Junior Member
It feels almost wrong to look into a level as personal as Joselita, especially given the subject matter and raw emotions on display. I really got to commend SGameT for being brave enough to put out something like this. By being this vulnerable, SGameT's level may end up helping a lot of people. Even without the context this works really well as a straight-up emotional release, bottled up emotions bursting and collapsing all over the floor. And when paired with something as soul-crushing as the context SGameT gives to us, it really elevates this level to another level. And I am really glad that SGameT let the level speak for itself. Its all showing, no telling.
One of my biggest pet peeves with experimental GD creating is the usage of object spam, where objects are spammed across the screen without rhyme or reason. I get it, it's trying to appeal to rawness, anarchy; GD objects at their most non-representational and most primal. But for most levels this effect is just wasted on me because they don't seem to be done with much foresight or intent. It's almost like a circular thing, where its done for the sake of being "experimental" rather than an actual appeal to what I mentioned. Joselita is an exception to this. The object spam here provides a perfect complement to everything going on, accentuating the effect given by the otherworldly, insane shader effects. I might be reading too much into this, but I think the specific uses of question marks and red spike spam are worthy of a mention. To me, they're screaming at me, beckoning me to question everything, to see everything as a hazard.
I'm just really stunned by the conception of something like this. Raw emotions converted almost seamlessly into a geometry dash level. It really leaves me stunned, almost numbed. I wish you the best SGameT. Following your creating journey has been a joy for me.
Sorry, but this was not it. This level just looks hideous to me. With the exception of the Red Panda section, most of this level has this really hastily done, blobby rendering style that I've started to notice with a bunch of art levels ever since Astralith got popular. I would point to the Cat Hot Air balloon in the first part as the most clear example of this.
They rendered the cat hot air balloon with the absolute bare minimum that it could've been rendered. Instead of taking the extra time to carefully detail the cat, they slapped together a couple of scaled circle objects and called it a day. And this philosophy is pretty much applied to the rest of the level. I should note that there's nothing wrong with creating art with the circle object, it is a very versatile object, and an object I use quite often myself. What frustrates me here is the way the object is being applied. They aren't treating these assets with proper care. It just feels very lazy to me.
I also really don't like how this level tries to divide your attention to a bunch of different focal points,. Now, I love detail in levels, I love when people add lots of little elements. But here, there is an issue with priority. Too many things are vying for your attention which makes the whole experience way too overstimulating. The SFX do not help at all with this by the way.
The level is also just way too garish and sentimental for me, I am not a fan of this type of subject matter. This was a really harsh review but I don't want to get the idea that Tenermul and his team are bad artists. They just need to really prioritize some things over others.
Its pretty cool, bpi is very talented at these type of motions and animations. I think this is a step up from Interstice from sheer fact that it sticks to a more concrete theme and also maintains consistency throughout the whole level. I do wish the level's game sections had some level of interaction from the player, in a way where it would elevate itself from being just an animation in GD. I don't mind animations in GD, I think they can be a respectable artform in of itself, but I think more of these should take advantage of the medium they are in.
Oh also nitpick I wish the cube pulled stronger punches during the 1st PUNCH arcade segment.
The original monolith, years and years of ahead of its time and massively important for minigame culture. I will say that in some aspects it has shown its age from either a technical point of view or a gameplay point of view. The group usage is really inefficient, there's bugs, some rooms like the lava room and the boss-fight feel way too unbalanced compared to everything else. But for me, all of these aspects are forgiven from the fact that this was the most engaging, expansive minigame we had ever seen up to that point. And even today upon playing it, I can still feel that sense of scale and grandness. Without Mastergame, minigame history changes completely. So many minigame creators sprouted from Mastergame (and to an extent, Serponge's minigame run). It's an ancient monolith that still stands 8 years later, still triumphing even over modern releases. It's a masterpiece.
Pretty neat level. I appreciate that it isn't trying to go in-your-face with the sample usage. It's an earnestly made level first, and a sampled level second. I do kind of wish that the level used its samples beyond an aesthetic lens but almost no level has even attempted to do that so I can't fault PAHC much.
It's a serviceable level, and I think it is a good step above most Audieo CC entries for the sheer fact that the sample usage isn't there for the "wow this is from this other level" value. Like its trying to use its samples in a thematic way which is cool. I kind of feel like sample use in GD is at its infancy cuz right now most people are just making levels with samples but not putting much thought into said samples.
With that said I'm not really sold on the whole concept that Vegtam goes for here. The level paints light strokes on the subject matter of AI but I feel like at most its just a sugarcoated theme rather than a deeper exploration. I know this certainly was not Vegtam's intent, but by making the AI an appealing cat-girl robot and not really doing much beyond that characterization, it's almost doing the opposite of being an indictment of AI. I can respect that this level takes sample-usage a step further, but I think it can improve beyond this.
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sorry about this gang