices, this part is rather interesting and "freeing." I love how open this part feels and how you have to think outside the box on where to click. It is also very reminiscent of the original level of the trilogy, a great tribute and good way to continue the series. I also like how the structuring adds to the openness of the part. The decoration here leaves a lot to be desired here however. Specifically the color combinations clash here as well as the block decoration. The background also feels quite empty, I wish there was more that could go to it. In general, it feels like there is a lot going on but too little at the same time, unfortunately underwhelming in the decoration aspect. The 17% cube provides an interesting twist to the level, where once again the level feels open, however it seems that the gameplay objects were randomly placed with the gameplay more-so as an afterthought. In addition, the brick walls really clash with this part and are an unnecessary addition. Also the sync is essentially non-existent here, especially more prevalent to the end of the part. In my opinion, this part of the level is the weakest part, but it does better from now on. The transition into the next part is rough as well, especially with how the wave part's objects are off-centered from the previous part, leading to a rough transition. The wave part itself though is really clean and well done with a nice color scheme and well thought out gameplay. I also love the transition into the robot part where the title name flows into the level real smoothly. The robot part is really cool with fluid object motion. It seems slightly over-stimulating, however it works well in the grand scheme of things. It is a very unique part structurally, and well thought out. I do wish however that the brightness was toned down a little bit though because I find it clashing with the colors and rest of the decoration here. The ship part is messy and chaotic, however is done so in a good way. The colors, structuring, and design choices are a perfect representation of the chaotic nature this series can sometimes have. The spider part is a really cool part, a nice tribute to the original geometrical dominator, while still providing a unique twist to the level as a whole. The memory is really unique here and the colors work well. The dual part, while a little over-stimulating, is a great way to create a climax for the level. It provides a unique twist to the series with an off-centered dual, while still holding true to what the series was originally about in the first place, chaotic, random memory. I also like how some of the blocks stand out by temporarily turning black in a white background, a nice touch. As mentioned though, this part is over-stimulating, its hard to absorb due to so much going on in here at once. Finally the ending corridor is a great ending to this series, being a great tribute to each of the previous two entries while having a nice masking effect. Overall this level has its weak points, especially in the first half of the level, but it does also have a fair amount of strong points as well.
This quite unknown banger of a level has a lot of charm to it. I wanted to be the number one fan of this level, I really do, but this level has a few core issues I will get into later.
I want to start out with the decoration aspect of the level. The strongest aspect this level has is the excellent use of song representation. The song itself is really atmospheric, and the stylistic choices of the level manage to bring out the beauty of the song in every possible way. Many factors contribute to the insane song representation, including the simplistic decoration, the unique structuring, the colors, and the gameplay incorporations. Starting off at the first 30% of the level, you transverse through some unique and intricate structuring. I love how the structuring is styled here, it shows the creative freedom of the artist's visions, while managing to set a scene that conveys a claustrophobic type setting to the player, as if they were in a "cave" like the title suggests. This structuring also works perfectly with the gameplay which manages to sync well with the song, in a more immersive kind of sense. For example "the button has been pressed" timing in particular does this so well. The timing itself is really tight, but also satisfactory how pressing it exactly perfectly syncs to the song. In addition, the simplistic decoration in this part helps further create an atmosphere to the player. The level does not need to be overstimulating, as that will form a distraction and remove the immersive aspects of the level from the player. Finally the use of a consistent color scheme throughout the level, paired with syncing pulses to the song, creates a strong atmosphere as well. The colors in particular are quite pleasant to the eyes are suit well with this style. Beyond the first 30%, the level starts to build up in speed, on par with the song, and this is where the song representation really shines to me. I absolutely adore this section, as the use of structuring and gameplay really match well with the song. From 40% onwards, the level feels and plays in a way that is really "freeing." The ship parts in particular are my favorite parts visually in the level, where you go through this tight corridor of the saws, however it feels insanely freeing how smooth the path of the ship must transverse through paired with the angelic voices of the song. I also like how the wave spam was incorporated as well, it feels really freeing going through this difficult, yet extremely open section of gameplay that syncs well with the music. The 78% wave is also extremely well done, one again syncing well with the music, where when the singer sings an exceptionally long note, the wave matches it and goes up this extremely high mountain. It impresses me how much the gameplay and the song work hand-in-hand with each other. Finally, the last ship does a great job at ending the level where as the singer slowly starts to finish, the ship section slowly starts to get tighter and "caves in" on you. Overall, this level from a visual standpoint is extremely well done, however unfortunately as a result of this representation, the gameplay falls flat. As much as I wanted to enjoy the level, I really didn't. The biggest stinker to me was the balancing. I found the first 30% immensely harder than the rest of the level, with the tight ship corridors, but most notably "the button has been pressed" ball timing. This specific timing, although satisfying to pull off, is extremely difficult to pull off, feeling like a frame or near-frame perfect timing. This specific timing drained all the enjoyment I had from the level, and yes it killed me over 150 times from 0. No matter the level, no chokepoint should be this big. It's fine if it is a more difficult timing, but please nothing like a near-frame perfect. In the last 70% of the level, the gameplay was generally better to play, minus the mini-wave spam which is extremely hard and awkward to pull off, despite its insane song representation. Overall though, I really like this level, with improved gameplay this could easily be one of my favorites.
