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OFFLINE Last seen
8 hours ago
Time spent online:
21 hours, 30 minutes

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Overall
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Reviews

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-/100
DIFFICULTY
6/10
OVERALL
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VISUALS
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GAMEPLAY
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DIFFICULTY
6/10
OVERALL
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VISUALS
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GAMEPLAY
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DIFFICULTY
6/10
OVERALL
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VISUALS
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GAMEPLAY
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DIFFICULTY
6/10
OVERALL
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VISUALS
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GAMEPLAY

go crazy ber zer ker ! ! !
very funny level but kinda like watching a Transformers movie

-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I think it's fine for what it is, but a tad disappointing. I really like the idea of having the experience of a player's rage in Geometry Dash being contextualized into a Geometry Dash level. Rage is one of the first things any GD player experiences when playing the game. The first spikes in Stereo Madness are our first barriers of entry. At it's core, GD is a rage game. I think this concept was really smart for Bli to tackle for Waboo's contest. Every other entry tries to make a level in spite of the Stereo Madness gameplay, but this level embraces its aesthetic.

Now, with that said, I don't really like the execution much. For me, the level loses the plot after the initial screen shatter. It goes through lots of different motions and animations that feel less thought through and more like appeals to flashiness and spectacle. What are all of the backgrounds in the ship section? What do they contribute to the level aside from being visual set pieces? The level has the potential to have lots of meat on its bones but it ends up feeling like candy.

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sorry about this gang