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4 months ago
Time spent online:
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Reviews

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-/100
DIFFICULTY
9/10
OVERALL
9/10
VISUALS
8/10
GAMEPLAY

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.

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

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.

-/100
DIFFICULTY
5/10
OVERALL
4/10
VISUALS
-/10
GAMEPLAY

May not be the most polished level ever but I enjoy what it's going for. It features a lot of very distinct parts that sort of feel like the creators were mainly just having fun. I think the concept of having one player's side being really hard and the other's really easy is kind of neat, since I don't think I've seen that much before. When you compare it to other works by mbed and SpKale it isn't amazing, but I don't hate it.

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

This level's so cool. I love the way it plays with the contrast in a black and white color scheme, though I might be biased since I created a level that does something similar. Still this level is weird in a good way, works well with its song, and is pretty unique from a lot of other levels primarily because of the block designs. The level features very grid-like boxy structuring where each block on the grid is decorated slightly different than the ones surrounding it. Sure, the designs repeat since creating that many designs to fill that many blocks is just asking for burn-out, but the pattern has enough decorated blocks to where you hardly even notice it. Noirv uses its cluttered nature to its advantage, overstimulating the player in a pretty interesting way. This level doesn't change a whole lot over time, but I'm unsure if it really needs to since it somewhat stands alright on its own. I think the repetition also fits the song.

-/100
DIFFICULTY
1/10
OVERALL
1/10
VISUALS
-/10
GAMEPLAY

I guess it isn't my cup of tea? Strange challenge. I kinda like the movements at least.

-/100
DIFFICULTY
8/10
OVERALL
7/10
VISUALS
9/10
GAMEPLAY

A classic, has aged quite well.

Very enjoyable and consistent gameplay, though I'm unsure how it plays in 2.2.

-/100
DIFFICULTY
6/10
OVERALL
4/10
VISUALS
8/10
GAMEPLAY

Very very fun but very very learny. Was fun to piece together where to go.

The red cube maze at 46% annoyed me a bit but overall this level is pretty unbalanced so that if you pass it you'll probably get very far. I like levels balanced like that since I don't like dying everywhere.

I've never been a mega fan of old Funnygame so I don't really have a ton of memories of their levels, however I do have a fond memory of watching a piano cover of Infernoplex with this level in the background and since I was new to Geometry Dash I admired and gushed over it for a bit. It's not very original (obviously) but it's really good for a level mix. Almost feels as though Bryan took Funnygame's assets (in the form of parts) and used them in a new way to create a cohesive level. Unsure if it would be cooler if Bryan tried to use the assets more creatively since tinkering with the work of someone so beloved in the community is always a tough topic.

-/100
DIFFICULTY
7/10
OVERALL
6/10
VISUALS
9/10
GAMEPLAY

I've beaten this around four or five times now because of updates, new versions and everything so I feel like I should leave a review here. I haven't actually beaten the current version that nerfed it to easy insane but it just seems to be the same level but easier and the nerf is supposedly better than the versions before it so I feel like if I liked the older versions I'd like the newer versions. I also never beat the very first version that Baeru verified, but that was the hardest version overall so thank god.

I don't really know why this got a 2.2 update, I dislike when people do this just to throw in a few shaders and camera effects. The level beforehand was fine too, so I don't really know why it was changed. Some decoration was improved such as in the predrop (though it feels a bit more cluttered now), but some weird decisions were made such as making the blue lines at the drop thicker and more distinct.

MY SONG was mainly fun for me due to how short, snappy, and consistent it was for me. The wave at 57% used to be really hard but it was made free when it was nerfed to high insane demon so I assume it's nerfed in the current too. I think the high-insane demon update was probably the best version of this. Honestly I think that I would heavily dislike this if it was more balanced since I would feel worse every time I died. The ending of this is super chokeable but honestly its fine now that the level is slightly more balanced in the middle. Basically if the level's too unbalanced, you get stuck at certain chokepoints, and if it's too balanced, it's really frustrating wherever you die. This is a nice in-between.

The decoration overall is simple, but gets the job done with a fairly consistent quality. Honestly the structuring is very satisfying, with there not being that much unnecessary empty space.

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

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.

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

Overall has aged a bit, but still Zylenox’s factory style just satisfying to look at. Wouldn’t say it’s Zylenox’s best level due to the lack of polishing in some areas (mainly some arts clash a bit due to some being overly complex and others not) but I like it. The complexity of the design in the wave is super neat.

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sorry about this gang