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OFFLINE Last seen
3 months ago
Time spent online:
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Reviews

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

there's no way for me to separate this level from the social circumstances & memories it's come to represent for me personally. so I'm not gonna. eat your heart out

PS have you ever had someone in your life that you wish you could be friends with again but you just know it's never going to happen

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

for years marc's gameplay was considered the gold standard I never quite understood, and only now do I recognize it's probably because it's so damn corporate. looks great, syncs like a hoe, quite dynamic; it's a shame it's basically gaming benchmarks

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

there were likely better and more poignant examples for the time that've escaped my memory, but when this dropped desty's vision burned brighter through the sky than just about anyone else. the context of the Viprin CC makes it even better - while people were bucket-tooling their by-the-numbers design levels blue, voyage was too busy towing the line on what could still veritably be categorized a "design level". wouldn't be surprised if it accelerated our descent into the monogenre. surely ahead of its time, although I'm forced to revoke its classic status cuz it's nothing to write home about today

-/100
DIFFICULTY
5/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

I think if mindcap learned what opportunity cost was he would immediately quit GD and become a multi-level-marketing scammer

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

just love watching the way the player moves in this one. it's the singular thing unique to this game as a medium and yet we get like one level a millennium that bothers to play with motion the same way

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

glow design levels are essentially this game's version of pop-punk: kids love it, r/im14andthisisdeep late-teenage nihilists hate it, adults mostly come back around to kinda appreciate it again (whether out of nostalgia or actual inner peace). paint me somewhere between the second and third categories

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

this is why every undergrad degree makes you take gen eds

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

even before people began designing intentionally to appeal to spectators on Youtube, spectacle has always been a core part of basically every level to ever exist. creating something then releasing it has always been a two-way street, not merely an act of personal satisfaction for the Self, but also a gesture that reaches to the Other for something of value we can't produce for ourselves. and what better way to reach towards the Other than by molding your muse in a way that made it easiest for the outside world to understand you? if creating something that was impressive to others could earn you more social standing - adoration, respect, sometimes creator points if that mattered to you - in a way that didn't sacrifice any integrity, why not do exactly that?

not long after creators figured out the sky was the limit with the editor, we sought ways to make our levels « better » - asking for feedback, reading comments, watching guides, studying creators we felt were superior to ourselves - because we naturally understood that even if our ideas were great to ourselves, it's that responsive feedback loop that really gratifies the whole creative process. everyone wants to be perceived

...unless, maybe, not really? like the gestations of Levelution in 2016 and the later development of more "economic" modes of creation (Split72 mostly comes to mind here), not everybody builds to impress, and in fact, some people are actively repelled by the concept of building for social capital. those kinds of « grindsets » have - rightfully - attracted a lot more ire over the years. an increasing number of folks really just enjoy the solace and the mindfulness of the whole process, with releases being more a nice byproduct than the outright goal

past was the first really outstanding release that I felt was totally bereft of spectacle. nothing but major respect for coming off the tails of your biggest "chart-topper" acu and delivering a simple ode to the love of the game, sharply pivoting from your outwardly biggest work to your most inward. few have made it through the other side of any project teeming with this sense of renewal and lust-for-life, a real statement of intent for where neige was at that time. even now, when "modern" styles have become a tired stain on the awarded section, past's appeal transcends all that and still feels crystal clear.

and, importantly, it's not minimalism by-way-of "hey look how few objects I can add and still call it a level" (itself a kind of spectacle), but rather minimalism by stripping back all the excess & glamour and presenting something untampered by standards. I mean it's quite literally just flat blocks paired with simple gradients, all while cycling through rudimentary 2-color palettes - you don't get away with that without a good alibi!

past is a level for... really nobody, but rather than being another unremarkable solipsistic slog it's a distillation of why we even bothered to stick around with this stupid game for this long

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

to bite on nostalgia for a bit, this was truly a "you had to be there" typa thing

-/100
DIFFICULTY
3/10
OVERALL
-/10
VISUALS
-/10
GAMEPLAY

as someone who has extensively adapted their creative process around scripting and programming, it's always been disappointing to me to see such incredible commitment and talent dedicated to developing these creator's tools in service of such a vacant end product. ditto for HOW. yeah it's cool for geometry dash, but without that operative context it's visually indistinct from the flash games I played as an elementary schooler on coolmathgames.com. Run 2 outsold

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sorry about this gang