Junior Member
What started as a quick 5 day speedbuild collab ended up being a complete brainrot fest, probably for the best anyway. Also woah that's my part on the image banner. Sorry Hyperbolians, I've slopped again... It won't be the last time I do
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.
Pretty neat, funny bossfight animations and cool attack patterns. Funny premise as well. I feel like its a bit too repetitive for me to really engage with it tho
Pretty fun level that uses vanilla platforming concepts really well. Gameplay here is very strong. I do kind of wish there was a stronger climax where the visuals get turned to eleven, in a similar vein to "Aethos" or hell even non-platformers like "Experiment". The ending felt kind of inert to me and considering the theme was colors, ImMaxX1 could have really pushed towards that theme.
I feel like the subject matter is pretty boring and it really just goes through the motions showing you scene after scene of Christmas settings. The parallax effects are consistently nice, especially the ending. I found a lot of the art to be inconsistent, some sections look really nice with some very solid color usage, others clash a lot, particularly the red train near the beginning juxtaposed against the bluer arctic background. It feels a lot like Matty2003 took the reins in this level cuz it has a lot of his signature stylings like blockier art and certain camera transitions. A lot of my friends really enjoy this one, but I really can't say that I like it all that much.
This will be Geometry Dash in 2018
Lotta issues with depth and contrast, really hard to see what is and isn't an object. I also have to question the inconsistent block usage. GamerKnight puts in a lot of rendered art set pieces and then out of nowhere adds 2.0 brick blocks, random pixel blocks, and the fingerdash bats. I feel like there should have been much more thought put into the object use, this is something I feel like a majority of up-and-coming creators lack much knowledge on.
I think the theming of this level is pretty daring, lots of hell levels just allude to ideas of hell. I assume the same goes for Ascension to Heaven. Here, you quite literally see depictions of biblically accurate angels, Jesus on the cross, and many demonic lookin fellas which I would imagine have analogs to biblical demons. Kind of ballsy to have this be a weekly demon for a kids game but hey the age-appropriateness of GD has been discarded long long ago.
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sorry about this gang