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OFFLINE Last seen
yesterday
Time spent online:
6 hours, 8 minutes

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Reviews

Created Date
descending
-/100
DIFFICULTY
2/10
OVERALL
5/10
VISUALS
1/10
GAMEPLAY
-/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
7/10
GAMEPLAY
-/100
DIFFICULTY
10/10
OVERALL
9/10
VISUALS
-/10
GAMEPLAY
61/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
10/10
GAMEPLAY
5/100
DIFFICULTY
8/10
OVERALL
8/10
VISUALS
9/10
GAMEPLAY

I think i did a pretty good job overall. I hope my passion for creating is felt while playing / watching the level as it honestly still holds a special place in my heart to this day. It's hard for me to be objective towards something i have so much bias for but looking back i think more levels should aim towards having multiple distinct parts each having their own gamemode dedicated to them. The level starts off as cube, and gameplay changes appear at a consistent rate throughout. I adore the song in this level and representing it properly was honestly one of my top priorities. Ive always felt like the song was very soothing and calming despite the energy that the drop delivers, the rather fast paced gameplay coupled with the minimal flashes and static designs do a good job of conveying this in my eyes. In retrospect , even if i could, i don't think i would ever change anything about Lure. Not that the level is perfect, it's far from that, but i believe that it benefits a lot from it's imperfections.

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

In my eyes this is simply phenomenal and some of his best work. It almost feels like the song was made for the level, The first section is a great introduction for what's about to come. The gameplay is original, and does the song justice, its bouncy, and has a lot of "verticality" to it, a trope that krmal explores in the next part. The color work in this part doesnt get enough praise imo, So many different kinds of pulses are used to best represent the notes in the song and it just completely carries the atmosphere. Its like the notes genuinely have an impact on the blocks. One detail i really appreciate is the portals being on low oppacity, it really helps them blend in with the rest and not feel out of place.

Onto the ship part, i feel like everyone has heard about the ship following the notes of the song so i won't bother elaborating on that. I usually find scan lines effects pretty boring, but it's mainly because they rarely match the song's energy, which isn't the case here as i feel like they're a totally valid asset to incorporate in this section. The structuring is really encased and almost claustrophobic, while remaining very simple and on grid. The level slowly opens up from there. The colors in this part are just as immaculate but this is to be expected from krmal. The sweeping effects and pulsing objects in the background help tie everything together, it's the last layer of detail the part needed to go from great to amazing.

The dual, while being the weakest part, is also the most experimental. I've always appreciated creative rainbow block usage, and this part is no different. This section takes a lot from the previous part but changes things around slightly to accommodate for the change in the song. Its a great segue into the drop.

The drop energy conveyed at the drop is some of the best i've witnessed in this game. The complex geometric shapes in the background make this entire thing feel surreal which in juxtaposition to the simplistic spikes and block designs creates an environment that is out of this world, just like the song. The gameplay stays relatively simple while still managing to work well with the song. The big star background adding another layer of complexity to it as the song intensifies is just the cherry on top, krmal went above end beyond with this. The verticallity of this part is a very nice callback to the first section. My only complaint with it would be the offscreen gameplay which can be excused by the limitations of the update.

Creators to this day still have a lot to learn from a level released 9 years ago.

-/100
DIFFICULTY
10/10
OVERALL
10/10
VISUALS
9/10
GAMEPLAY
5/100
DIFFICULTY
4/10
OVERALL
6/10
VISUALS
0/10
GAMEPLAY

The idea itself of "Stereo Madness but flashy effects" already dooms the level from the start. The level would have benefited immensely if it was simply an auto. It's clear that the creator only focused on visuals, so why even bother with gameplay anyway? Nobody plays Rage Quit to have fun, they play the level because its ultimately eye candy, at this point why not just watch a showcase? The level shows nothing of substance apart from a few cool ideas that honestly carry the level from "slop" to "okay" in my opinion. For me, this got most of it's points from the fact that this is probably the best level to impress a new GD player with what people are capable of making in the editor, or in other words, the creator aimed to make something as visually impressive as he could, an succeeded, unfortunate that a few bad decisions brought this down by so much.

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sorry about this gang