Junior Member
I used to not really get it but after rewatching it many times and seeing all the little details I've come to like this. Audieo's part is a little weird at first since stylistically he creates very differently from Cometface and Serponge, but I've come to really enjoy the black hole part and the parts after. Love that the song for this was made for the level by at least one of the creators, since I feel like this allowed the team the freedom to expand upon how the level fits with the song. Once Echo Delta starts going, it only gets more and more intense. The entire level feels bold and intimidating, representing the fear of the unknown. The predrop helps this theme with its world-building, as you explore cosmic planets and designs that are fairly irregular to what is normally seen in most levels. I'm surprised many other gauntlet entries didn't really explore the idea of alien planets or alien technology, as I feel that the exploration through the unknown is a massive factor that inspires how space is represented in most media. I really love the progression even despite how different Audieo's part sometimes looks.
Wonderful example of good theming while still feeling like a Geometry Dash level. Also a really good example of how to make bossfights since the bossfight here was pretty decent to play (it's been a bit though, hard to remember).
If it released today I don't think it would be as popular, but even if it's slightly carried by nostalgia and popularity I still think it's a really solid level overall for its time. It isn't terribly old but still has aged very well overall. Some parts have some minor flaws, as the use of white in the first part is a bit jarring, but I have to admit its minor flaws help make the level charming.
I think this is a neat mix between YoReid and JamAttack's styles that the contest this was made for really wanted. I don't really know where Airzyy's part begins and ends, which is nice (because the quality is therefore consistent) though I feel a little guilty not really knowing who to praise for what. Much like JamAttack, YoReid uses a lot of parallax backgrounds and foregrounds that help immerse the player in the level. I feel like more emphasis could have been placed on the gem in the first half to sort of give a reason to why the player is in the setting they're in. Love all the little playful animations this has, all the skeletons really feel alive and that they're trying to stop you (or other skeletons) from getting the gem. It seems to hold some power of the moon based on the sequence right before the drop? Unsure but it's funny seeing all the skeletons being greedy.
Don't really have any complaints about the gameplay. It isn't really innovative or amazing but it's pretty fun to play. Bossfight was really well made in particular, something that happens quite rarely in classic levels. This level's on the easier side of demons so the boss can't be too intensive, so the level makes it very clear where to go. After practicing it for a few attempts, it's quite fun.
Will I really remember this in a few years? Probably not. It does have some uniqueness with its animations but overall the decoration style may blend in with other legendaries and mythics as time passes.
See DenseCabbage’s review.
This level is unique even when compared to xuser’s other levels and I find that super cool.
Song works so well with this too; this level has a vibe to it.
Strange, but intriguing. I've always liked the way fiffy incorporates art into their levels to expand their themes and ideas. Features some odd color combinations that work quite well. I like the Cats (they are silly), and the ending feels cozy.
I only slightly remember how this plays but I think it played Okay.
Other people can put why this level is good in words better than I can convey.
I remember I made like a painting once inspired by this just because of how wonderful it is.
This level really showed me the beauty of simplicity in this game, since despite this having few objects, the vibrant colors and gameplay really help make it an immersive journey. The majority of the level feels peaceful, as if you were floating, so I would say this works with the dreamy song choice really well. I mentioned the colors, but at the time this released Neigefeu really was ahead with their gradients and I remember finding that super cool. The gameplay is well made and intuitive, and I would say the level's length benefits the gameplay by making the adventure seem more exciting towards the end of the level.
The progression is quite nice, since at times it feels like you're frolicking in a meadow, adventuring through a forest, or even exploring the skies. All created without using realistic objects but instead with simple blocks and advanced color theory. The last part is really beautiful, and has stuck with me for some time.
Very pretty level, with both paths showing significant enough contrast to make it one of the best entries for the discord gauntlet (I feared a lot of entries would be extremely simple conceptually, overlooking the idea of contrast that made the gauntlet premise unique and adding it as an afterthought). A bit of a surprise release, since AbstractDark hadn't been making many levels when this came out let alone art levels, but this was definitely a welcome comeback. Unsure how to phrase it, but the part where the sun's rays reflect around trees and branches is an effect I've always found really immersive and I've always wanted to know how to do it. Very fun.
KrmaL has always been ahead of the game when it came to representing energy, since the way the drop explodes into a storm overall shows how strongly linked energy and theme can be at times. I like the way Lit Fuse plays with energy more than how this level uses it, however the extent of this level's influence on me cannot be understated. Black Blizzard taught me how simplicity and complexity also contributes to how dynamic a level can be, while Lit Fuse taught me how gameplay contributes toward that. Has the level aged perfectly? Somewhat, but parts especially like the 2nd cube's maze feel a bit dated with how the color white is used. Still, the slowness of the predrop building up the storm combined with the experience of going through the storm in the drop easily makes this level a classic. The last part, particularly the mini wave, is a wonderful way to slowly fade out energy until the storm has passed and the level is calm again. This level inspired me and many others, and I hope it continues to inspire new creators too.
I don't think its fair to rank this level on something like this site, since Death is not made for the same purpose most levels featured on this site are made for. Death is meant to exist on its own; to be seen in the context of loss, grief, and perseverance.
Simply viewing a video of this level does not do this level justice, but I can't really speak on that myself, as I have not played this level from zero. I want to, since I know actually playing Death is what helps you really understand its purpose and how it connects to larger concepts and themes, but I think it's just too far out of my skill range unfortunately. This is not a negative aspect of the level though, since Death should not be easy to overcome. This level is intimidating and doesn't look "conventional" simply because death is not intentionally meant to be enjoyable or pretty too. Death exists as death, and I feel this level conveys that harshness of life in a way that not many other Geometry Dash levels have even attempted to try. The topics Death tries to communicate are very difficult to put into a Geometry Dash level without them seeming either unserious or thoughtless. Often levels will try to plant stories and themes by just directly telling the user, but all this level needs to do is have its title simply be "Death".
We can compare this to the personal aspects we use to judge levels in this game, but this level was very much not made to deal with those. This feels almost disrespectful to do because of that, so I feel guilty trying to do that in the past.
Overall, I cannot critique how the level approaches the concept of death, since I don't have the full experience and not enough levels similar to it exist.
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sorry about this gang