empl is quite a different level because it is quite obvious the creator branched out from what your typical insane demon may look like. Overall, this level is decently cool because it managed to create a unique atmosphere while playing. The song choice is an interesting one, something you do not normally hear while playing a GD level, however this song does the level justice as it really helps set the mood and atmosphere of the level. The decoration is really simple, however this level is a living proof that you do not need to overcomplicate your decoration to make it look good. It fits well with the song and helps create a great atmosphere with the level. I appreciate the simplistic route of decoration, and in addition the colors, while also very simplistic, are a really nice touch. However I must point out, I do not like how the pulses are overly flashy, I have seen cases of where players create their own customized LDM or straight up not play the level due to it being harsh to their eyes, or epilepsy potential. If the flashes were toned down, it would be a lot better. The gameplay is also fairly fun as well, also once again really simple, but it does have a few flaws. Ignoring the 2.2 bug the level has, some of the clicks feel unnecessarily tight, artificially adding difficulty, in particular some of the spider jumps felt quite awkward, as well as some of the pre-drop clicks. Also on a final note, I am a fan on how the level abruptly ends as the song finishes as well. You are going through the climax of the song, with really intense music patterns, and then in a blink of an eye, it's all over.
This level is... oddly unique to say the least. It is so different and really odd. However despite it being different, I really appreciate how this level goes against the norms of a standard GD level. The use of creative expression, especially like this, is something I encourage, even if said level is not the greatest. The level has mixed qualities in decoration, some parts being notably much more visually appealing than others. However I believe decoration quality is not the true purpose of the level. As I mentioned before, this level is very different, yet somehow it is charming in a sense, and indeed due to the odd nature of this level, it manages to be extremely memorable as a result. Playing this level feels like going through a fever dream. It is hard to interpret the meaning behind this level. Perhaps it is trying to convey a message about the mentally deteriorating mind of a person, or perhaps the level is trying to be edgy, or even perhaps the level was made to be a fun project and nothing more. Regardless of how you determine the meaning behind this level, one thing I can say is that it stands out. The gameplay for the most part is quite enjoyable, however beating this level is quite the stressful experience, especially paired with the song choice, the unsettling imagery, the dark colors, and the extra long length. This stress adds a whole lot more to the experience, and makes the level all the more interesting. Overall, the level is different, but unique and charming due to these factors.
Lonely travel is very revolutionary for it's time, and will forever be cherished in my heart as one of my favorite 2.0 levels in the game. Starting off with the song choice: no song would have been a better pick than what was chosen. It perfectly encapsulates the feeling of a lonely voyage, a perfect fit for the title and theming of the level. Now this level really amazes me on how much this was ahead of its time. It incorporates many visually appealing effects throughout the level, despite it's stunning length of almost 6 minutes long. For example the effect at the start where everything is dark except for the cube is impressive because it encapsulates a dark and lonely vibe to the level. This same effect can be seen in a lot of the first half of the level as well, including a dark factory and lonely ruins. In addition, the film effect is really impressive and extremely well made and once again, creates a vibe seen in no other level at this time. The part with the spheres once again, is really impressive for its time as it creates the illusion of 3 dimensional objects. The blue sky part, around 4/5 minutes in, once again is extremely impressive, especially with how the lens flare was designed with the sun. The decoration is really fitting for the song. In much of the level, the decoration is quite simple, however I appreciate the fact how it the level is not trying to go through the roof with overstimulating ideas. The simplicity in itself is great enough to create a lonely vibe. I especially love the star part near the end, which creates a beautiful atmosphere. My favorite part though, belongs to the mountains and sky islands up in the clouds. The usage of layering and designs are just perfect for its time. Throughout most of the level, the primary colors are seen to follow along a grey color scheme. However in later parts of the level, we start to see more and more color become present. It shows an insane progression, and even though the level does not tell you anything, my interpretation is that the funnygame is trying to convey a story to his audience. One could argue this story is about a lonely voyage, but perhaps there is a deeper meaning to it...
Before proceeding with my review, it is important to mention I got extremely unlucky on this level, including a death at the final wave which took another hour until I beat the level. I will try my best to set aside any experience bias from this review.
For a level of it's age, I will say the decoration held pretty well which is pretty impressive considering other levels roughly its same age. This is what originally enticed me to do the level because the decoration had a lot of charm to it. The level overall contains pretty nice color choices that work especially with the black background, however at times, the colors can look either oversaturated or a little bit too dark. That is not saying the colors are inherently bad, they are pretty good colors, but with improved lighting and saturation values, they can even be better. In terms of colors, the only "offender" would be the 10% wave section, where the blue is much too dark for my liking. The structuring of the level is pretty good as well, I especially like how the last ball and the 68% ship are designed structurally. The 40% ball part is a little lacking on the structural aspect however. In terms of gameplay, the first half is really good and enjoyable, the UFO has some questionable timings, but nothing really else to note. However the gameplay notably takes a dip in quality when I reached the 55% percent cube. The cube has a lot of spike and orb placements that set the way for an extremely inconsistent part to play, some of the timings are especially really set-up based. Then the 68% ship comes along, which is by far the hardest part of the level. The best way I can describe the difficulty spike is going from a medium-end insane demon to extreme demon gameplay at the ship part. This is where a majority of my later deaths would go to as it was super tight. The rest of the level has pretty harmless and good gameplay once again. Overall I really like the decoration and structuring of the level, with better gameplay at the cube and ship, this level would be really solid for my standards.
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sorry about this gang