Junior Member
This level is intense! The level right off the bat starts off with an extremely fast cube, and immediately I could tell this level was going to be different, in a good way. This level is unique, right from the song choice, song representation, gameplay, and decoration. When I first saw a showcase of the level, it immediately sparked my attention as it is so different from your typical insane demon. The song representation is awesome, the level never gets to be bland or boring. The fast gameplay paired with the really "scratchy" styled decoration fits the vibe perfectly. These decisions help create an overall fun and unique experience. However I must point out that the gameplay could be better, especially in the balancing aspect. The beginning and the ending of the level are much harder than the rest of the level. Both sections can feel inconsistent, especially with the "consistency" patterns involved with the gameplay. In particular, the ending is brutal, a fast wave paired with extremely tight consistency. I honestly wish the ending was slightly nerfed for a more well balanced level. But despite the balancing, I really love the level and would suggest it.
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!
This song choice provides the perfect opportunity to create really intense gameplay, and the level excels at it. If I could point out one strong point of this level, it would be the gameplay. The gameplay captures the intensity of the song in a way that is really engaging to the player, forcing them to think fast. There is one transition that is questionable to me, which is at 30%, the placement of the blue orb to me seemed really unnecessary, followed by a really sudden transition. The visuals come out as what the typical player may describe as "raw". There is definitely room for improvement in the decoration aspect as it is somewhat incoherent and overall messy, but it is not objectively bad by any means either. As with the gameplay however, the decoration really does fit with the intensity of the song. I would also like to point the endscreen, which is really cool way to wrap up the level. The art in the endscreen perfectly matches how the song's thumbnail looks like on youtube.
It is important to note that this was made as a joke "3 day collab," yet for what it is, the level turned out pretty cool. The decoration does a good job fitting the vibe of the song which makes the level more immersive to me, especially with headphones on. Overall the song choice is really good, and the decoration captures it really good. My personal favorite parts in terms of song representation and decoration are mango and olixor's part, with mango's part in particular having really nice colors and block movements. I do not understand the points of the sound effects however, they are really unnecessary and honestly obnoxious to hear. I would suggest for a better and more immersive experience to play with sound effects off (that is what I did). In terms of gameplay, I love how unique it can get, specifically in Immaxx's part where you must not touch the blocks for too long or you get burned. However, in the overall standpoint, the gameplay is somewhat annoying, especially in the later sections of the level which have awkward timings and are harder to read. Overall, I really like the level for what it is, especially considering it is a "3 day collab".
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sorry about this gang