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15/100
DIFFICULTY
7/10
OVERALL
7/10
VISUALS
7/10
GAMEPLAY

Trinket by razGMD has a decent execution, being a clean modernistic level containing some different designs throughout the level.

At first point, whole level feels really clean in a way it has nothing intrusive or annoying for a player. Being intuitive and understandable for its difficulty, being also well balanced on almost every aspect of a level. I still want to point out some things like the lack of indicators after first part and over the rest of the level, it's not annoying but for example. Considering 0%-20% part contains these but not 50%-70% makes level in some aspect feel unfinished, but as a detail it would be nice to see continuity on it. Also helping to see parts less empty in case these are, but i feel this level has a great balance between all aspects as i said before, just needs a better consistency.

From 20% to 45% we have a ball part which contains a really nice design, also using an amazing color palette. I'd like to point out here how it uses the song with some details like the background, or some little pulses the whole level contains as well. This part is with difference the most remarkable one in the level, but also making it feel way too different from one part to other one. Leading to what i mean with level needing a better consistency between parts, not about style or designs at all. Just about details, this part doesn't feels empty at all compared to these short parts between 50%-70% where cube goes to the background gameplay. Tho, these parts are interesting and well executed too as an idea. These transitions does work well here but maybe it lacks of details to feel consistent at all.

Last part is really well made! Like the first one. Has a decent quality which makes the beginning and the end have a nice contrast and equality about details, i'd also love to see some more things like indicators here. Not to help the player at all, because level is by itself intuitive, but to make it not feel empty, instead consistent. In a general view also, there are a few animations that might need different easings to fit the style in a better way, some movements feel too quick for level purpose and even for song usage.

For this being the first razGMD level i see, seeing this before its release in Viprin + Paste Discord Server has things to point out for future projects, but razGMD did a great job here. Not leaving at all from the style he wanted to give to this level, also having a decent gameplay for its difficulty requested. I'd love to see more from him, there's a big potential in his hands to make unique levels on any style he wants to adapt.

25/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
10/10
GAMEPLAY

space i guess by HipVillain might be one of the cleanest entries i've seen for Space Gauntlet Contest, a level that instead of just representing space theme with simple ideas like planets, stars, black holes or other really common ideas, uses some astrology references as well as some famous theories which i found really unique, reminding me a bit of other entry called Planispheres by Flash.

I love how well animated this level is although it's not that detailed as other entries or levels in general, but it is the kind of style i would love to see more often, arts with clean modern designs, not intrusive at all with effects or overlays and overall a really good gameplay, which although i do not find unique i feel it extremely well done and executed even if not comparing to other entries. Not only being easy to read along the level but also really well structured.

You might feel some parts empty but i think it's more about effects, arts or backgrounds than structuration or something else more, the part before apple transition is the example of this, i felt it empty but as well i feel it's a good balance comparing other parts, pretty consistent and also uses song really well, song which although it's chill HipVillain managed to use it in a good way.

Gameplay as i said is well executed and understandable and this is one of the entries i feel that doesn't needs a gimmick or minigame to stand out, all due to its simplicity. I've never seen a HipVillain level before this one, but the potential this creator haves is just crazy and i hope to see more from him in the future! This is the style i would love to see more often in Gauntlets and or in Daily Levels, i think these look sick and are really unique for awarding.

I would place this one in the 6th spot in the Contest, being also one of my favorite levels in the game! Great job. 💘

65/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
8/10
GAMEPLAY

Aperture by Chunlv1 & more is an entry level for Space Gauntlet Contest which i personally find out extremely well done even if it's not the style i think would fit for a space theme, but aside this it has some things that can be improved.

Visually, i consider this level the most polished one between all entries i've seen for this contest. Every single art or design has something unique, like a 3D effect or something else to avoid making it feel senseless and or empty. Transitions personally are my favorite part of this one. The observatory part transition is the sickest one this level has for me. I love how this one uses parallax effect along the level, i really stand out these details that makes this level feel really unique and not plain at all.

But there's something, even tho visually this one has a really amazing look. It also may feel intrusive at some points, and the beggining gameplay is a bit confusing due of this. Not the only part that i consider confusing but the most, it starts in a unexpected way. Also next part feels intrusive about overlayed things, something that kinda calms down through the level.

