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

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.

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

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...

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

flesh n bones girl currently hold the title for my favorite platformer level of all time. The level is really unique, unlike anything I have ever seen in Geometry Dash. Koko is one of my favorite creators in the game, and this level is a good representation of koko at their best. This level is quite difficult for an insane demon, and really learny at that, so I would strongly suggest multiple practice runs of the level for the best experience. Initial practice runs can be frustrating at times, but from 0, the level is such a blast to play. In fact, most of the difficulty comes from learning the level itself. The level starts off by bringing you into "the house" area which gives you a feel on how the physics of the level works, introducing you to the core gameplay mechanic, wall jumping, which is extremely well put together and paves the road for fun sections later on in the level. The level continues moving on, utilizing this core mechanic with the additions of others such as wind, ice, homing darts, and walls you cannot jump off of. Paired with the really unique decoration, it paved the way for a fun and pleasant experience for me. This level never gets stale considering how each section of the level provides a fresh twist on things. The difficulty starts to pick up when you reach the sewers, however despite it being more difficult, the level still manages to be fun with the constant twists of gameplay decisions. Following the sewers, you are met with two chase sections, which in particular are frustrating to learn, but really satisfying to pull off. It also introduces you to the antagonist, John Lemmon who really wants you dead. After the speedrun sections, you reach the finale where you must now kill John Lemmon. The attacks have a pattern which takes a while to learn, and can be intimidating, especially with the fast hands and the homing dart, but it does get quite consistent. Finally you prevail and meet the comically long endscreen. Overall this level is extremely unique and really fun, something I would strongly suggest to play!

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