Junior Member
Has very few actual objects in the level but the shader effects manage to carry it a lot.
Not a huge fan of the primary effect the first few parts feature but as the level progresses the shaders go crazyyyyyyyyyy. I WISH I knew how to work with shaders this well.
The little eye animations and the text that appears and disappears are pretty cool too, but I wouldn't say I'm a big fan of the simple block design since it feels a bit lacking in comparison to the complex backgrounds. This is probably intentional so that contrast is created but I think the contrast is a bit too much.
Not groundbreaking but very memorable. The song (whether you think its good or bad) is oddly catchy which helps with that, but also the drop features very unique curved structuring that most levels are afraid to touch. Plays pretty well too, the click indicators improve the sightreadability a lot at the last part so you'll just randomly do like most of the last part when you get there and you feel like an incredible player for a second. I like the effort Presta put into the movements and the pulses, as the snappy first part and flowy buildup really work well with the song.
Very short too, but still packs a punch.
Super fun level to play
Aged a bit visually especially in the predrop but overall holds up alright. The drop wave is iconic, and the level mix before the drop is incorporated well. Feels a bit random in terms of theming if it has any theme but that's just normal for the time it was built in anyway; in some parts there's an ocean theme but this really only is shown in like a few arts in the very beginning.
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.
I'm really liking Kira as a creator, but I don't think this hits as strong for me as WANNACRY despite this technically being "more impressive" than that. Feels a lot more overstimulating without really offering much substance, the predrop is probably the strongest part of this because of that. The first part of the drop just feels very unnecessary if I'm being honest; it's alright to play and isn't horrible but I don't really understand why it's there. The ending cutscene is very pretty but the cutoff of the song to get there feels quite jarring.
About the song, I don't really like the use of Exit this Earths Atomosphere here, since this song has already been used a lot in the past. Very little creative opportunity is left by choosing this, so I wish Kira had just went with a fresh song nobody had used before like they had with WANNACRY.
The theme the level's going for is really neat with the "emulation", and I actually do like the part where it switches between all of the different space gauntlet entries since I feel like it gives new life to entries that didn't place. I heavily studied the space gauntlet entries so this was a nice surprise for me. While it isn't the most original thing Kira could have done for this part, it still I suppose got the job done. The other parts somewhat lose this theme a little though, prioritizing crazy effects to both its benefit and downfall.
Gameplay is whatever. I fluked the drop and the predrop was alright to play.
Overall still a decent level, just a bit confused in what it wants to be.
I still don't even know what to write here, even months after this released its still insane to me. Close to being the perfect space gauntlet entry for me, I loved Planispheres so seeing more abstract approaches (as opposed to how most levels interpret space) to the space gauntlet prompt was wonderful.
The way the level works with its song is crazyyyyy. I love this genre of music (not really sure which it falls under, I'm not really knowledgeable with music) so this song gives the level a wonderful amount of charm for me. The level works really well with it, using it to build up an almost surreal environment while keeping enough cohesiveness to stay to the themes that allow for it to be a space gauntlet entry. Love the Renaissance influences, and the art is super high quality. I think djudjeito's style just is the icing on the cake of this level actually, as it comes off as so original and almost feels like an actual painting at times. Lots of effects such as the parallax at the end also blew me away, the skill required to execute all of the ideas here is insane.
Yellow usually isn't a pretty color either and djudjeito's outlines just look so incredible despite that. This also level knows how to combine multiple colors on the screen at once without it seeming overwhelming or messy.
Gameplay is slow and maybe the length makes it a little boring to some, but to me it feels like a dreamy journey across the creator's mind. The level is more lenient than it looks in videos, and in reality is a lot easier than the difficulty that it was given which makes it surprisingly sightreadable.
This and Pluto were incredible levels, so I'm highly looking forward to whatever djudjeito makes next. Could be the next big creator depending on what they continue to make, since their style is very unique and I think they're really gaining popularity fast.
Creative and satisfying use of the spider gamemode. Cool vibes overall too; I think it works well with the song and I also like the song! Pretty fun.
Never seen a level with this theme before, super cool. Also trying to make a level work with a T+Pazolite song is super hard due to how energetic they are, so the fact this works as well with the song as it does is quite incredible. I just overall really love the design and art this features, and I like the safari part in the second half. Extremely fun too, stands out among easy demons for its dynamic but relatively fair gameplay, though the ending is a bit chokeable.
I feel as though one of the most important qualities one should prioritize when making a modern nine circles level is whether or not it feels different from other levels of the style, and I feel like Pulsar meets a really good balance between being original and adhering to the chaotic pulses that are a staple for the style. The ending is super creative, I remember being amazed at it years ago when I first looked at this.
An early 2.1 mess but overall I found it really charming how different every part is from each-other. I really enjoy the balancing, since the first half is fairly consistent while not being hard enough for it to be that boring, and the second half offers a very interesting challenge that really makes you nervous. I found this to be a pretty thrilling experience when I played it, and it felt very satisfying to beat.
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sorry about this gang