And the 3D part after the observatory one, the Drop part. Surprised me a lot to be honest, i've seen some gameplays like this before like in WANNACRY by Kira9999 but not in this way exactly. Looks really clean, not that intuitive tho about the gameplay. Might be confusing at the first time you reach it, but it will definitely make you feel you're not playing another design level. It's a nice experience if you ask to me.

Overall, everyone did a great job here but i would have loved to see this less intrusive at some points as i mentioned. Because gameplay is okay, it's not annoying at all but you might need to practice the level at least 1 time to beat it.

I would place this in the 2nd spot on the contest, a level like this would be nice to be in the Gauntlets. But as i said, visuals might cause complains at some points feeling that intrusive.

35/100
DIFFICULTY
6/10
OVERALL
5/10
VISUALS
8/10
GAMEPLAY

Redshift by Arb & Grax is an entry level for Space Gauntlet Contest released at the last moment of it, made in around 10 days but with an interesting look and gameplay so counting this as a point, level quality is just linked to this.

About gameplay, this one has a decent, sightreadable and lineal gameplay! Lineal except for a part where you use two swing copters, which is a part i really stand out more than others because of this idea. Not being something unique but inside all the entries i've seen, i haven't seen this till this level.

Visually i find it amazing, some parts might be carried about particles/effects and others by designs, but i personally do not find this whole level consistent at all in visual aspects. Where some parts you can see more particles or effects, there's less designs or details, it could have be better considering this was made in around 10 days. And where some other parts are being carried by designs, it might feel empty about particles or effects.

Not every part is subject to this but where i most consider this is in the last section, last part feels really empty as even the endscreen feels so simple compared to what the level looked like, but overall Arb and Grax made a really great and interesting level for being used only 10 around days on it. Which surprises me a lot, has way better quality than more other entries in gameplay. But i feel it lacks of structures/arts or something else more in some points to avoid feeling it empty.

I would not place this one inside the top 20, but it's really close to it. Wonderful level tho! ❤

30/100
DIFFICULTY
8/10
OVERALL
9/10
VISUALS
6/10
GAMEPLAY

Planispheres by Flash is an entry level for the Space Gauntlet Contest, a kind of level i would love to see more in Geometry Dash talking about some aspects like arts and designs.

Which tho it's kind of simple compared to other entries, i perfectly see this one as a solid and interesting space themed level that's not about black holes, planets or simple space arts like most entries were, this contains these things in a very unique way. Has also some astronomy references/details i loved to see in that i haven't seen in other levels and makes this one stand out a lot.

Although all of this and besides how interesting visually and clean this level is, i feel it lacks of something about gameplay terms through it. Like a gimmick or minigame for example would have fit really well with this theme because of how easy it is to understand the level. It has a good gameplay tho, decent but a bit boring.

Overall i see a level that focuses more on visual work than in gameplay, not meaning it's a bad gameplay tho. I see this kind of levels perfect for Gauntlets or even Daily levels, which i would love to see more as i said before. Flash has a pretty unique style and i stand out how this one despite being a "simple" level, has a lot of things better done than others inside the contest and generally. 💖

About the contest i would personally place this in the 7th spot. Fair enough for the quality of it!

50/100
DIFFICULTY
9/10
OVERALL
10/10
VISUALS
8/10
GAMEPLAY

Out Of Place by Djudjeit is an entry level made for Space Gauntlet Contest and personally one of my favorites in the Contest, and in the whole game! Contains a really chill atmosphere throught the whole level, and a really interesting and clean artistic design varied on each part but pretty consistent.

Visually the color palette feels really alive and fits really well with the designs and previous mentioned arts. And as visuals like effects, this level focuses on a low particle amount but also well balanced and used. As i said, it's clean about designs but also about how the level plays.

It doesn't feels exaggerated and fits also with the song, which tho not being my style of music does a good work with the level itself.

And about the gameplay, i do not consider it that interesting but i really stand out how understandable it is and i can easily consider it between all the entries i've seen in the Contest, one of the easiest and fun levels made. I could rate the gameplay as a 10 but i feel it lacks of something to make it more interesting.

Overall i see a level that focuses more on visuals, arts & designs than in gameplay. But that doesn't means gameplay is bad, i personally loved this one so much and it's pretty fun to play. Also really well balanced between all these aspects. I've never seen a Djudjeito level before, i'm impressed about how unique this one is.

About the contest, i would place this in 3d place. Unique, but lacks from a gimmick or something interesting to try in more than a lineal gameplay. 🙌

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sorry about this gang