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OFFLINE Last seen
1 hour ago
Time spent online:
21 hours, 33 minutes

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Reviews

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

Yay very glad this is finally out, very exhausting to work but very fruitful, very proud of the team and very glad we all pulled through and we tossed around all sorts of crazy ideas. I had to optimize a 40,000 obj asset down to 3,000 obj T_T anyways yeah uhh eta carnis. So crazy that this is finally out.

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

Not the most engaging thing in the world and certainly begs the question "What does this offer in a way where it separates itself from the original game" but I really do appreciate the technical skill brought up to this. To me GD trigger work and engineering has much to be appreciated beyond a "hurr durr spectacle", it is its own world of problem solving, to me a valuable art and something OTU brings in droves.

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

Bpi's best. His strongest in terms of conceptualization and playability. I'm really grateful that hes always willing to take things into new directions.

-/100
DIFFICULTY
2/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I can appreciate the creativity and novelty of some of the randomized aspects they're pulling off here, but the overall level has way too much going on where its nearly impossible to parse through the gameplay. I also find the level to have so many clashing visual ideas, overall just something I really want to avoid.

-/100
DIFFICULTY
4/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Really excessive and disorienting in a way that does not feel fully-realized, instead feeling very incoherent. There are brief moments where I am quite intrigued; maybe a gameplay mechanic, a good animation, or an interesting design, but these are nowhere near enough to pull everything together. I feel a very similar way to how I felt about other levels like Space Invaders, Casino Blitz, Starbladesaster. These levels try to overwhelm the player with all these flashing movements and pulses, but they try to do it in the least amount of effort possible so the effect ends up feeling super hollow. I feel like I should feel as if I'm entering a new dimension 2001 Space Odyssey style, but instead I can see through the bells and whistles; what's left is a husk. I wouldn't be so frustrated about this particular level if it weren't for the fact that I can see glimpses of Rafer's talent here.

I can admire that the coin paths had a lot of creativity and thought put into them, but at that point, I feel like some of these coin path ideas might as well be in the main path instead. Aside from the expectation of being a Rafer level, the level gives you very little motivation to actually hunt for the coins.

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

fun alien walkers zeep zorp

I really want to see more gd levels that convey this type of alien vibe

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

OOOOOOOO / OOOOOOOOOO

-/100
DIFFICULTY
0/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

poopy sus balls

-/100
DIFFICULTY
0/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY
-/100
DIFFICULTY
6/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

Pretty neat but a bit too derivative of Seokso's "Behold".

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sorry about this gang