Junior Member
I think this riffs too close to home to levels like Commatose for a lot of the sections, which I don't really like much. The portions where it did its own thing, like with the scribbly notes section, were definite highlights for me. I do like the gameplay a lot though, does a good balance between being accessible and not being too straightforward. The song is also just way too obvious and blunt to me. Some of the lines are cool like "The moon used to be a perfect circle until telescopes and measuring tools gave it its craters" but these lines are delivered in a really "I have been enlightened" / "KNOW THE TRUTH" type of way where it just removes all nuance for me.
Yeah just a bit of a mixed bag unfortunately. Some of the texturing and design here is great. Winchester showed me a bit of his section beforehand (he made the blue crystal section and also hosted the level) and yeah I think he did a great job. I feel like it might be his best work in the game. Kisss's section is also nice although its a bit static and I would have liked some subtle animations like moving grass and also a stronger foreground parallax. I'm not too big a fan of Culuc's departure from the previous styles, as well as the clash between certain visual assets within the room. Konsi's part might be the weakest imo. I appreciate the rendering idea on paper, but in execution its supremely messy and very hard to distinguish what is and isn't a platform.
Conceptually, I didn't really vibe with this. The different rooms really needed better tie-ins to one another, like how "Between Worlds" by xloco presents its different segments by sprinkling in common visual motifs. I also feel like there was a lost opportunity to express the degradation of an environment; It's admittedly hinted at but nowhere as focused as it should be.
Honestly my biggest issue, and something many people have brought up, is that the gameplay really felt like an afterthought. Bugs and unsightreadable hazards everywhere, and the main gameplay of the repeated room felt very clunky and awkwardly structured. Winchester's pretty chill though, and I do appreciate that he and cherryteam tried doing something different.
An underwhelming experience for me. I don't really like the inconsistencies in art styles between parts and within the parts themselves, and the gameplay constantly shifted from really easy cube sections to random bursts of fast, difficult passages. Just generally did not have a good time with this level at all, not much for me to chew on. Jud innocent.
Probably my least favorite GD main level but its still a relatively enjoyable level. I would disagree with the notion that there are any bad main levels, because I have no trouble replaying any of them and getting some enjoyment out of them. This level just happens to be the one I replay the least because its a bit forgettable. It introduces no mechanics except maybe black sections (which Can't Let Go capitalizes on much better). It doesn't have any memorable difficulty spike or any memorable visual even with the 1.0 constraints. Even with that, this still presents itself with a decently fun, yet unmemorable experience. Goes to show how good RobTop is at making levels.
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sorry about this gang